Class skills
An Inquisitors class skills, and the key ability for each are; Bluff (Cha), Climb (Str), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis)
Code:
TABLE: The Inquisitor
Base Fort Ref Will
· Level Attack Bonus Save Save Save Faith Special
· ----- ------------ ---- ---- ---- ----- -------
· 1 +0 +0 +0 +2 +4 Favored Arcanum, Sense Arcanum
· 2 +1 +0 +0 +3 +5 Track Arcanum, Resistance +1
· 3 +2 +1 +1 +3 +5
· 4 +3 +1 +1 +4 +6 Slippery Mind, Powerful Presence +1
· 5 +3 +1 +1 +4 +6 Favored Arcanum
· 6 +4 +2 +2 +5 +7 Pierce Illusion, Resistance +2
· 7 +5 +2 +2 +5 +7
· 8 +6/+1 +2 +2 +6 +8 Powerful Presence +2
· 9 +6/+1 +3 +3 +6 +8 Commanding Stare
· 10 +7/+2 +3 +3 +7 +9 Favored Arcanum, Resistance +3
· 11 +8/+3 +3 +3 +7 +9
· 12 +9/+4 +4 +4 +8 +10 Powerful Presence +3
· 13 +9/+4 +4 +4 +8 +10
· 14 +10/+5 +4 +4 +9 +11 Favored Arcanum, Resistance +4
· 15 +11/+6/+1 +5 +5 +9 +11
· 16 +12/+7/+2 +5 +5 +10 +12 Powerful Presence +4
· 17 +12/+7/+2 +5 +5 +10 +12 Anti Magic Blast
· 18 +13/+8/+3 +6 +6 +11 +13 Favored Arcanum, Resistance +5
· 19 +14/+9/+4 +6 +6 +11 +13
· 20 +15/+10/+5 +6 +6 +12 +14 Greater Sense Arcanum, Reflect 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 his Fort, reflex, and will saves. Likewise, the Inquisitor gets a +1 bonus to weapon and 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.
Sense Arcanum; At will, an Inquisitor is capable of sensing the sorcerous presence of a spellcaster within 20 feet of the inquisitor’s person. Inquisitors can detect magic at will, as per the spell.
Track Arcanum; Inquisitors are trained to track magical creatures and magic users across most types of terrain by the distinct traces of magical residue they leave behind. Inquisitors train hard, and long in the ways of tracking magical residues. With a successful search check ( DC 15) Inquisitors can pick up and track a spellcaster for up to one hour, after that time he may retry his check (DC 17).
Resistance Bonus; Inquisitors typically deal with wizards, as such, they must stand against a spellcasters in combat. At 2nd 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 4th 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; At 4th level, and every four levels after the Inquisitor has enough of a presence that enemy Spellcasters find it hard to concentrate on casting spells when in the Inquisitors presence. The DC of the Spellcasters spells is raised by +1 at 4th level, +2 at eight, and so on.
Commanding 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; At the 6th 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.
Anti Magic Sphere; At 17th level the Inquisitor gains the extraordinary ability to create an area devoid of magic. This Sphere spreads out 20 ft from the Inquisitor, and effects everyone within its range. Spells sputter out and die within the sphere, and Magic Items refuse to work. Inquisitors can release the Anti Magic Sphere three times per day.
Greater Sense Arcanum; At the 20th level Inquisitors gain the ability to sense magical auras just by looking at them. They are capable of knowing where and how many magical sources there are within their view. They can track magical creatures by the residual Aura even if it has been more than one hour since the creature last past.
Deflect Spells; At the 20th level an Inquisitor gains the Supernatural ability to reflect spells that he is the target of. When the Inquisitor becomes the target of an arcane spell that falls under his Favored Arcanum the Inquisitor can choose to reflect the spell back upon the caster. Spells that are not apart of his Favored Arcanum can still be reflected back with a successful faith check (DC 32).