Please Help I have Ideas for one but I need your input
And yes I know that this would serve better as a Prestige Class for most Campaigns, and prolly would be for mine but I need it for low level characters
So here goes my Ideas steals whateva
INQUISITOR
Hit Die: D4.
Class Skills
The Inquisitor’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
BAB as Wizard
Saves As wizard
Faith first level starts at +4 Faith Points
Sense Taint (Su): At will, an Inquisitor is capable of sensing the sorcerous taint of a spellcaster within 20 feet of the inquisitor’s person. Inquisitors can detect magic at will, as per the spell
Favored Arcanum: At 1st level, a Inquisitor may select one of the eight schools of magic as a Favored Arcanum . Due to his extensive study of that one branch of magic and training in the proper techniques for combating that one school, the Inquisitor gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Knowledge (Arcane) checks when using these skills against this school of magic. Likewise, he gets the same bonus to weapon damage rolls against Mages who specialize in the chosen school . An Inquisitor also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the Inquisitor cannot strike with deadly accuracy beyond that range).
Turn Arcanum (Su): At 2nd level the Inquisitor may attempt to turn a arcane spellcaster in the same fashion that a cleric turns the undead. The Inquisitor may perform this action a number of times per day equal to 3 + the Inquisitor’s Charisma bonus (if any). The Inquisitor cannot turn Spellcasters outside of his Favored Arcanum school.
Resistance Bonus: Inquisitors typically deal with wizards, as such, they must stand against a spellcasters in combat. At 3rd level and every 4 levels afterwards, an Inquisitor receives +1 resistance bonus to any saving throws a against spells, Item effects, or spell like abilities.
Slippery Mind: This extraordinary ability, gained at 5th level, represents the Inquisitor ability to wriggle free from magical effects that would otherwise control or compel him. If the Inquisitor is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects proceed normally.
Powerful Presence: The Inquisitor gains a +2 bonus to Diplomacy and Intimidate checks. In addition, once per day the inquisitor can force all beings within a 30 foot radius to make a Will save (DC 10 + inquisitor levels + Charisma bonus) or suffer a -2 morale penalty on attacks, saves, and skill checks for 1 round/inquisitor level. This requires a standard action and is considered a supernatural ability
Knowing Stare: As the inquisitor reaches the upper levels of ability he can force almost anyone to heed his command for pause, even when he says nothing. Once per day, the inquisitor can invoke a 30 foot gaze attack that holds all living creatures. Those affected must make a Will save (DC 10 + inquisitor level + charisma bonus) or be held for 1 round /inquisitor level. This is considered a supernatural ability.
Pierce Illusion (Su): At the 3rd level the Inquisitor has the ability to see through illusions if he touches an illusion or a creature or object affected or shrouded in illusions. The Inquisitor then makes a caster level check as per dispel magic against the illusion. If successful, the illusion is dispelled. Add the Inquisitor’s +4 bonus on dispel checks (the Inquisition domain granted power) to the check
Other Things I could think of is
Smite Arcanus
Divine Grace, Divine Health
And yes I know that this would serve better as a Prestige Class for most Campaigns, and prolly would be for mine but I need it for low level characters
So here goes my Ideas steals whateva
INQUISITOR
Hit Die: D4.
Class Skills
The Inquisitor’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
BAB as Wizard
Saves As wizard
Faith first level starts at +4 Faith Points
Sense Taint (Su): At will, an Inquisitor is capable of sensing the sorcerous taint of a spellcaster within 20 feet of the inquisitor’s person. Inquisitors can detect magic at will, as per the spell
Favored Arcanum: At 1st level, a Inquisitor may select one of the eight schools of magic as a Favored Arcanum . Due to his extensive study of that one branch of magic and training in the proper techniques for combating that one school, the Inquisitor gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Knowledge (Arcane) checks when using these skills against this school of magic. Likewise, he gets the same bonus to weapon damage rolls against Mages who specialize in the chosen school . An Inquisitor also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the Inquisitor cannot strike with deadly accuracy beyond that range).
Turn Arcanum (Su): At 2nd level the Inquisitor may attempt to turn a arcane spellcaster in the same fashion that a cleric turns the undead. The Inquisitor may perform this action a number of times per day equal to 3 + the Inquisitor’s Charisma bonus (if any). The Inquisitor cannot turn Spellcasters outside of his Favored Arcanum school.
Resistance Bonus: Inquisitors typically deal with wizards, as such, they must stand against a spellcasters in combat. At 3rd level and every 4 levels afterwards, an Inquisitor receives +1 resistance bonus to any saving throws a against spells, Item effects, or spell like abilities.
Slippery Mind: This extraordinary ability, gained at 5th level, represents the Inquisitor ability to wriggle free from magical effects that would otherwise control or compel him. If the Inquisitor is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects proceed normally.
Powerful Presence: The Inquisitor gains a +2 bonus to Diplomacy and Intimidate checks. In addition, once per day the inquisitor can force all beings within a 30 foot radius to make a Will save (DC 10 + inquisitor levels + Charisma bonus) or suffer a -2 morale penalty on attacks, saves, and skill checks for 1 round/inquisitor level. This requires a standard action and is considered a supernatural ability
Knowing Stare: As the inquisitor reaches the upper levels of ability he can force almost anyone to heed his command for pause, even when he says nothing. Once per day, the inquisitor can invoke a 30 foot gaze attack that holds all living creatures. Those affected must make a Will save (DC 10 + inquisitor level + charisma bonus) or be held for 1 round /inquisitor level. This is considered a supernatural ability.
Pierce Illusion (Su): At the 3rd level the Inquisitor has the ability to see through illusions if he touches an illusion or a creature or object affected or shrouded in illusions. The Inquisitor then makes a caster level check as per dispel magic against the illusion. If successful, the illusion is dispelled. Add the Inquisitor’s +4 bonus on dispel checks (the Inquisition domain granted power) to the check
Other Things I could think of is
Smite Arcanus
Divine Grace, Divine Health
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