Obly99
Hero
Enma Lord (Inquisitor Archetype)
Alters alignment, domain; Replaces judgment, cunning initiative, track, bane, second judgment, teamwork feats of 9th and 15th level, greater bane, exploit weakness, third judgment, slayer, true judgment
“No soul escapes judgment. All sins leave a mark.”
The Enma Lord is a divine arbiter who walks the mortal world as an extension of cosmic justice. Serving deities or entities tied to order, judgment, or retribution, these inquisitors act as living instruments of karmic law, unearthing the sins of the wicked and dragging them into the light. They do not forgive. They do not forget. Through spectral visions of Judge Enma himself, sinners are compelled to manifest their worst transgressions, and in doing so, are brought low under the weight of their guilt.
Unlike traditional inquisitors who rely on swift justice and flexible tactics, Enma Lords take a more methodical approach. They forsake personal judgments and cooperative tactics in favor of a relentless, supernatural enforcement of morality and divine law. Where others pursue evidence, the Enma Lord sees into the soul; where others wound the body, he breaks the spirit.
Prerequisites: An Enma Lord must be Lawful, worship a deity or another being with the Judgment or Legislation subdomain, and be within one step of that being.
Judgment Inquisitions: If the Enma Lord select an inquisition he must select from the following list: banishment, damnation, execution, final rest, imprisonment, justice, order, and reformation.
He can choose to select a dominion as usual.
This alters domain.
Judgment of Enma (Su): At 1st level, as a full-round action, the Enma Lord can manifest a spectral image of the Judge Enma that by smashing its gavel on its desk sentence the sinners to manifest themselves. The Enma Lord force a number of sinners equal to his inquisitor level within a 10-foot radius per inquisitor level centered on himself to make a Will saving throw (DC 10 + ½ inquisitor level + Wisdom modifier). A sinner is a sentient creature that has committed a sin, not matter how small (creatures pure from sins, like newborns are immune to it; DM’s discretion). On a failed save, he force the creature to manifest its greater sin (the GM’s is the final judge of which is the greatest sin of the creature):
- Envy: The creature becomes envious of others, causing them to suffer a –4 penalty on all rolls. If they are within 5 feet of a creature, they attempt to kill that creature at the best of their ability.
- Greed: The creature becomes avaricious, causing them to lose their turns if they are carrying any treasure or currency, as they become focused on hoarding it. If they are not, they must expend their turns attempting to find or steal valuables from the creature closest to them.
- Gluttony: The creature becomes voracious, causing them to squander their turns by attempting to consume anything edible. If they are exhausted of edible items, they attempt to bite and consume the nearest creature.
- Lust: The creature becomes fascinated by the inquisitor and cannot make any actions. If they are within 5 feet of a creature, they attempt to grapple that creature.
- Pride: The creature becomes exceptionally conceited, causing them to squander their turns by admiring their form. If they are attacked, they expend their round by attempting to kill the assailant at the best of their ability.
- Sloth: The creature becomes languid, causing them to become dazed.
- Wrath: The creature is filled with bloodthirsty ire, causing them to expend their turns by attacking the nearest creature. If no creatures are present, they will destroy any nearby objects and structures, with preference for objects that they are larger than them.
The Enma Lord may utilize this feature a number of times per day equal to 3 + his Wisdom modifier, but once a creature successfully save against this ability, it is immune to it for 24-hours.
Starting at 11th level, the daily uses increase to ½ his level + his Wisdom modifier.
At 20th level, the Enma Lord can sue Judgment of Enma at will.
This replaces judgment.
Command of Enma (Sp): Starting at 2nd level, the Enma Lord can cast command as a spell-like ability with caster level equal to his inquisitor level a number of times per day equal to 3 + his Wisdom modifier. Unlike normal spell-like abilities, the Enma King use his Wisdom modifier for modify their DCs and concentration checks.
Starting at 9th level, against evil creatures this work as greater command instead.
This replaces track.
Naked Wicked Soul (Su): The Enma Lord’s stare flays away all dissimulation and uncover the rottenness hidden underneath. Shorn of pretense, he beholds his target at his very worst, plucking forth the knowledge of his greatest sin. Starting at 2nd level, the Enma Lord can spends a turn examining his target, and then he make a Sense Motive check against a DC of 15 + target HD. Success tells him what deed in all of his history the target is most ashamed of. If he overcome the DC by 5 or more, the Enma Lord also learns some specific details of the sin (names, dates, things she might have seen had she been present to witness the act). If he overcome the DC by 10 or more he may even learn details the target himself doesn’t know, such as longterm consequences of his sin which would further compound his guilt.
This replaces cunning initiative.
Burn the Sinner (Su): At 5th level, a creature under the effect of Judgment of Enma suffer 1d6 damage/3 inquisitor levels at the start of its turn as long it remain under its effect. This damage is untyped but manifest under the shape of flames of divine punishment that burn the sinner. If the sinner should have a negative interaction with fire damage (like vulnerability to it or regeneration overcome by it), this damage count as fire damage but only for such negative interactions.
This replaces bane.
Detect Sin (Su): At 8th level, when a creature is affected by the 3rd round of the Enma Lord detect chaos/evil/good/law spells or a successful check of the aura sight spell, he also know what is its associated sin for Judgment of Enma. Also, from this point, creatures with 4 or less HD that should have no aura for the purpose of detect chaos/evil/good/law and aura sight spells, they instead have a feint aura (the Enma Lord automatically know when detect a creature with feint aura if it should normally not project aura) and he make a Sense Motive check instead of a Knowledge (religion) check for determine an aura strength for aura sight.
This replaces second judgment.
Banish the Ghosts (Su): Some time the Enma Lord end up fighting against the sinners that have escaped their punishment in the afterlife. He can remedy this. An Enma Lord of 9th level can consume one use of Judgment of Enma and target an undead within 30 ft. (including haunt). If the undead has a CR or HD (whichever is lower) equal or lower than the Enma Lord inquisitor level and is a sinner, it must succeed a Will saving throw (same DC of Judgment of Enma) or be immediately destroyed (consider a haunt to have a base Will save equal to its CR +2).
Starting at 15th level, this ability no longer has a limit of CR or HD and the creature can never rise again as undead with their intrinsic racial ability of the specific type of undead. They are forever destroyed. This included undead with the rejuvenation (like gearghost, ghost, graveknight, lich or mummy lord), the gaseous form of the vampire, if the undead require particular methods for being destroyed (like a danse macabre, demilich, fext, or unrisen), or the haunts but this does not prevent any of the creature's own means (such as class abilities, spells, etc.)
This replaces the teamwork feats of 9th and 15th level.
Broke the Sinner (Su): At 12th level, when Judgment of Enma terminate on a creature, that creature become staggered for 1d4 rounds.
This replaces greater bane.
Exploit Sin (Su): At 14th level, the Enma Lord learn to take advantage of the weakness inherent in those marked by sin. When a creature affected by Judgment of Enma fails a saving throw by 5 or more, it become flat-footed until the start of its next turn.
This replaces exploit weakness.
Final Requiem (Su): At 16th level, the Enma Lord pronounce a final judgment that binds sinners. At the end of Judgment of Enma the victim is stunned instead of staggered. A creature immune to stunned is instead dazed.
This replaces third judgment.
Doom (Su): At 17th level, the Enma Lord learn to inflict a deadly doom with a single glance. As a standard action, he can choose a creature already affected by Judgment of Enma within 30 ft. The creature must make a Will saving throw (DC 10 + ½ inquisitor level + Wisdom modifier). On a failed save, the creature is struck with a doom that paralyzes it until the Judgment of Enma terminate. A creature that succeeds on the save becomes immune to the Doom from that Enma Lord for 24 hours.
This replaces slayer.
Damnation (Su): At 20th level, the Enma Lord can, as a standard action a number of times per day equal to his Wisdom modifier, manifest for an instant the divine aspect of Judge Enma that condemn a sinner to suffer for the eternity, forcing a creature of his choice that is a sinner within 30 ft. to make a Will saving throw (DC 10 + ½ inquisitor level + Wisdom modifier) or be send to to a Lower Plane of appropriate alignment (Hell for a Lawful creature, Abaddon for a Neutral creature, and the Abyss for a Chaotic creature) and sealed in them. If the creature fails this saving throw, he’s sent in a random place of that Plane and automatically subject to a supernatural imprisonment spell. A creature that succeed its save is instead staggered for a number of rounds equal to ½ the inquisitor level. Once a creature suffer this effect, regardless if it succeed or not the saving throw, it become immune to further use of damnation for 24 hours. Creatures sent to the Lower Planes in this way against their will find it difficult to return. Even if free from the imprisonment, all attempts by the creature to leave the Lower Plane fail unless the caster succeeds on a caster level check (DC 15 + the inquisitor level). In the case of naturally occurring portals between the planes, and other wondrous phenomena, the GM determines an appropriate caster level for the effect (typically between 15 and 20). The creature can attempt any given means of leaving the Lower Plane only once per day: all further attempts from the same source that day are treated as having the same result on the caster level check. The teleport effect is a conjuration (teleportation) effect and ignore any protection or effect that barren teleportation thanks of the divine energy that empower it (like a dimensional anchor or dimensional lock spell, the warp dimensions of a black magga, or the counterport ability of the archdevil Barbatos).
This replaces true judgment.
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