INQUISITOR

The inquisitor class was first detailed in Demons II (1993 Mayfair Games Inc.), pp. 85-90.
  The inquisitor is devoted to investigating, uncovering, and rooting out sin. Thus, inquisitors must constantly confront the machinations of demons and their mortal thralls. Inquisitors employ a variety of methods to this end, depending on their background, religious beliefs, and alignment. Almost all inquisitors, however, employ logical reasoning and rigorous analysis, and depend upon both testimony and evidence in their profession. 
  Hit Dice: d6.

Requirements
  To qualify to become an inquisitor, a character must meet the following criteria.
  Race: Human. Inquisitors must be male.
  Alignment: Lawful good, lawful neutral.
  Knowledge (demons): 8 ranks.
  Knowledge (religion): 4 ranks.
  Knowledge (arcana): 4 ranks.
  Feats: Iron Will.
  Spells: Ability to cast 1st level divine spells. Ability to cast the detect evil spell.
  Special: The prospective inquisitor must be a follower of an appropriate deity of good alignment. His church must accept him as a candidate for inquisitor status in order to receive necessary training. 

Class Skills   
The inquisitor’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (demons) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Rope (Dex).
  
  Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
  All of the following are class features of the inquisitor prestige class.
  Weapon and Armor Proficiency: Inquisitors gain proficiency with each of the following weapons: Dagger, dagger/punching, mace/light, club, quarterstaff, crossbow (light and heavy), sap, short sword, whip. Inquisitors do not gain any proficiency in armor, and are prohibited from wearing any armor. It should be kept in mind that armor check penalties always apply when the inquisitor is utilizing the skills (while in armor heavier than leather) Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
  An inquisitor who wears any sort of armor or wields a shield is unable to use any of his special abilities or spells for 24 hours thereafter.
  Spells per Day: An inquisitor continues training in divine magic. Thus, when a new inquisitor level is gained the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of inquisitor to the level of some other divine spellcasting class the character has, then determines spells per day and caster level accordingly.
  Detect Possession: The inquisitor can detect possession, requiring 1d2 days of observation (one hour if in a controlled environment), after which he rolls 1d20 + his Wisdom modifier + his inquisitor level. He must beat a DC of 20. This is an extraordinary ability.
  Sense Taint: The inquisitor has the ability to sense taint within 20 ft. of his person. He must roll 1d20 + his Wisdom modifier + his inquisitor level. The DC is 0 + 2 per day after the taint has begun to fade. This is a supernatural ability.
  Sense Temptation: The inquisitor is able to sense if an individual within 12’ is the victim of temptation, or if a place has been witness to such temptation. Success is automatic, but the inquisitor does not know if the temptation was successful. This is a supernatural ability.
  Perceive Lost Soul: The inquisitor can perceive lost soul by observing the subject for 10 rounds and rolling 1d20 + his Wisdom modifier + his inquisitor level. If he beats a DC of 15 + the Wisdom modifier of the subject, he perceives the loss of the individual’s soul. This is a supernatural ability.
  Turn Demon: The inquisitor can turn demons as a cleric of the same level turns the undead. He can do this a number of times per day equal to three plus his Charisma modifier. If this ability was possessed previously by another class, the levels stack.
  Lore: By 2nd level, the inquisitor has become familiar with a wide range of lore concerning the nature and scope of sin. This extraordinary ability functions in the same manner as the bardic knowledge ability (see page 29 of the Player’s Handbook). The inquisitor adds his level and his Intelligence modifier to the Knowledge check. The inquisitor could use this ability to gain facts concerning a criminal case, or to learn the most notable sins of a particular individual or population.
  Overcome Spell Resistance: At 3rd level, the inquisitor gains a +2 on any attempt to overcome the spell resistance of any demon or mortal follower of a demon. This is a supernatural ability. 
  Resist Sin’s Lure: At 4th level, the inquisitor gets to add his Charisma modifier to saving throws against Enchantment spells cast by evil spellcasters. Whenever an inquisitor is using an inquisitor class feature or an inquisitor spell, this bonus applies to any relevant skill checks, such as Concentration. This latter use of this ability is at the discretion of the DM. Resist sin’s lure is a supernatural ability. 
  Unravel Sin: At 5th level, the inquisitor can gain insight into an evil act or wrongdoing. The inquisitor can single out any individual that the inquisitor knows has committed a sin. The inquisitor rolls 1d20 + his inquisitor level + his Wisdom modifier against a DC of 15 + the Wisdom modifier of the subject. If the check succeeds, the inquisitor knows why the individual committed the sin in question. This supernatural ability can be used once per day.
  Resist Mortal Coil: Upon reaching 6th level, the inquisitor only needs to consume one half as much food and water as a normal human. Furthermore, he only needs to rest one half the normal amount of time (4 hours). 
  Resist Sin’s Deception: Upon reaching 7th level, the inquisitor gets to add his Charisma modifier to saving throws against Illusion spells cast by evil spellcasters. This is a supernatural ability.
  Overwhelm the Sinful: Upon reaching 8th level, the inquisitor is able to pronounce a divine decree so frightening that any individual with 60 feet who is guilty of a sin (of any sort and for which they have not repented) must make a saving throw against a DC of 14 + the inquisitor’s Charisma modifier or be stricken with despair and fear (both as per the emotion spell). This spell-like ability can be used once per day.
  Pierce the Veil of Sin: A 9th level inquisitor who discerns temptation (either by use of his sense temptation ability or by a spell) in a mortal can discern the origin of the temptation (natural, demonic, etc.). The inquisitor rolls 1d20 and adds his inquisitor level and Wisdom modifier. He must beat a DC of 18 + the subject’s Wisdom modifier. If the inquisitor succeeds, he discerns the origin of that temptation.
  Spell Resistance: At 10th level, the inquisitor gains a spell resistance equal to 10 + his inquisitor level. This is a supernatural ability.

The Inquisitor
	Base
Class   	Attack	Fort	Ref	Will
Level	Bonus	Save	Save 	Save	Special				Spells per Day		
1st	+0	+0	+0	+2	Detect possession, sense taint, sense temptation, perceive lost soul, turn demon	+1 level of existing class	
2nd	+1	+0	+0	+3	Lore	+1 level of existing class	
3rd	+1	+1	+1	+3	Overcome spell resistance 	+1 level of existing class	
4th	+2	+1	+1	+4	Resist sin’s lure 	+1 level of existing class	
5th	+2	+1	+1	+4	Unravel sin 	+1 level of existing class	
6th	+3	+2	+2	+5	Resist mortal coil	+1 level of existing class	
7th	+3	+2	+2	+5	Resist sin’s deception	+1 level of existing class	
8th	+4	+2	+2	+6	Overwhelm the sinful	+1 level of existing class	
9th	+4	+3	+3	+6	Pierce the veil of sin	+1 level of existing class	
10th	+5	+3	+3	+7	Spell resistance	+1 level of existing class	

INQUISITOR SPELLS

Discern Temptation
  Divination
  Level: Inq 2
  Components: S
  Casting Time: 1 action
  Range: Touch
  Target: 1 individual
  Duration: Instantaneous
  Saving Throw: Will negates 
  Spell Resistance: No

The inquisitor discerns what sins the individual has been tempted to commit in the past week. One temptation is revealed each round, beginning with the most recent. The inquisitor cannot take any other action while utilizing this spell. The temptation can be demonic, natural, or magical (the spell doesn’t reveal which). The success or failure of the temptations is not determined by use of this spell. 

Dispel Demon
  Abjuration
  Level: Inq 5
  Components: V, S, DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One demon
  Duration: Instantaneous
  Saving Throw: Will negates 
  Spell Resistance: Yes

This spell causes a single demon to make a Will saving throw. Subtract the inquisitor’s level, and add one half the Hit Dice of the demon, to the saving throw. If the save fails, the demon is immediately banished to its home plane, with no chance of arriving on another plane.

Dispel Taint
  Abjuration
  Level: Inq 1
  Components: V, S, DF
  Casting Time: 1 hour
  Range: Touch
  Target: 1 individual or object
  Duration: Instantaneous
  Saving Throw: Will negates 
  Spell Resistance: No

The inquisitor can dispel taint from a single object, person, or place of up to thirty square feet. This spell does not affect demons or demonic items or objects. Damage from taint remains after this spell is cast.

Empathy
  Divination
  Level: Inq 6
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One individual per round
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No

This spell allows the inquisitor to discern information while conversing with others. Each round spent in conversation the inquisitor and the subject make opposed Wisdom checks. If the inquisitor succeeds, he discerns the subject’s attitudes, beliefs, feelings, etc. about the subject discussed.
  Additionally, this spell reveals lies, irritation, embarrassment, and any other disposition that the subject has toward the item or items discussed. Furthermore, this spell reveals the intent to deceive, to hide information, guilt, insecurity, anxiety, and strong emotions.
  The inquisitor must be in full view of the subject, and be capable of studying the facial expressions, gestures, body language of the subject. He must also be able to hear with clarity each sound or word the subject utters. Thus, darkness severely hampers use of this spell.

Inspect Taint
  Divination
  Level: Inq 4
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: 1 individual or object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No

The inquisitor is able to determine when a tainted individual or object was last in contact with a demon. The means by which the individual or object was tainted is not discerned. Objects demonic by nature (demons, half-demons, Gates, etc.) are revealed as constantly being tainted.

Intimidate
  Enchantment (Compulsion)
  Level: Inq 1
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You
  Duration: 1 hour
  Saving Throw: None
  Spell Resistance: No

The inquisitor becomes much more menacing and frightful. Add +4 to any Intimidate checks. No more than one Intimidate spell can be applied at one time, though the spell’s effects may be coupled with Torment Body.

Permanent Release
  Abjuration
  Level: Inq 7
  Casting Time: 2 hours
  Duration: Permanent

Except as noted this spell is similar to temporary release, except that the subject takes 2d6 damage during casting and regains permanent control over his mind and body. Without the mortal’s permission, the possessing demon may never again reestablish control. In the event that the mortal permits the demon to do such, he still gains a Will saving throw with a +2 bonus. 

Protection from Demons
  Abjuration
  Level: Inq 2
  Components: V, S, DF
  Casting Time: 1 action
  Range: Touch
  Target: 1 individual
  Duration: See text
  Saving Throw: None
  Spell Resistance: No

The subject gains a +4 on saves against the first demonic attack launched. The spell lasts for one hour per level of the inquisitor, or until the subject is attacked by a demon, whichever comes first.

Reveal Sin
  Divination
  Level: Inq 7
  Components: DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 individual
  Duration: See text
  Saving Throw: Will negates 
  Spell Resistance: No

The inquisitor can discern what sins the target has committed in the previous week. One sin is revealed each round, during which time the inquisitor must not loose concentration or the spell is broken.

Temporary Release
  Abjuration
  Level: Inq 5
  Components: V, S, DF
  Casting Time: 1 hour
  Range: Touch
  Target: 1 individual
  Duration: See text
  Saving Throw: Will negates 
  Spell Resistance: No

With this spell, the inquisitor is able to drive a demon from the body of a mortal. The demon can attempt to reestablish control latter. The inquisitor must beat the subject with an iron rod, screaming at the demon and commanding it to leave. The subject takes 1d6 damage from this affair, but reestablishes control over body and mind. 

Torment Body
  Transmutation
  Level: Inq 3
  Components: V, S
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 individual
  Duration: 5 rounds
  Saving Throw: Will negates 
  Spell Resistance: Yes

The subject of this spell experiences pain to a much greater degree than normal. If he sustains any damage, he must make a Fortitude save against a DC of 20 or be incapacitated with pain for 1 round. If he is tortured, he is unable to do anything save howl and rant. Add +8 to any Intimidate checks used against the subject.