New rendition of the Inquisitor (Comments very welcome)

Sidran

First Post

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).

 

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I think this version is alot better defined and more wel-rounded than the last one. Just 2 suggestions:

The wording on Favored Arcanum is a little unclear. Is that a +1 to all saving throws or only saves vs. a specific school? Also when Favored Arcanum improves does he acquire an additional Favored Arcanum ( like Ranger Fav Enemy), or does he only ever get one?

How many skill points do they get? What are their weapon and armor proficiencies? how many HP?

keep up the good work!

Make that 3 questions/suggestions. The Inquisitors usefulness is greatly affected by what spell schools he chooses his abilities to apply towards. A Diviner focused Inquisitor is less powerful than a Evoker Inquisitor. Likewise, a Conjurer Inquisitor is less powerful because his abilities don't apply to summoned creatures. This is not necessarily a bad thing, most standard classes have abilities that are weaker depending on what the player chooses (Fighter/Wiz feats, Ranger Fav Enemy, Sorc/Bard spells, etc.)
 
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Cool idea! But... (There is always on of those)

What is Faith for?

On the table the level 17 power is Anti-magic Blast but the text said anit-magic sphere.

Some of the wording (such as Arcanum; sorcerous presence and Mages) can be confusing. I assume that it only works with arcane spellcasters but divine spells have schools as well.

Any race restrictions?

That's my $.02

NetNomad
 

Net---the sphere blast thing was a typo ( change name at a latter time but with out going back to check myself. And yes this is only against Arcane Magic schools.

Faith is a Homebrew world I use that allows folks who gain faith to do things that they would not normally be able to do I.E the Inquisitor can concieveably "lay on hands" to save a fellow adventurer.

How you ask me! He rolls a faith check against the DC of the thing he is attempting to do (which in the case of the Lay on Hands example would be the Base DC 15 + the number of hit points that the Inquisitor wants to heal)

The way healing goes in my world a character can lay on hands to heal but he looses the hit points himself. Each one HP spent on healing another is converted into 1/2 HP gain for them so it takes 2 HP to heal an injured characters 1.

Hold Gaze, Friendly Fire

Potentially yes. the text says any creature. Though it should specify that the Inquisitor can pick the target effected


Witness thanks for yet more commenting your last serries helped me get here.

And again Doh


Favored Arcanum; At 1st level, and every four levels after an 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 vrs spells of their choosen arcanum. 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.

and another Doh

Skill points at each level 2+Int Modifier

At first level 2+Int Modifier x4

Weapons and Armor Proficiency I will get back to you on this ( I am thinking all simple and martial weapons, and All armor, and shields)
 

Sidran said:
Net---the sphere blast thing was a typo ( change name at a latter time but with out going back to check myself. And yes this is only against Arcane Magic schools.

Faith is a Homebrew world I use that allows folks who gain faith to do things that they would not normally be able to do I.E the Inquisitor can concieveably "lay on hands" to save a fellow adventurer.

How you ask me! He rolls a faith check against the DC of the thing he is attempting to do (which in the case of the Lay on Hands example would be the Base DC 15 + the number of hit points that the Inquisitor wants to heal)

The way healing goes in my world a character can lay on hands to heal but he looses the hit points himself. Each one HP spent on healing another is converted into 1/2 HP gain for them so it takes 2 HP to heal an injured characters 1.


I like REALLY like that faith idea you have. Is there some place where I can get more info? :)

I also posted a copy of my version of thre mage hunter here:
http://enworld.cyberstreet.com/showthread.php?s=&postid=364447#post364447

It's currently in playtest so if you (or anyones else) has any comments it would be most welcome.

NetNomad
 
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