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 paths for 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 Witness the Unpure +1 level of existing divine spellcasting class
2nd +2 +3 +3 +3
3rd +3 +3 +3 +3 +1 level of existing divine spellcasting class
4th +4 +4 +4 +4 The Wicked Shall Burn
5th +5 +4 +4 +4 Spellbreaker Shroud +1 level of existing divine spellcasting class
6th +6/+1 +5 +5 +5 Expel Hersey
7th +7/+2 +5 +5 +5 Spurn the Profane +1 level of existing divine spellcasting class
8th +8/+3 +6 +6 +6 Cast Judgement
9th +9/+4 +6 +6 +6 +1 level of existing divine spellcasting class
10th +10/+5 +7 +7 +7 Dominion


Witness the Unpure

The Spellbreaker 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 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.


Spellbreaker Shroud

The Spellbreaker gains a passive holy shroud that blocks the first offensive spell cast at them every 30 seconds.


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 Spellbreaker levels and is on a 5-minute cooldown.


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.


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.


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 within. This ability is on a 15-minute cooldown.