Inquisitor

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Inquisitors are holy warriors specialized in seeking out and eliminating practitioners of dark magics. They've typically seen the worst society has to offer, and are adept at navigating 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. Of course, uncovering unholy magic in itself only goes so far. Thus, Inquisitors specialize in ways to combat those that would wield unholy magics. There are two main types of Inquisitors:


Witch Hunters


Spellbreakers

Spellbreakers have been trained to endure the offensive spells and dismantle the magical defenses of their targets.


Requirements

Feats: Weapon Proficiency (Simple), Weapon Proficiency (Martial/Rogue)

Skills: Intimidate 5 ranks, Knowledge: Arcane 5 ranks, Knowledge: Religion 5 ranks, Search 5 ranks, Sense Motive 5 ranks, Spot 5 ranks, Streetwise 5 ranks

Alignment Restriction: Any Good

Unique: Must belong to an Inquisitor Order


Hit Die: d8

Proficiencies: Witch Hunters 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, Tumble


Witch Hunter

WiP

Spellbreaker

Lvl BAB Fort Ref Will Special Caster Progression
1st +1 +2 +2 +2 Dual-Wield, Ambidexterity, Two-Weapon Fighting, Weapon Focus (Rapier and Crossbows) +1 level of existing divine spellcasting class
2nd +2 +3 +3 +3 Witness the Unpure
3rd +3 +3 +3 +3 Weapon Specialization (Rapier and Crossbows) +1 level of existing divine spellcasting class
4th +4 +4 +4 +4 The Wicked Shall Burn
5th +5 +4 +4 +4 Weapon Proficiency (Exotic), Weapon Focus (Whip) +1 level of existing divine spellcasting class
6th +6/+1 +5 +5 +5 Expel Hersey
7th +7/+2 +5 +5 +5 Weapon Specialization (Whip) +1 level of existing divine spellcasting class
8th +8/+3 +6 +6 +6 Spurn the Profane
9th +9/+4 +6 +6 +6 Improved Two-Weapon Fighting, Improved Critical (Rapier, Crossbows, Whip) +1 level of existing divine spellcasting class
10th +10/+5 +7 +7 +7 Cast Judgement


Witness the Unpure

The Spellbreaker gains the ability to pierce illusions, ensuring that no magical practitioner is able to remain invisible or veiled. This ability acts as True Seeing and lasts for an hour per Spellbreaker level.


The Wicked Shall Burn

The Spellbreaker's weapons are ignited in holy fire, able to purge wickedness and corruption. Their strikes deal 1 Holy damage per half Spellbreaker level that persists for 1 turn per Spellbreaker level. This ability is on a 10-minute cooldown. At level 10, its duration becomes permanent.


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 Greater Dispelling with a DC equal to 15 + Spellbreaker level and is on a 5-minute cooldown.


Spurn the Profane

The Spellbreaker gains a passive holy aura that blocks the first spell cast at them every 30 seconds. This shroud of protection may be called upon to become totally immune to offensive magic for 2 rounds, but then the aura remains dormant until no longer on cooldown. This ability is a free action on a 2-minute cooldown.


Cast Judgement

The Spellbreaker recites a prayer to cast judgment on a target. Flaming skulls with black runes on their foreheads manifest to encircle the figure, blocking all attempts the target might make at inciting magic. The skulls persist for 2 rounds before they explode in holy flames, harming the target for 40d4 Holy damage if they are evil. This ability is on a 5-minute cooldown.