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

Attack Bonus: +5 BAB

Skills: Knowledge: Arcane 8 ranks, Knowledge: Religion 8 ranks, Knowledge: Psionics 5, Knowledge: Nature 5, Search 5 ranks, Sense Motive 8 ranks, Spot 5 ranks, Streetwise 5

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, Use Magic Devise

Inquisitor

Lvl BAB Fort Ref Will Special
1st +1 +2 +2 +2 Witness the Impure
2nd +2 +3 +3 +3
3rd +3 +3 +3 +3 Consecrated Weapons
4th +4 +4 +4 +4
5th +5 +4 +4 +4 Fervor
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.


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. Each stack deals 1 Radiant damage per round, lasting for 5 rounds and stacking up to 10 times.


Fervor

The Inquisitor has been the stinking underbelly of society and become purged of all fearful emotions in their holy zeal. They may no longer be intimated or frightened.


Silence the Witch

As a quickened action ranged touch attack, the Spellbreaker sends forth chains of brilliant light to wrap around a target's mouth, silencing them for 3 rounds. This ability is on a 5-minute cooldown.


Sacred Vestments

The Inquisitor is granted divinely blessed garments, which contain powerful seals to ward off evil. They gain -15% damage taken from all evil creatures.


Witch Hunter

Lvl BAB Fort Ref Will Special
1st +1 +2 +2 +2
2nd +2 +3 +3 +3 Imprecation of Anathema
3rd +3 +3 +3 +3
4th +4 +4 +4 +4 Blessed Silver Bolt
5th +5 +4 +4 +4
6th +6/+1 +5 +5 +5 Purge the Wicked
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


Imprecation of Anathema

The Witch Hunter accuses an individual of being evil. If they are, the target becomes marked and the damage the Witch Hunter deals against them is increased by 10% (200% for Radiant damage). 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 but has a maximum of 1 marked target at a time.


Purge the Wicked

When a marked target dies, it explodes in a holy nova to deal 5 Radiant damage to surrounding targets and gives them a single stack of Purifying Flame.


Blessed Silver Bolt

The Witch Hunter fires a powerful silver bolt from their crossbow at a target, dealing 6d6 physical damage. If the target is evil, it also deals 50% of their current health, or 25% on a successful fort save vs a DC of 12 + Witch Hunter level + dexterity modifier. This ability deals half damage to players and is on a 5-minute cooldown.


Expurgation

When the Witch Hunter hits a marked target with 10 stacks of Purifying Flame, all stacks are consumed to deal 50 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 their marked target 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 Spellbreaker levels and is on a 5-minute cooldown.


Spellbreaker Shroud

The Spellbreaker gains a passive holy shroud that blocks the first offensive spell cast at them 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 2% max health damage for every evil point beyond the average (30% max - evil outsiders, undead, and aberrations are always 30%). 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.