Inquisitor

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Inquisitors are sanctified crusaders and zealots skilled in seeking out and eliminating evil- whether monsters, cultists, or practitioners of dark magics. They've typically seen the worst society has to offer, and are adept at navigating the underbellies of cityscapes to uncover the filth that festers within. Keen of mind with strong situational awareness, they tend to have a knack for noticing and tracking even subtle signs of witchcraft and depravity. Of course, uncovering the wicked in itself only goes so far. Thus, Inquisitors specialize in ways to eliminate their adversaries. There are two paths for Inquisitors:


Witch Hunters

Witch Hunters are highly trained to assail a single target, applying a variety of their skills to eliminate them as quickly and effectively as possible.


Spellbreakers

Spellbreakers have been trained to endure the machinations of witchcraft, warlocks, and aberrant psionics. They're capable of locking down threats and dismantling the magical defenses of their targets.


Requirements

Attack Bonus: 5 BAB

Skills: Knowledge: Arcane 8 ranks, Knowledge: Religion 8 ranks, Knowledge: Planar Creatures 8 ranks, Knowledge: Nature 5 ranks, Investigation 5 ranks, Sense Motive 8 ranks, Streetwise 5 ranks, Tracking 5 ranks

Alignment Restriction: Any Good

Unique: Must belong to an Inquisitor Order


Hit Die: d8

Proficiencies: Inquisitors gain no additional proficiencies

Skill Points: 6 + INT

Class Skills: Appraise, Bluff, Concentration, Craft (all), Disable Trap, Decipher Script, Discipline, Disguise, Escape Artist, Forgery, Heal, Hide, Intimidate, Knowledge (all), Listen, Lore, Move Silently, Open Lock, Parry, Perform, Persuade, Profession (all), Sense Motive, Search, Speak Language, Spot, Spellcraft, Streetwise, Taunt, Use Magic Device

Inquisitor

Lvl BAB Fort Ref Will Special
1st +1 +2 +2 +2 Witness the Impure
2nd +2 +3 +3 +3 Class Archetype Selection
3rd +3 +3 +3 +3 Fervor
4th +4 +4 +4 +4
5th +5 +4 +4 +4 Consecrated Weapons
6th +6/+1 +5 +5 +5
7th +7/+2 +5 +5 +5 Silence the Witch
8th +8/+3 +6 +6 +6
9th +9/+4 +6 +6 +6 Sacred Vestments
10th +10/+5 +7 +7 +7


Witness the Impure

The Inquisitor gains the ability to pierce distortions, ensuring that no magical practitioner is able to remain invisible or under an illusory disguise. This ability grants See Invisibility and Ultravision, lasting for an hour per Inquisitor level.


Class Archetype

At second level, the inquisitor will choose between the Witch Hunter and Spellbreaker archetypes and begin gaining specific archetype skills on every even level. These skills are detailed in their respective archetype sections.


Fervor

The Inquisitor has witnessed the stinking underbelly of society and has purged all fearful emotions, replacing them with holy zeal. They may no longer be intimidated or frightened.


Consecrated Weapons

The Inquisitor's weapons are imbued with holy fire, capable of purging wickedness and corruption. Their strikes apply a stack for Purifying Flame, which immolates targets for a short time. Successive attacks cause the target to flare up, dealing 1 Radiant damage per stack, up to the Inquisitor's class level.


Silence the Witch

As a quickened action ranged touch attack, the Inquisitor sends forth chains of brilliant light to wrap around a target's mouth, silencing them for 3 rounds should they fail a reflex save vs DC 10 + Inquisitor level + dex or str modifier. This ability is on a 5-minute cooldown.


Sacred Vestments

The Inquisitor affixes their garments with powerful seals and scriptures to ward off evil. They gain -15% damage taken from all evil creatures and 100% immunity to Curse damage.

Witch Hunter

Lvl BAB Fort Ref Will Special
1st +1 +2 +2 +2
2nd +2 +3 +3 +3 Purge the Wicked
3rd +3 +3 +3 +3
4th +4 +4 +4 +4 Blessed Silver Bolt
5th +5 +4 +4 +4
6th +6/+1 +5 +5 +5 Imprecation
7th +7/+2 +5 +5 +5
8th +8/+3 +6 +6 +6 Expurgation
9th +9/+4 +6 +6 +6
10th +10/+5 +7 +7 +7 Anathema's Bane


Purge the Wicked

When a marked target dies, it explodes in a holy nova to deal 10 Radiant damage to surrounding targets and gives them a single stack of Purifying Flame.


Blessed Silver Bolt

The Witch Hunter carries a small reserve of highly enchanted bolts with them. Each of these bolts is painstakingly engraved with holy scriptures, symbols, and sometimes dipped in holy water or further enchanted to cause maximum damage. Taking careful aim, the bolt may be fired as a ranged touch attack to deal 6d6 physical damage. If the target is evil, it also deals 50% of their current health, or 10% on a successful fort save vs DC 10 + Inquisitor level + dexterity modifier. The DC is increased the lower the health of the target. This ability deals half damage to players and is on a 5-minute cooldown.


Imprecation

The Witch Hunter hurls an accusation of wickedness and evil at their target. If the target is evil, they become marked. Any radiant damage the Witch Hunter deals against marked targets is increased by 100%. Marked targets are also Dimensionally Anchored if they fail a will save vs a DC of 15 + Inquisitor level + charisma modifier. This ability is a free action with a 1 round cooldown. You may only have one target marked at any time. Marking a second target will remove the mark on the first target.


Expurgation

As the Witch Hunter's relentless assault burns away at their foe, they find their weaknesses laid bare. Seizing upon one, the Witch Hunter will burn it out of the victim's flesh before starting their assault anew should the unfortunate soul survive. When the Witch Hunter hits a marked target with 10 stacks of Purifying Flame, all stacks are consumed to deal 15 Radiant damage instantly. The Witch Hunter also gains +5 AB and +3 APR for 2 rounds.


Anathema's Bane

The Witch Hunter's zeal against evil targets grants them +3 AB and 1d4 additional Radiant damage.

Spellbreaker

Lvl BAB Fort Ref Will Special
1st +1 +2 +2 +2
2nd +2 +3 +3 +3 Expel Heresy
3rd +3 +3 +3 +3
4th +4 +4 +4 +4 Spellbreaker Shroud
5th +5 +4 +4 +4
6th +6/+1 +5 +5 +5 Spurn the Profane
7th +7/+2 +5 +5 +5
8th +8/+3 +6 +6 +6 The Wicked Shall Burn
9th +9/+4 +6 +6 +6
10th +10/+5 +7 +7 +7 Dominion


Expel Heresy

The Spellbreaker's palms begin to glow fiercely as they reach out to tear at the unholy magic of an enemy, ripping it apart with extreme prejudice. The ability acts as a quickened action touch attack Dispel Magic with a DC equal to 15 + double Inquisitor levels and is on a 5-minute cooldown.


Spellbreaker Shroud

Toggle ability. The Spellbreaker gains a passive holy shroud that blocks the first offensive spell cast at them. While active, this ability refreshes every 30 seconds.


Spurn the Profane

Much like a skilled swordsman might parry attacks, the Spellbreaker may similarly anticipate and divert incoming magic for 2 rounds. This ability is a free action on a 2-minute cooldown.


The Wicked Shall Burn

The Spellbreaker recites a prayer to cast judgment on a target. Flaming skulls with black runes on their foreheads manifest to encircle the figure. The skulls persist for 1 round as they observe the individual, then either fade away or explode in holy flames should the target be evil. The explosion deals 40d4 Radiant damage plus 1% max health damage for every evil point beyond the average (15% max - evil outsiders, undead, aberrations, and shapechangers are always 15%). This ability deals half damage to players and is on a 5-minute cooldown.


Dominion

The Spellbreaker creates an aura to suppress the incantations of anything within a 7-meter radius. The field is similar to an anti-magic aura, but only suppresses the ability to cast new spells. The aura is centered on the Spellbreaker for 2 minutes, causing spell failure for all that remain within. This ability is on a 15-minute cooldown.