Inquisitor
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.