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STORY HOUR: Winter is Coming
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<blockquote data-quote="Sidran" data-source="post: 446746" data-attributes="member: 6160"><p><strong>Inquisitor Core Class </strong></p><p></p><p><strong>Adventures:</strong> Inquisitors often see themselves as protectors of the common folk against the forces of magic. Many of them have grudges against magical foes and seek them out in order to rid the world of such pests. When magic is at its strongest a Inquisitors is there.</p><p></p><p><strong>Characteristics:</strong> Inquisitors are proficient with all simple weapons and martial ones. A Inquisitors skill focuses on combat and tracking down magical prey. Inquisitors are tough and heal quickly. They gain the ability to stop spell casters in their tracks and can learn to absorb their spells in combat. They are known to have an allergic reaction to magic items and never use such devices.</p><p></p><p><strong>Alignment: </strong>Inquisitors can be of any alignment but most are good. As protectors of the common folk against magic they seek out evil casters to vanquish. Evil Inquisitors seek to destroy all magic whether good or evil from the world. Law and chaos have little meaning to a Inquisitors and they tend to be neutral.</p><p></p><p><strong>Religion:</strong> Inquisitors worship Aryandwë, Alizarin, and the Men of Eld, They are wary of the Fairy kingdom. and they actively persecute clerics of the god of magic for they are often allied with their greatest foes. A few Inquisitors worship nature deities because they feel that nature is the true life force of the world and that magic is a plague infecting it. </p><p></p><p><strong>Background:</strong> Unlike some other classes Inquisitors are born with their abilities. Some are born with a mark of the hunter, while others grow into their abilities later in life. Some have formal training while others stumble their way through life and are self-taught. All Inquisitors have a common bond, a dislike for magic. They frequently join groups or Cenaculum to help support the hunt for the Mages of the world.</p><p></p><p>There are different sects within the Religious organization of the Society of Marand, the official Inquisition. These orders believe separate beliefs that very widely from one sect to the next. Some feel that all magic is bad, and will not tolerate even Druids, and Clerics. Others actively hunt down and destroy magical Items, or monsters. The original order of Marand believes however that only Sorcererous blood is evil and will only hunt Sorcerers. The Inquisition knows that bards have arcane abilities but are unsure of the nature of the magic.</p><p> </p><p><strong>Races:</strong> Elves are the race most commonly found as an Inquisitor while it goes against their magical nature, and natural lean towards the arts of magic Elves have a racial fear of Sorcerers, and Wizards. Humans are the next most common Inquisitor while they to lean towards the arts of the Arcane most humans have learned to focus this in divine magics. Rarely one of the other races of the Maidens hearth are found hunting spell casters. The only race that will not hunt mages are dwarves who have built their kingdoms through the Sorcererous arts ( Dwarves that are found as Inquisitors are usually loners, and fall into a Cenaculum rarely if ever) </p><p></p><p><strong>Other Classes:</strong> Inquisitors cooperate with other classes as circumstances dictate, but they always hunt wielders of magic. When seeking company or help Inquisitors most often look for fighters and rogues. Fighters help them combat magic and rogues have a knack for getting into places Inquisitors want to be. Wary of all forms of magic, they avoid associating with the spell casting classes unless forced by circumstance. They will tolerate clerics and druids, since they see them as having some benefit to the world with their healing magic. Bards, Sorcerers, and Wizards on the other hand are prey to be hunted.</p><p></p><p><strong>Game Rule Information</strong></p><p></p><p>Inquisitors have the following game statistics:</p><p></p><p><strong>Abilities:</strong> Constitution is important for Inquisitors because it gives them a higher stamina, and a higher pain tolerance which is quantified by more hit points, which they need for combat. Dexterity is important for Inquisitors who want to be good at range weapons or who want to increase their defense and mobility. Wisdom is somewhat important since it increases several of the Inquisitors class skills and their will saves.</p><p><strong>Hit Die D8</strong></p><p><strong>Starting Gold: 6d4 x 10.</strong></p><p></p><p></p><p><span style="color: tan">[code]</span></p><p><span style="color: tan">TABLE: The Inquisitor </span></p><p><span style="color: tan"> Base Fort Ref Will </span></p><p><span style="color: tan">· Level Attack Bonus Faith Special</span></p><p><span style="color: tan">· ----- ------------ ---- ---- --- ----- -------</span></p><p><span style="color: tan">· 1 +0 +0 +0 +2 +4 Favored Arcanum, Sense Arcanum</span></p><p><span style="color: tan">· 2 +1 +0 +0 +3 +5 Track Arcanum, Resistance +1</span></p><p><span style="color: tan">· 3 +2 +1 +1 +3 +5 </span></p><p><span style="color: tan">· 4 +3 +1 +1 +4 +6 Slippery Mind, Powerful Presence +1 </span></p><p><span style="color: tan">· 5 +3 +1 +1 +4 +6 Favored Arcanum</span></p><p><span style="color: tan">· 6 +4 +2 +2 +5 +7 Pierce Illusion, Resistance +2 </span></p><p><span style="color: tan">· 7 +5 +2 +2 +5 +7 </span></p><p><span style="color: tan">· 8 +6/+1 +2 +2 +6 +8 Powerful Presence +2 </span></p><p><span style="color: tan">· 9 +6/+1 +3 +3 +6 +8 Commanding Stare</span></p><p><span style="color: tan">· 10 +7/+2 +3 +3 +7 +9 Favored Arcanum, Resistance +3 </span></p><p><span style="color: tan">· 11 +8/+3 +3 +3 +7 +9 Spell Drain </span></p><p><span style="color: tan">· 12 +9/+4 +4 +4 +8 +10 Powerful Presence +3 </span></p><p><span style="color: tan">· 13 +9/+4 +4 +4 +8 +10 </span></p><p><span style="color: tan">· 14 +10/+5 +4 +4 +9 +11 Favored Arcanum, Resistance +4 </span></p><p><span style="color: tan">· 15 +11/+6/+1 +5 +5 +9 +11 </span></p><p><span style="color: tan">· 16 +12/+7/+2 +5 +5 +10 +12 Powerful Presence +4 </span></p><p><span style="color: tan">· 17 +12/+7/+2 +5 +5 +10 +12 Anti Magic Blast</span></p><p><span style="color: tan">· 18 +13/+8/+3 +6 +6 +11 +13 Favored Arcanum, Resistance +5</span></p><p><span style="color: tan">· 19 +14/+9/+4 +6 +6 +11 +13 </span></p><p><span style="color: tan">· 20 +15/+10/+5 +6 +6 +12 +14 Greater Sense Arcanum, Rebound Spell</span></p><p><span style="color: tan"></span></p><p><span style="color: tan">[/code]</span></p><p></p><p></p><p></p><p><strong>Class skills</strong></p><p></p><p>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) </p><p></p><p><strong>Skill Points at 1st Level: (2 + Int modifier) x 4.</strong></p><p><strong>Skill Points at Each Additional Level: 2 + Int modifier.</strong></p><p><strong></strong></p><p><strong>Class Features </strong></p><p></p><p><strong>Weapons and Armor Proficiency</strong> A Mage Hunter is proficient with all simple, and martial weapons. In addition they gain one special bonus feat at first level that can be used only for an exotic weapon of the players choice. They are proficient with light armor, medium, and heavy armor and shields.</p><p></p><p><strong>Favored Arcanum; </strong>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 <em>vs. </em>spells of their chosen 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. </p><p>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.</p><p></p><p><strong>Track Arcanum; </strong>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).</p><p></p><p><strong>Resistance Bonus;</strong> 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. </p><p></p><p><strong>Slippery Mind;</strong> 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.</p><p></p><p><strong>Powerful Presence; </strong> 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. </p><p></p><p><strong>Commanding Stare;</strong> 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 <em>holds</em> all living creatures. Those affected must make a Will save (DC 10 + inquisitor level + charisma bonus) or be <em>held</em> for 1 round /inquisitor level. This is considered a supernatural ability. </p><p></p><p><strong>Pierce Illusion;</strong> 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 <em>dispel magic</em> against the illusion. If successful, the illusion is dispelled. Add the Inquisitor’s faith bonus to the final check.</p><p></p><p><strong>Spell Drain:</strong> Starting 11th level once per day, a Mage Hunter with a melee touch attack can drain spells (or spell slots) from an arcane spell caster. Each attack drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells and working down. For example, when a Mage Hunter touches a sorcerer with a 4th level spell slot, a 3rd level slot, two 2nd level slots, and five 1st level slots left unused. The Mage Hunter rolls an 8. It drains the 4th and 3rd level slots, as well as one 1st level slot. This ability increases to 2 times per day at 16th level and to 3 times per day at 20th level.</p><p></p><p><strong>Anti Magic Sphere;</strong> 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. </p><p></p><p><strong>Greater Sense Arcanum;</strong> 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.</p><p></p><p> <strong>Deflect Spells;</strong> 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).</p></blockquote><p></p>
[QUOTE="Sidran, post: 446746, member: 6160"] [b]Inquisitor Core Class [/b] [b]Adventures:[/b] Inquisitors often see themselves as protectors of the common folk against the forces of magic. Many of them have grudges against magical foes and seek them out in order to rid the world of such pests. When magic is at its strongest a Inquisitors is there. [b]Characteristics:[/b] Inquisitors are proficient with all simple weapons and martial ones. A Inquisitors skill focuses on combat and tracking down magical prey. Inquisitors are tough and heal quickly. They gain the ability to stop spell casters in their tracks and can learn to absorb their spells in combat. They are known to have an allergic reaction to magic items and never use such devices. [b]Alignment: [/b]Inquisitors can be of any alignment but most are good. As protectors of the common folk against magic they seek out evil casters to vanquish. Evil Inquisitors seek to destroy all magic whether good or evil from the world. Law and chaos have little meaning to a Inquisitors and they tend to be neutral. [b]Religion:[/b] Inquisitors worship Aryandwë, Alizarin, and the Men of Eld, They are wary of the Fairy kingdom. and they actively persecute clerics of the god of magic for they are often allied with their greatest foes. A few Inquisitors worship nature deities because they feel that nature is the true life force of the world and that magic is a plague infecting it. [b]Background:[/b] Unlike some other classes Inquisitors are born with their abilities. Some are born with a mark of the hunter, while others grow into their abilities later in life. Some have formal training while others stumble their way through life and are self-taught. All Inquisitors have a common bond, a dislike for magic. They frequently join groups or Cenaculum to help support the hunt for the Mages of the world. There are different sects within the Religious organization of the Society of Marand, the official Inquisition. These orders believe separate beliefs that very widely from one sect to the next. Some feel that all magic is bad, and will not tolerate even Druids, and Clerics. Others actively hunt down and destroy magical Items, or monsters. The original order of Marand believes however that only Sorcererous blood is evil and will only hunt Sorcerers. The Inquisition knows that bards have arcane abilities but are unsure of the nature of the magic. [b]Races:[/b] Elves are the race most commonly found as an Inquisitor while it goes against their magical nature, and natural lean towards the arts of magic Elves have a racial fear of Sorcerers, and Wizards. Humans are the next most common Inquisitor while they to lean towards the arts of the Arcane most humans have learned to focus this in divine magics. Rarely one of the other races of the Maidens hearth are found hunting spell casters. The only race that will not hunt mages are dwarves who have built their kingdoms through the Sorcererous arts ( Dwarves that are found as Inquisitors are usually loners, and fall into a Cenaculum rarely if ever) [b]Other Classes:[/b] Inquisitors cooperate with other classes as circumstances dictate, but they always hunt wielders of magic. When seeking company or help Inquisitors most often look for fighters and rogues. Fighters help them combat magic and rogues have a knack for getting into places Inquisitors want to be. Wary of all forms of magic, they avoid associating with the spell casting classes unless forced by circumstance. They will tolerate clerics and druids, since they see them as having some benefit to the world with their healing magic. Bards, Sorcerers, and Wizards on the other hand are prey to be hunted. [b]Game Rule Information[/b] Inquisitors have the following game statistics: [b]Abilities:[/b] Constitution is important for Inquisitors because it gives them a higher stamina, and a higher pain tolerance which is quantified by more hit points, which they need for combat. Dexterity is important for Inquisitors who want to be good at range weapons or who want to increase their defense and mobility. Wisdom is somewhat important since it increases several of the Inquisitors class skills and their will saves. [b]Hit Die D8[/b] [b]Starting Gold: 6d4 x 10.[/b] [color=tan][code] TABLE: The Inquisitor Base Fort Ref Will · Level Attack Bonus 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 Spell Drain · 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, Rebound Spell [/code][/color] [b]Class skills[/b] 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) [b]Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Class Features [/b] [b]Weapons and Armor Proficiency[/b] A Mage Hunter is proficient with all simple, and martial weapons. In addition they gain one special bonus feat at first level that can be used only for an exotic weapon of the players choice. They are proficient with light armor, medium, and heavy armor and shields. [b]Favored Arcanum; [/b]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 [i]vs. [/i]spells of their chosen 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. 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. [b]Track Arcanum; [/b]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). [b]Resistance Bonus;[/b] 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. [b]Slippery Mind;[/b] 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. [b]Powerful Presence; [/b] 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. [b]Commanding Stare;[/b] 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 [i]holds[/i] all living creatures. Those affected must make a Will save (DC 10 + inquisitor level + charisma bonus) or be [i]held[/i] for 1 round /inquisitor level. This is considered a supernatural ability. [b]Pierce Illusion;[/b] 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 [i]dispel magic[/i] against the illusion. If successful, the illusion is dispelled. Add the Inquisitor’s faith bonus to the final check. [b]Spell Drain:[/b] Starting 11th level once per day, a Mage Hunter with a melee touch attack can drain spells (or spell slots) from an arcane spell caster. Each attack drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells and working down. For example, when a Mage Hunter touches a sorcerer with a 4th level spell slot, a 3rd level slot, two 2nd level slots, and five 1st level slots left unused. The Mage Hunter rolls an 8. It drains the 4th and 3rd level slots, as well as one 1st level slot. This ability increases to 2 times per day at 16th level and to 3 times per day at 20th level. [b]Anti Magic Sphere;[/b] 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. [b]Greater Sense Arcanum;[/b] 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. [b]Deflect Spells;[/b] 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). [/QUOTE]
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