0% found this document useful (0 votes)
193 views

Class - Inquisitor V2.0.

The inquisitor is a divine agent dedicated to rooting out enemies of their faith. They have limited spellcasting abilities but can fight effectively with weapons. Their key features include: - Choosing to boost either Strength or Dexterity at 1st level. - Gaining trained proficiencies in skills like Perception, Religion, and Intimidation to aid their work. - Access to divine "judgement spells" that can be cast using Focus Points regained through prayer. - Pursuing an "ideal" granted by their deity, giving additional benefits like spells, skills, and a focus spell against enemies.

Uploaded by

arthur Irineu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
193 views

Class - Inquisitor V2.0.

The inquisitor is a divine agent dedicated to rooting out enemies of their faith. They have limited spellcasting abilities but can fight effectively with weapons. Their key features include: - Choosing to boost either Strength or Dexterity at 1st level. - Gaining trained proficiencies in skills like Perception, Religion, and Intimidation to aid their work. - Access to divine "judgement spells" that can be cast using Focus Points regained through prayer. - Pursuing an "ideal" granted by their deity, giving additional benefits like spells, skills, and a focus spell against enemies.

Uploaded by

arthur Irineu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 27

Inquisitor V2.2. by Achantion.

Inquisitor V2.2. by Achantion.

Inquisitor
Grim and determined, the inquisitor roots out enemies of the faith, using trickery and
guile when righteousness and purity is not enough. Although inquisitors are dedicated
to a deity, they are above many of the normal rules and conventions of the church.
They answer to their deity and their own sense of justice alone, and are willing to take
extreme measures to meet their goals.

KEY ABILITY HIT POINTS Initial Proficiencies


STRENGTH OR DEXTERITY 8 plus your Constitution modifier At 1st level, you gain the listed
At 1st level, your class gives you an
profiency ranks in the following
You increase your maximum number statistics. You are untrained in
ability boost to your choice of of HP by this number at 1st level and anything not listed unless you gain
Strength or Dexterity. every level thereafter. a better proficiency rank in some
other way.
During combat encounters …
You balance between casting spells and attacking with weapons, typically PERCEPTION
the favored weapon of your deity. Because your spells per day are Trained in Perception
limited, you rely on specific focus spells given by your deity. When
necessary, you know how to win a fight without magic.
SAVING THROWS
During social encounters … Trained in Fortitude
You are a voice of your ideal, and the voice of your deity. Because you’re Expert in Reflex
wise, you also pick up on falsehoods others tell. You don't shy away Expert in Will
from deception or even intimidation if it helps you serve your deity, and
come closer to your ideal. SKILLS
Trained in Religion
While exploring … Trained in Intimidation
You follow the tracks of those that are in opposition to your ideals, or
Trained in one skill determined by
are enemies of your deity. But you are also able detect nearby magic or your inquisitor's Ideal
interpret any religious writing you might come across.
Trained in a number of additional
skills equal to 4 plus your
in downtime … Intelligence modifier
You spend much of your time in solemn prayer and contemplation,
serving your deity and coming closer to reaching your ideal.
ATTACKS
You might … Trained in simple weapons
Visit the temples and holy places sacred to your faith. Trained in martial bows
Continually refine your spell and item selections to suit your needs, Trained in martial firearms
or prepare battle plans for a variety of situations. Trained in unarmed attacks
Cooperate with your allies, provided they don’t ask you to go
against divine will.
DEFENSES
Others probably … Trained in light armor
Find your devotion impressive, even if they don’t understand it.
Trained in medium armor
Wonder how you can keep on top of two disparate disciplines at the Trained in unarmored defense
same time.
CLASS DC
Trained in divine spell attacks
Trained in divine spell DCs
Inquisitor V2.2. by Achantion.

TABLE 1-1: INQUISITOR ADVANCEMENT Anathema


Your Class features You're not as tied to the tenets of the deity as a cleric,
level
but an inquisitor must still hold certain guidelines in
Ancestry and background, initial proficiencies, deity,
1 ideal, judgement spells, divine spellcasting, spell high regard, despite that fact they can go against them
repertoire if it serves the greater good of the faith. For these
2 Inquisitor feat, skill feat borderline cases, you and your GM determine which
3 General feat, skill increase, alertness, stern gaze, acts are anathema.
unlimited signature spells
4 Inquisitor feat, skill feat If you perform enough acts that are anathema to your
Initial Inquisition, ability boost, ancestry feat, skill deity, or if your alignment changes to be one that is
5 increase, weapon expertise more than a step away from one not allowed by your
6 Inquisitor feat, skill feat deity, you lose the magical abilities that come from
General feat, skill increase, great fortitude, weapon your connection to your deity. The class features that
7 specialization you lose are determined by the GM, but they likely
8 Inquisitor feat, skill feat include your divine spellcasting. These abilities can
9 Ancestry feat, skill increase, resolve, expert be regained only if you demonstrate your repentance
spellcaster
by conducting an atone ritual.
10 Ability boost, inquisitor feat, skill feat
11 Advanced Inquisition, general feat, skill increase,
divine smite, medium armor expertise
Ideal
Inquisitors are privy to special lore not open to priests
12 Inquisitor feat, skill feat
and other agents of their religion. These divine
13 Ancestry feat, skill increase, weapon mastery
pursuits, called ideals, grant inquisitors the tools
14 Inquisitor feat, skill feat
necessary for the fight against enemies of the faith.
15 Ability boost, general feat, skill increase, stalwart,
greater weapon specialization At 1st level, your ideal grants you a free trained skill,
16 Inquisitor feat, skill feat a skill feat to go with it, and an additional spell for
17 True Inquisition, ancestry feat, skill increase, vigilant your spell repertoire. You also gain the minor ideal
senses, master spellcaster
benefits, which at first level includes a new focus spell
18 Inquisitor feat, skill feat
for you to use against your enemies, or on your allies.
19 General feat, skill increase, medium armor mastery
20 Ability boost, inquisitor feat, skill feat Inquisitor ideals are described after the class features
section.
Class Features
You gain these abilities as an inquisitor. Abilities Judgement Spells
gained at higher levels list the required levels next to Your deity's power grants you special divine spells
their names. called judgement spells, which are a type of focus
spell. It costs 1 Focus Point to cast a focus spell, and
Ancestry and Background you start with a focus pool of 1 Focus Points. You
In addition to the abilities provided by your class at refill your focus pool during your daily preparations,
1st level, you have the benefits of your selected and you regain 1 Focus Point by spending 10 minutes
ancestry and background, as described in Chapter 2. using the Refocus activity to pray to your deity or do
service toward their causes.
Initial proficiencies
At 1st level you gain a number of proficiencies that Focus spells are automatically heightened to half your
represent your basic training. These proficiencies are level rounded up. Certain feats can give you more
noted in the start of this class. focus spells and increase the size of your focus pool,
though your focus pool can never hold more than 3
Deity Focus Points.
Your deity grants you the trained proficiency rank You gain the baleful bane judgement spell, a cantrip
with the deity's favored weapon. If the favored that makes the weapon you're holding more deadly
weapon is uncommon, you also get access to that and allows it to engulf your target in positive or
weapon. When selecting an alignment, you can pick negative energy upon inflicting a Critical Hit with a
one that is within one step of your deities allowed Strike. You are trained in divine spell attack rolls and
alignments. spell DCs. Your spellcasting ability is Wisdom.
Inquisitor V2.2. by Achantion.

JUDGEMENT TRAIT Heightening Spells


You can cast only one judgement spell each turn, and When you gain spell slots of 2nd level and higher, you
you can only sustain one of these at a time. Any can fill those slots with stronger versions of lower-
ongoing effects from your previous judgement spell end level spells. This increases the spell's level,
immediately if you cast another one that requires heightening it to match the spell slot. Many spells
sustaining. have specific improvements when they are heightened
to certain levels.
TABLE 1-2: INQUISITOR SPELLS PER DAY
Your
Cantrips
level Cantrips 1st 2nd 3th 4th 5th 6th 7th 8th 9th A cantrip is a special type of spell that doesn't use
1 5 1 - - - - - - - - spell slots. You can cast a cantrip at will, any number
2 5 2 - - - - - - - - of times per day. A cantrip is always automatically
3 5 2 1 - - - - - - - heightened to half your level rounded up—this is
4 5 2 2 - - - - - - - usually equal to the highest level of spell you can cast
5 5 - 2 2 - - - - - - as a inquisitor. For example, as a 1st-level inquisitor,
6 5 - 2 2 - - - - - - your cantrips are 1st-level spells, and as a 5th-level
7 5 - - 2 2 - - - - - inquisitor, your cantrips are 3rd-level spells.
8 5 - - 2 2 - - - - -
9 5 - - - 2 2 - - - -
Spell Repertoire
10 5 - - - 2 2 - - - - The collection of spells you can cast is called your
11 5 - - - - 2 2 - - - spell repertoire. At 1st level, you learn two 1st-level
12 5 - - - - 2 2 - - - divine spells of your choice and five divine cantrips of
13 5 - - - - - 2 2 - - your choice. You choose these from the common
14 5 - - - - - 2 2 - - spells from the divine list or from other divine spells
15 5 - - - - - - 2 2 - to which you have access. You can cast any spell in
16 5 - - - - - - 2 2 - your spell repertoire by using a spell slot of an
17 5 - - - - - - - 2 2 appropriate spell level. Your spell slots and the spells
18 5 - - - - - - - 2 2 in your spell repertoire are separate. If a feat or other
19 5 - - - - - - - 2 2 ability adds a spell to your spell repertoire, it doesn't
20 5 - - - - - - - 2 2 give you another spell slot, and vice versa.

You add to this spell repertoire as you increase in


Divine Spellcasting level. Each time you get a spell slot (see Table 1–2:
Your Deity and ideal provides you with divine Inquisitor Spells per Day), you add a spell of the same
magical power. You can cast spells using the Cast a level to your spell repertoire. At 2nd level, you select
Spell activity, and you can supply material, somatic, another 1st-level spell. At 3rd level, you add the first
and verbal components when casting spells. Because 2nd-level spell to your repertoire. At 4th level you
you're an inquisitor, you can draw replacement sigils gain your second and your spell repertoire reaches its
with the tip of your weapon or your free hand for maximum size of five spells.
spells requiring material components, replacing them
with somatic components instead of needing a At 5th level, in addition to adding two 3rd-level spells
material component pouch. to your repertoire, you lose your lowest level of spell
slots. Any time you lose a level of spell slots, you lose
At 1st level, you can cast up to two 1st-level spells two spells in your repertoire as well. These can come
per day. You must know spells to cast them, and you from spells you already know or out of the number of
learn them via the spell repertoire class feature. The new spells you're learning. On levels in which you
number of spells you can cast each day is called your don't change your spell slots, you can swap out
spell slots. As you increase in level as an inquisitor, multiple spells, as described below.
your number of spells per day increases, as does the
highest level of spells you can cast, as shown on Table Swapping Spells In Your Repertoire
1–2: Inquisitor Spells per Day. Some of your spells As you gain new spells in your repertoire, you might
require you to attempt a spell attack roll to see how want to replace some of the spells you previously
effective they are, or have your enemies roll against learned. Each time you gain a level and learn new
your spell DC, wisdom is your modifier for this. spells, you can swap out one of your old spells for a
different spell of the same level.
Inquisitor V2.2. by Achantion.

If it's a level at which you lose a set of lower-level STERN GAZE


slots, you can replace the two in either order. You can
UNCOMMON VISUAL INQUISITOR  
also instead swap a cantrip. You can also swap out
spells by retraining during downtime. Trigger You deal a critical with a Strike, or a foe within
your reach critically fails a Strike against you.
At 6th level and every even level thereafter, you can
swap out any number of your spells for different If the foe was temporarily immune to your Demoralize,
spells of a level you can cast. When you do, you must their temporary immunity ends, and you can
keep at least one spell you can cast with your lowest immediatly try to Demorilize the target again with a +1
level of spell slots so you don't end up with slots you circumstance bonus to Intimidation.
can't use. For instance, at 6th level you would need to
keep at least one 2nd-level spell, but all your other Unlimited Signature Spells 3th
spells could be 3rd level. All of your spells are signature spells. That means
that if you know a spell, you can heighten it freely by
Inquisitor Feats 2nd casting it from a higher-level spell slot, up to the
At 2nd level and every even-numbered level maximum level of spell you can cast. You can
thereafter, you gain a inquisitor class feat. similarly cast any of its lower-level versions without
learning them separately.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a Ability Boosts 5th
skill feat. You must be trained or better in the At 5th level and every 5 levels thereafter, you boost
corresponding skill to select a skill feat. four different ability scores. You can use these ability
boosts to increase your ability scores above 18.
As an inquisitor, you also gain additional skill feats at
Boosting an ability score increases it by 1 if it's
certain levels from your Inquisitions.
already 18 or above, or by 2 if it starts out below 18.
General Feats 3th
At 3rd level and every 4 levels thereafter, you gain a
Ancestry Feats 5th
In addition to the ancestry feat you started with, you
general feat.
gain an ancestry feat at 5th level and every 4 levels
Skill Increases 3th thereafter.
At 3rd level and every 2 levels thereafter, you gain a
skill increase. You can use this increase to either
Initial Inquisition 5th
You set out on an inquisition to come closer to
become trained in one skill you're untrained in or to
realising your ideal. Choose an Initial Inquisition, you
become an expert in one skill in which you're already
gain its associated focus spell. Inquisitions are
trained.
described below the Ideals section.
At 7th level, you can use skill increases to become a
Additionally, you gain an additional skill increase,
master in a skill in which you're already an expert,
which you can use to become trained in a skill, or
and at 15th level, you can use them to become
become expert in a skill you are already trained in.
legendary in a skill in which you're already a master.
You also add a skill feat that you meet the
As an inquisitor, you also gain additional skill prerequisites for.
increases at certain levels from your Inquisitions.
Weapon Expertise 5th
Alertness 3th You've dedicated yourself to learning the intricacies
You remain alert to threats around you. Your of your weapons. Your proficiency ranks for simple
proficiency rank for Perception increases to expert. weapons, martial weapons in the bow and firearm
categories, unarmed attacks and your deity' favorite
Stern gaze 3th weapon increase to expert.
Inquisitors are skilled at intimidating their foes. You
gain the Stern Gaze reaction, which allows you to to Great Fortitude 7th
take a stern look at a foed and fill them with fear. Your physique is incredibly hardy. Your proficiency
rank for Fortitude saves increases to expert.
Inquisitor V2.2. by Achantion.

Weapon Specialization 7th Weapon Mastery 13th


You can inflict greater injuries with your favored You fully understand your weapons. Your proficiency
weapons. You deal 2 additional damage with weapons ranks for simple weapons, martial weapons in the
and unarmed attacks in which you're an expert. This bow and firearm categories, unarmed attacks and your
damage increases to 3 if you're a master, and 4 if deity' favorite weapon increase to master.
you're legendary.
Stalwart 15th
Resolve 9th If you picked Strength as your key ability score, your
You've steeled your mind with resolve. Your proficiency rank for Fortitude increases to master. If
proficiency rank for Will saves increases to master. you picked Dexterity as your key ability score, your
When you roll a success on a Will save, you get a proficiency rank for Reflex increases to master.
critical success instead.
When you roll a success on the saving throw that you
Expert Spellcaster 9th increased with this class feature, you get a critical
success instead.
You've learned to better control the power your deity
has granted you. Your proficiency ranks for divine Greater Weapon Specialization 15th
spell attack rolls and spell DCs increase to expert.
Your damage from weapon specialization increases to
Advanced Inquisition 11th 4 with weapons and unarmed attacks in which you're
an expert, 6 if you're a master, and 8 if you're
You come closer to realizing your Ideal. Choose an
legendary.
advanced inquisition or initial inquisition, you gain
its associated focus spell. True Inquisition 17th
Additionally, you gain an additional skill increase, Your Ideal is within reach. Choose a true inquisition,
which you can use to become trained in a skill, or advanced inquisition, or initial inquisition, you gain
become expert in a skill you are already trained, or its associated focus spell.
become master in a skill you are already expert in.
Additionally, you gain two additional skill increases,
You also add a skill feat that you meet the
which you can use to become trained in a skill,
prerequisites for. become expert in a skill you are already trained in, or
Divine Smite 11th become master in a skill you are already expert in.
You can not use both skill increases to increase the
As you grow closer to realizing you ideal, you
same skill. You also add a two skill feats that you
become more refined in your use of divine energy and
meet the prerequisites for.
judgement spells. You no longer need to critically hit
with a Strike, or get a critical failure on save, to gain Vigilant Senses 17th
the additional effect on spells with the judgement trait
Through your adventures, you've developed keen
(like the persistant damage on baleful bane). A regular
awareness and attention to detail. Your proficiency
success for Strikes, or a regular failure for saves, is
rank for Perception increases to master.
enough to engulf your target in energy damage.

Additionally, your eyes pierce right into your target's Master Spellcaster 17th
mind. The circumstance bonus from Stern Gaze You fortify your spells with masterful prowess. Your
increases to +2. proficiency ranks for divine spell attack rolls and spell
DCs increase to master.
Medium Armor Expertise 11th
You've learned to defend yourself better against Medium Armor Mastery 19th
incoming attacks. Your proficiency ranks for light Your skill with light and medium armor improves,
armor, medium armor, and unarmored defense increasing your ability to avoid blows. Your
increase to expert. proficiency ranks for light and medium armor, as well
as for unarmed defense, increase to master.
Inquisitor V2.2. by Achantion.

Ideals Heresy
As an inquisitor, you select an ideal at 1st level. This Often it is hard to tell heretics from the faithful. You
ideal describes what you strive for how you view use duplicity, stealth, and the heretics' own
those in opposition of your deity and your values. An arguments to root them out and bring them to justice.
ideal grants you you a minor ideal benefit at level 1, a You're more inclined to destroy those that oppose
skill feat and makes you trained in a the mentioned your deity, or your values, than you are to save or
skill. Your ideal also adds a spell to your spell disrupt them. You prefer to use deception to bring
repertoire that normally is not available to the divine down your enemies from within.
tradition, but for you counts as a divine spell.
Skill Training You become trained in Deception.
If you are already trained in the skill given by your
Skill Feat You gain the Lengthy Diversion skill feat.
minor ideal benefit, you instead become trained in a
skill of your choice. Likewise, if you already know Additional Spell You add phantom pain to your spell
the skill feat, you select another 1st level skill feat for repertoire.
which you meet the prerequisites.
Minor Ideal Benefits: Heresy
Conversion You poison and sicken your enemies before picking
You are a powerful persuader. A honeyed tongue them off. You gain the poison the well focus spell. A
empowered by divine argumentation sways the spel that deals bludgeoning damage in a small area,
indifferent and adversarial to your side. You're more before unleashing toxins and acids in a larger range,
inclined to turn others to your side, than you are to potentionally sicking those caught in the blast.
destroy them. But you don't shy away with causing
confusion or infighting before you do so.
Zeal
An inquisitor needs unyielding zeal in order to make
Skill Training You become trained in Diplomacy. sure its deity's work is done. You're so occupied with
Skill Feat You gain the Group Impression skill feat. your own ideals, so convinded of how much tey're
worth, that you can't possibly fathom anyone who
Additional Spell You add befuddle to your spell
might oppose them. You're inclined to brag , and talk
repertoire.
about them all the time, and care very little for those
Minor Ideal Benefits: Conversion that oppose your ideals and values, as long as they
You confuse your enemies with words you have don't become an immediate threat.
carefully chosen. You gain the inspired rhetoric focus Skill Training You become trained in Athletics or
spell. A spell that weakens the will saves of those Acrobatics.
who's mind are brought to doubt by your words.
Skill Feat You gain the Quick Jump skill feat if you
Damnation chose Atheltics, you gain the Cat Fall skill feat if
The prospect of an afterlife filled with torment can you chose Acrobatics.
cause even the most stalwart to blanch, at least for a Additional Spell You add true strike to your spell
moment. You're extravagant, and a skilled performer, repertoire.
you're more inclined to sow chaos and leave your
enemies in disarray, than you are to help or destroy Minor Ideal Benefits: Zeal
them. You unleash a string of zealous propaganda, laced
with subtle enchantments, at a creature you can see.
Skill Training You become trained in Performance.
Stirring it to attack you, and only you. You gain the
Skill Feat You gain the Impressive Performance skill zealous derision focus spell. A focus spell that goads
feat. your enemies to attack you, or take a penalty to their
attack rolls.
Additional Spell You add lose the path to your spell
repertoire.
REMINDER
Minor Ideal Benefits: Damnation Much like baleful bane, most of the spells gained from
You frighten a creature you can see with an eternity of your Ideal at this point have the judgement trait.
suffering. You gain the fear the flames focus spell. A Meaning they are affected by the 11th level class feature
spell that might even burn enemies as fear overtakes Divine Smite, drastically increasing their effectiveness.
them.
Inquisitor V2.2. by Achantion.

Inquisitions
 
 

Inquisitions not only grant an increase to your skills, You can choose to downgrade and take a Initial
or give you additional skill feats. They also bestow Inquisition for your Advanced Inquisition, or an
upon you a special judgement spell. These can vary Advanced Inquisition for your True inquisition. But
from strong shields, to healing effect, or even damage. you can not upgrade, even when you are retraining at
 
a later level. You can only choose an Advanced
You gain an Initial Inquisition when you reach 5th Inquisition for your Advanced or True Inquisition
level, an Advanced Inquistion on 11th level, and a class feature, but not with your Initial Inquisition for
True Inquisition on 17th level. example.
 

Initial Inquisitions 5th


Anchor of Life Spirits Within
You create an anchor point to help with recovery and You attack with a blinding light, potentionally
healing. You gain the anchor of life focus spell. blinding your target. You gain the spirits within focus
spell.
Chains of Justice
You bind your target with spectral chains, forcing it Veil of Ideals
to share your damage. You gain the chains of justice You use your Ideals to protect yourself and gain
focus spell. concealment. You gain the veil of ideals focus spell.

Advanced Inquisitions 11th


Crest of Faith Judicious Force
A create a shield around yourself that will heal you You strengthen the blows of you or your allies. You
when broken. You gain the crest of faith focus spell. gain the judicious force focus spell.

Divine prison Salted Earth


You cage your target with the help of divine light, You take drastic measures and salt the earth around
binding it. You gain the divine prison focus spell. you. You gain the salted earth focus spell.

True Inquisitions 17th


Banner of the Profane Oath Oblation
You place down a magical banner granting strength. You become shielded by a mighty barrier that reduces
You gain the banner of the profane oath focus spell. all damage. You gain the oblation focus spell.

Excommunicate Quintessence Possession


You curse a target to make it feel alone and You try to take over another creature. You gain the
abandonned. You gain the excommunicate focus quintessence possession focus spell.
spell.
Inquisitor V2.2. by Achantion.

Class Feats TEAMWORK TRAIT


1st Level A teamwork trait requires you to have spend 10 minutes
during your daily preparations reviewing statagems with
NIMBLE DODGE FEAT 1 your allies. Only allies that participated in this are able to
INQUISITOR ROGUE SWASHBUCKLER gain the effect of actions with the teamwork trait. If you
Trigger A creature targets you with an attack and you have multiple actions with the teamwork trait, a
combined time of 10 minutes is enough to meet the
can see the attacker.
prerequisites for all of them combined.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 YOU'RE NEXT FEAT 1
circumstance bonus to AC against the triggering
INQUISITOR ROGUE SWASHBUCKLER EMOTION FEAR
attack.
MENTAL  
THAT'S ODD FEAT 1 Trigger You reduce an enemy to 0 Hit Points..
INQUISITOR INVESTIGATOR   Requirements trained in Intimidation.
When you enter a new location, such as a room or After downing a foe, you menacingly remind another
corridor, you immediately notice one thing out of the foe that you’re coming after them next. Attempt an
ordinary. The GM determines what it is, or whether Intimidation check with a +2 circumstance bonus to
there's nothing reasonable to pick up, skipping obvious Demoralize a single creature that you can see and that
clues that can be easily noticed without a check or can see you. If you have legendary proficiency in
specifically looking for them. You learn only that an Intimidation, you can use this as a free action with the
area or object is suspicious, but not why it's same trigger.
suspicious. For example, if you entered a study with a
2nd Level
large bloodstain on the ground, the bloodstain is so
obviously suspicious it's evident to you already, so the ANTAGONIZE FEAT 2
GM might note that there's something suspicious INQUISITOR SWASHBUCKLER
about the desk drawer instead. You would then need to Requirements You are not encumbered.
investigate the drawer further to find out what Trigger A creature targets you with an attack and you
specifically is out of the ordinary. That's Odd doesn't can see the attacker.
reveal whether creatures are suspicious.
Your taunts and threats earn your foes ire. When you
You don't typically get any benefit when you leave and successfully Demoralize a creature, its frightened
come back to a place, though if a major change has condition can't decrease to less than 1 at the end of its
happened there and time has passed. turn until it either uses a hostile action against you or
can no longer observe or sense you for at least 1 round.
INQUISITIVE BARRISTER FEAT 1
CANTRIP EXPANSION FEAT 2
INQUISITOR TEAMWORK  
BARD CLERIC INQUISITOR MAGUS ORACLE SORCERER
Prerequisites judgement spells
WITCH WIZARD
You swiftly assess your target. As part of the Cast a
Spell action for baleful bane, you can attempt a check A greater understanding of your magic broadens your
to Recall Knowledge about a creature. When you range of simple spells.
critically succeed at identifying your target with Recall
Prepared Caster: You can prepare two additional
Knowledge, you note a weakness in the creature’s
cantrips each day.
defenses. You and allies you tell gain a +1 circumstance
Spontaneous Caster: Add two additional cantrips from
bonus to your next attack roll against that target. You
your spell list to your repertoire.
can give bonuses from Inquisitive Barrister only once
per day against a particular creature. You can use this
feat again once you down the creature you used this
on.
Inquisitor V2.2. by Achantion.

INQUISITIVE PERSECUTOR FEAT 2 STEADY SPELLCASTING (INQUISITOR) FEAT 4


INQUISITOR TEAMWORK   INQUISITOR  

Prerequisites Inquisitive Barrister Confident in your technique, you don't easily lose your
You understand how to defend yourself and others concentration when you Cast a Spell. If a reaction
against your target. When you grant bonuses from would disrupt your spellcasting action, attempt a DC
Inquisitive Barrister, you and your allies also each gain 15 flat check. If you succeed, your action isn't
a +1 circumstance bonus to your next saving throw disrupted.
against that particular creature and to your AC against
(OVER)-ZEALOUS ASSAULT FEAT 4
that creature’s next attack against you.
UNCOMMON INQUISITOR
QUICK DRAW FEAT 2 Trigger You take damage that would reduce you to 0
GUNSLINGER INQUISITOR RANGER ROGUE   Hit Points.
You draw your weapon and attack with the same Prerequisites zeal ideal
motion. You Interact to draw a weapon, then Strike You don't go down without a fight, make a Strike
with that weapon. against the target before it gets to act. If the target is
the subject of your zealous derision, you gain a +2
VEXING BOLT FEAT 2
circumstance bonus to the attack roll.
INQUISITOR
MEND THE BROKEN FEAT 4
Prerequisites judgement spells;
You shoot a bolt of divine energy towards a target. You INQUISITOR  

gain the vexing bolt judgement spell. A peculiar dart of Prerequisites judgement spells
magical energy that does never misses it's mark. You learn how to use positive energy to heal a wound
Increase the number of Focus Points in your focus pool and provide temporary regeneration. You gain the
by 1. mend the broken focus spell. Increase the number of
Focus Points in your focus pool by 1.
4th Level
6th Level
DREAD STRIKE FEAT 4
INQUISITOR ROGUE  
IDEALISTIC GUIDANCE FEAT 6
FORTUNE INQUISITOR LINGUISTIC TEAMWORK  
You capitalize on your enemies’ fear to slip past their
defenses. Any creature that has the frightened Trigger One of the required allies is about to attempt
condition is also flat-footed against your attacks. an attack roll or skill check.
Frequency Once per hour
RUNNING RELOAD FEAT 4
You quickly advise your ally, using your earlier
GUNSLINGER INQUISITOR RANGER
planning to make sure luck can't throw a wrench in the
You can reload your weapon on the move. You Stride, cogs of your schemes. The ally gains a +2 circumstance
Step, or Sneak, then Interact to reload. bonus to the roll if you are within 30 feet.

DOMAIN INITIATE FEAT 4 STARE OF DAMNATION


UNCOMMON INQUISITOR   EMOTION ENCHANTMENT INQUISITOR MENTAL VISUAL

You devote yourself to one of the domains of your Trigger You use Stern Gaze
deity. Choose a domain associated with your deity, you Prerequisites damnation ideal
gain it's domain spell. Increase the number of Focus You imbue the feeling of damnation with your gaze.
Points in your focus pool by 1. Instead of using Stern Gaze, you use a way more
insidious version. The target must attempt a Will save
as a feeling of damnation tries to physically overtake it.
Instead of Frightening the target, you Stupify it
instead. This stupified effect last for 3 rounds.
Inquisitor V2.2. by Achantion.

SUSTAINED RELOAD FEAT 6 BACK TO BACK FEAT 8


CONCENTRATE INQUISITOR.   INQUISITOR VISUAL TEAMWORK  

You've mastered doing two things at once. You sustain When flanking you and your flanking partner both gain
a spell with the judgement trait, then Interact to a +2 circumstance bonus to AC. Because you
reload. communicate with hand signals to make this bonus
happen, this action gains the visual trait.
SNAP SHOT FEAT 6
INQUISITOR RANGER   Special You designate your flanking partner during
You’ve learned to react with ranged weapons when a your daily preparation.
creature is in close quarters. You can use a reaction LUMINOUS FLARE FEAT 8
that normally allows you to make a melee weapon
INQUISITOR  
Strike to instead make a ranged weapon Strike. You
Prerequisites judgement spells
must be Striking an adjacent target. If necessary for
the reaction’s trigger, you treat your ranged weapon as You create a radiant aura that fights of the darkness
if it had a reach of 5 feet. If the reaction has other and reveals invisible creatures. You gain the luminous
requirements, such as wielding a specific kind of flare focus spell. Increase the number of Focus Points
weapon, Snap Shot doesn’t allow you to ignore them; it in your focus pool by 1.
allows you only to replace a melee weapon Strike with STARE OF ILL OMEN
a ranged weapon Strike.
INQUISITOR MENTAL NECROMANCY VISUAL  

SWIFT TRACKER FEAT 6 Trigger You use Stern Gaze


INQUISITOR RANGER   Prerequisites heresy ideal
Prerequisites Experienced Tracker; expert in Survival You imbue your gaze with a terrible grudge. Instead of
Your keen eyes catch signs of passage even when using Stern Gaze, you use a way more insidious
you’re moving. You can move at your full Speed while version. The target must attempt a Will save as this
you Track. If you have master proficiency in Survival, grudge tries to physically overtake it. Instead of
you don’t need to attempt a new Survival check every Frightening the target, you Sicken it instead. This
hour while Tracking. If you have legendary proficiency sickened effect last for 3 rounds.
in Survival, you can use another exploration activity NIMBLE ROLL FEAT 8
while Tracking.
INQUISITOR ROGUE SWASHBUCKLER  

If you roll Survival for initiative while tracking your Prerequisites Nimble Dodge
hunted prey, when you start your first turn of the You throw yourself into a roll to escape imminent
encounter, you can Stride toward your hunted prey as danger. You can use Nimble Dodge before attempting a
a free action. Reflex save in addition to its original trigger. If you do,
the circumstance bonus applies to your Reflex save
8th Level
against the triggering effect.
AWAKEN DISCONTENT FEAT 8
When you use Nimble Dodge and the triggering attack
INQUISITOR
fails or critically fails, or when you succeed or critically
Trigger You need to roll a Will saving throw. succeed at the saving throw, you can also Stride up to
Prerequisites conversion ideal 10 feet as part of the reaction. If you do, the reaction
You steel your mind against something that wants to gains the move trait. You can use Nimble Roll while
influence your state of mind. You gain a +2 Flying or Swimming instead of Striding if you have the
circumstance bonus to Will saves for the triggering corresponding movement type.
check.
Inquisitor V2.2. by Achantion.

10th Level JUDGEMENT FOCUS FEAT 12


BURN SHROUD FEAT 10 INQUISITOR  

INQUISITOR
Prerequisites judgement spells
If you have spent at least 2 Focus Points since the last
Prerequisites judgement spells
time you Refocused, you recover 2 Focus Points when
You burn away a creature's disguise. You gain the burn
you Refocus instead of 1.
shroud focus spell. Increase the number of Focus
Points in your focus pool by 1. MAGIC SENSE FEAT 12
DENY SUPPORT FEAT 10 DETECTION DIVINATION INQUISITOR MAGUS ORACLE

SORCERER WIZARD
INQUISITOR ROGUE  
You have a literal sixth sense for ambient magic in your
When you succeed or critically succeed at a Deception
vicinity. You can sense the presence of magic auras as
check to Feint an opponent, that target can't flank with
though you were always using a 1st-level detect magic
their allies until the beginning of your next turn.
spell. This detects magic in your field of vision only.
INQUISITIVE MAGISTRATE FEAT 10 When you Seek, you gain the benefits of a 3rd-level
INQUISITOR TEAMWORK  
detect magic spell on things you see (in addition to the
normal benefits of Seeking). You can turn this sense off
Prerequisites Inquisitive Persecutor; master in Religion
and on with a free action at the start or the end of your
You have a nearly encyclopedic knowledge of all
turn.
creatures of the world and beyond. You can use
Religion to Recall Knowledge to identify any creature. Special This feat has the trait corresponding to the
In addition, you gain the benefits of Inquisitive tradition of spells you cast (arcane, divine, natural,
Barrister (and Inquisitive Persecutor, if you have it) on or occult).
a success as well as a critical success.
PRE-ARRANGED DISTRACTION FEAT 12
WRATHFUL GAZE FEAT 10
CONCENTRATE INQUISITOR TEAMWORK  
INQUISITOR
Trigger An ally within 30 feet is about to Strike an
Prerequisites Stern Gaze enemy that is also within 30 feet.
You can gaze almost without a thought. At the start of With a sharp whistle or wave of your hands, you
each of your turns when you regain your actions, you distract an opponent from the fact that one of your
gain an additional reaction that can be used only to allies is about to attack them. The target is flat-footed
perform a Stern Gaze. against all the Strikes the ally makes on their next turn;
the ally gains a +2 circumstance bonus to the first
12th Level
attack roll on his turn. if your ally doesn't Strike that
SUFFER NOT THE MAGE FEAT 12 target, the effect is lost. Depending on how you
INQUISITOR describe your distraction, this action gains either the
Trigger A creature within your reach uses the Cast a auditory or visual trait.
Spell action
Special the affected enemy is now immune to Pre-
Make a Strike against the triggering creature. This Arranged Distraction for 1 minute.
Strike doesn’t count toward your multiple attack
penalty, and your multiple attack penalty doesn’t apply DOMAIN DISCIPLE FEAT 12
to this Strike. If you succesfully hit the creature, it has UNCOMMON INQUISITOR
to make a Fortitude save against your spell DC, on a Prerequisites Domain Initiate
failure you disrupt the spell. The triggering creature You become more interwined with your chose domain.
does not loose the spell slot on a failure, as the casting You gain the Advanced Domain spell. Increase the
is interupted before expending the spell slot. number of Focus Points in your focus pool by 1.
Inquisitor V2.2. by Achantion.

14th Level IMPOSSIBLE GAZE FEAT 14


GRAND IDEAL BENEFITS: CONVERSION FEAT 14 INQUISITOR  

INQUISITOR
Prerequisites Stern Gaze
Your gaze can be felt from a large distance. You can use
Prerequisites conversion ideal
Stern Gaze even when creatures Critically Fail a ranged
You can deliver a stirring speech condemning the
weapon or spell attack, of if you Critically Succeed on a
mistakes of those in power while calling for reform or
saving throw from an enemies spell, as long as you are
change. You gain the swaying words focus spell. A
within 30 feet of the creature.
spell which has the possibility of confusing your
enemies. Increase the number of Focus Points in your SENSE THE UNSEEN FEAT 14
focus pool by 1. INQUISITOR INVESTIGATOR RANGER ROGUE  

GRAND IDEAL BENEFITS: DAMNATION FEAT 14 Trigger You fail a check to Seek.
INQUISITOR
When you look for foes, you can catch even the
slightest cues, such as their minute movements or the
Prerequisites damnation ideal
shifting of air currents on your skin. Even though you
You instil the fear of a soul stealing monstrosity unto a
failed at the triggering check, you automatically sense
living creature, making it think something is here to
any undetected creatures in the area where you’re
drag its soul away to oblivion and eternal damnation.
Seeking, making them merely hidden to you.
You gain the collector of souls focus spell. Increase the
number of Focus Points in your focus pool by 1. 16th Level
GRAND IDEAL BENEFITS: HERESY FEAT 14 EFFORTLESS CONCENTRATION FEAT 16
INQUISITOR INQUISITOR  

Prerequisites heresy ideal Trigger Your turn begins.


You cast a forbidden curse against a single creature, You maintain a spell with hardly a thought. You
which conveys everything it despises, or its deity immediately gain the effects of the Sustain a Spell
prohibits, effecting it dearly. You gain the word of action, allowing you to extend the duration of one of
anathema focus spell. Increase the number of Focus your active class spells.
Points in your focus pool by 1.
INQUISITIVE JUDGE FEAT 16
GRAND IDEAL BENEFITS: ZEAL FEAT 14 INQUISITOR TEAMWORK

INQUISITOR Prerequisites Inquisitive Magistrate; legendary in


Prerequisites zeal ideal Religion
You tap into your inner strength, a reservoire of Your knowledge of outsiders is so incredible that it
unmatched zeal and conviction. You gain the inner reveals glaring flaws in your targets. Your bonus from
strength focus spell, which allows you to overcome Inquisitive Barrister (and the bonus from Inquisitive
certain conditions and gives you a new lease on life. Persecutor if you have it) increases from +1 to +2 for
Increase the number of Focus Points in your focus pool you and any allies who benefit.
by 1.
CONFESS YOUR SINS FEAT 16
DISCUSSED EXTRA ATTACK FEAT 14 INQUISITOR  

INQUISITOR TEAMWORK   Prerequisites Judgement spells


When you hit hard enough, you leave an opening so Trigger you roll a critical on an attack roll, the target
your ally can jump in on the action. Whenever you rolls a critical failure, against a judgement spell.
critically hit a flat-footed opponent with a Strike or You do not roll for damage on the additional effect, you
spell that has an attack roll, and deal damage, the instead gain the maximum value of the die. This only
target triggers an Attack of Opportunity reaction from includes the extra effect, like baleful bane's peristant
one ally of your choice who qualifies for teamwork, as damage, or fear the flame's fire damage. Not the total
if the enemy had used a manipulate action. damage dealt.
Inquisitor V2.2. by Achantion.

WE'RE A TEAM, RIGHT? FEAT 16 COMMUNAL JUDGEMENT FEAT 20


AUDITORY INQUISITOR TEAMWORK INQUISITOR JUDGEMENT TEAMWORK  

Trigger Your turn ends. Prerequisites judgement spells


Requirements One of your allies is currently affected You've mastered the art of sharing your defining spells.
by a mental effect that it gained by failing, but not When you use a focus spell with the judgement trait,
critically failing, a saving throw; select one ally who qualifies who also gains the effect
You shout out to your ally something that helps it find of the spell, as well as the effect of your Divine Smite
a loophole in a mental effect to temporarily overcome class feature. Because you share this spell, only one of
it. The ally can immediatly reattempt another save you has to sustain the effect. If neither of you sustains
against the effect. On a Failure the effect is surpressed the effect, the spell fades at the end of the round.
until the end of your allies turn, but it makes the next
SURPEME JUDGEMENT FEAT 20
attempt at a -2 circumstance penalty. On a Critical
Failure it nothing happens and the next check is also INQUISITOR  

made at a -2 circumstance penalty. Can can try We're A Prerequisites judgement spells
Team, Right? only once per mental effect. You've made it almost effortless to combine spells and
attacks. You're permanently quickened. You can use
Special You can use this reaction even if the mental your extra action only to Strike or to cast or sustain a
effect is preventing you or your allies from using spell with the judgement trait.
reactions.
 
18th Level
IN NEED OF MORE FEATS?
JUDGEMENT WELLSPRING FEAT 18 Should you find yourself in need of more feats, you and
INQUISITOR your GM determine which feats from the Rogue and
Investigator class should be added for your game. If you
Prerequisites judgement Focus
allow firearms, you can also add some Gunslinger feats.
You've achieved perfect magical and physical balance,
allowing magic to flow into and through you more  

easily. You can recover 3 Focus Points when you


Refocus instead of 1 if you have spent at least 3 Focus
Points since the last time you Refocused.

DEVASTATING GAZE FEAT 18


INQUISITOR

Prerequisites Stern Gaze; baleful bane


You fill your target with fear with even the slightest
transgression. You can use Stern Gaze against an
enemy who fails at an attack roll against (not just
critically fails) provided you have both damaged that
creature on your last turn with a Strike or spell
(perisistant damage does not count) and it currently
suffers from the persistant damage of baleful bane.

20th Level
CONFITEOR FEAT 20
INQUISITOR

Prerequisites judgement spells


You unleash a devastating blast of energy as you cast
down the sword of confession. You gain the confiteor
judgement spell. Increase the number of Focus Points
in your focus pool by 1.
Inquisitor V2.2. by Achantion.

Class Archetypes Living Grimoire Spellcasting


Your Deity and ideal provides you with divine
CLASS ARCHETYPE REMINDER
magical power. You can cast spells using the Cast a
Archetypes with the class trait fundamentally diverge
Spell activity, and you can supply material, somatic,
from your class's specialties but still fit within the theme
and verbal components when casting spells. Because
of your class.
you're an inquisitor, you can draw replacement sigils
You can select a class archetype only if your class meets with the tip of your weapon or your free hand for
the criteria listed in the archetype's prerequisites. Class spells requiring material components, replacing them
archetypes always alter or replace some of a class's static with somatic components instead of needing a
class features in addition to any new feats they offer. material component pouch.

Below you will find 2 class archetypes, each of these At 1st level, you can prepare one 1st-level spell and
is considered rare and requires GM approval. The five cantrips each morning from the spells in your
Living Grimoire turns you into a spellcaster, while holy book (see below). Prepared spells remain
the Omdura gives you access to a special replacement available to you until you cast them or until you
for baleful bane, and grants you multiple support prepare your spells again. The number of spells you
options. can prepare is called your spell slots.

As you increase in level as a Living Grimoire


Living Grimoire Ideal inquisitor, your number of spell slots and the highest
The living grimoire literally wields the sacred word
level of spells you can cast from spell slots increase,
of his deity, using his holy tome to smite the foes of
shown in Table 1–1: Inquisitor Spells per Day.
his god with divine might. Unlike most inquisitors, a
Because you split your focus between physical
living grimoire focuses on careful study of divine
training and magical scholarship, you have no more
scripture, valuing knowledge over intuition. If you
than two spell slots of your highest level and, if you
choose this class archetype, you must select Living
can cast 2nd-level spells or higher, two spell slots of 1
Grimoire Dedication as your 2nd-level class feat.
level lower than your highest spell level.
Prerequisites: You must be an inquisitor
Some of your spells require you to attempt a spell
Skill Training You become trained in Arcana. attack roll to see how effective they are, or have your
Skill Feat You gain the Recognize Spell skill feat. enemies roll against your spell DC (typically by
attempting a saving throw). Your spell attack rolls and
Additional Spell You add telekinetic projectile to your spell DCs use your Intelligence modifier.
spell repertoire.

Living Grimoire Adjustments: You use Intelligence


Heightening Spells
for your spellcasting modifier instead of Wisdom. When you get spell slots of 2nd level and higher, you
Your spellcasting also works different, instead of can fill those slots with stronger versions of lower-
the Divine Spellcasting and Spell Repertoire class level spells. This increases the spell's level,
features, you gain the Living Grimoire Spellcasting heightening it to match the spell slot. Many spells
class feature at 1st level and you also don't gain the have specific improvements when they're heightened
Unlimited Signatures Spells class feature at 3th to certain levels.
level. When you gain the 15th level class feature, Cantrips
Stalwart, you can freely choose between Reflex or
A cantrip is a special type of spell that doesn't use
Fortitude.
spell slots. You can cast a cantrip at will, any number
Minor Ideal Benefits: Grimoire of times per day. A cantrip is always automatically
A living grimoire forms a supernatural bond with a heightened to half your level rounded up—this is
large ironbound tome containing the holy text of his usually equal to the highest level of spell you can cast
deity and learns to use it as a weapon. When wielding as a Living Grimoire inquisitor. For example, as a
the holy book as a weapon it acts as the same as a 1st-level Living Grimoire inquisitor, your cantrips are
cold-iron Mace. It can be upgraded, can be etched 1st-level spells, and as a 5th-level Living Grimoire
with runes, or affixed with talismans as a normal inquisitor, your cantrips are 3rd-level spells.
mace would be able to, and also serves as a divine
focus.
Inquisitor V2.2. by Achantion.

Holy Book PARCHMENT SKIN FEAT 6


Your holy book works like a spellbook. Every divine ARCHETYPE  
spell has a written version, usually recorded in a
Archetype Living Grimoire
spellbook or scroll. You start with a holy book worth
Prerequisites Living Grimoire Dedication
10 sp or less, which you receive for free and must
study to prepare your spells each day. The holy book You can tattoo spell scrolls on your body. Transcribing
contains your choice of eight divine cantrips and four a spell destroys the scroll and takes 10 minutes to
1st-level divine spells. You choose these from the accomplish. The maximum number of scrolls you can
common spells on the divine spell list or from other have transcribed at any given time is 3. When a spell is
divine spells you gain access to. transcribed on your skin you can activate it without
Each time you gain a level, you add two more divine having to hold the scroll in front of you, and you can
spells to your holy book, of any level of spell you can replace all components with verbal components if you
cast. You can also use the Religion skill to add other want. A spell cast this way gleams in a divine light
spells that you find in your adventures (see Learn a before fading.
Spell). Though you lose some lower spell slots as you
increase in level, you keep the spells in your
GREATER IDEAL BENEFITS: GRIMOIRE FEAT 10
spellbook and can prepare them in your higher-level ARCHETYPE  
slots as normal. Archetype Living Grimoire
The holy book does not count as an arcane spell Prerequisites Living Grimoire Dedication
book, as such if you have a spellbook from multiple You gain two additional spell slots to use each day. One
sources (such as a Wizard Dedication feat), you can for the highest level of spell slots you own, and one for
not use the same spellbook for all your spells. As the level below. These slots increase in level, as your
these focus on two different magical traditions. normal spell slots do. Each day during your daily
Living Grimoire Feats preparations you tattoo these spells on your skin.
When you cast a spell from these spell slots, the tattoo
Additional Feats gleams in a divine light before fading.
You gain access to Reach Spell, Widen Spell, Conceal
Spell, Nonlethal Spell, Silent Spell, Through Spell, ARCANE-POWERED KNOWLEDGE FEAT 16
Safeguarded Spell, Echoing Channel, Counterspell,
ARCHETYPE  
Clever Counterspell, Reflect Spell, Raise a Tome,
Shielded Tome, and Knowledge is Power.
Archetype Living Grimoire
Prerequisites Living Grimoire Dedication; Unified
Archetype Feats Theory
LIVING GRIMOIRE DEDICATION FEAT 2 You can spend a spell slot to gain a +4 circumstance
RARE ARCHETYPE CLASS DEDICATION  
bonus to any Recall Knowledge check, or any Unified
Theory check you make within the next 10 minutes.
Archetype Living Grimoire
Prerequisites living grimoire ideal GRAND IDEAL BENEFITS: GRIMOIRE FEAT 20
You continue to invest in a living grimoire. You gain an ARCHETYPE  
additional cantrip from the divine spell list. Each day Archetype Living Grimoire
you can tattoo a single cantrip on your skin, this Prerequisites Greater Ideal Benefits: Grimoire
cantrip does not count against the number of cantrips
Add two common 10th-level divine spells to your holy
prepared. As by magic this tattoo leaves your body
book. You gain a single 10th-level spell slot you can use
when you do your next daily preparations. The tattoo
to cast one of those two spells using living grimoire
gleams in a divine light when cast.
spellcasting. You tattoo this spell on your skin during
Special You can't select another dedication feat until your daily preparations, when you expend the
you have gained two other feats from the living spellslot, the tattoo gleams in a divine light before
grimoire archetype. fading away.
Inquisitor V2.2. by Achantion.

Omdura Ideal INVOKE COMPETENCE FEAT 4


Acting as divine warriors, omduras embody the tenets ARCHETYPE  
of their gods and serve as divine vessels. These
Archetype Omdura
mortals are granted greater purpose and are tasked
Prerequisites Omdura Dedication
with both spreading their god’s faith and defeating the
faith’s enemies. Omduras are able to grant the same You learn yet another invocation, one that inspires
divine power they hold within themselves to others your allies to succeed at a task. You gain the invoke
around them. If you choose this class archetype, you competence focus spell.
must select Omdura Dedication as your 2nd-level
INVOKE PURITY FEAT 4
class feat.
ARCHETYPE  
Prerequisites: You must be an inquisitor
Archetype Omdura
Skill Training You become trained in Medicine.
Prerequisites Omdura Dedication
Skill Feat You gain the Student of the Canon skill feat. You learn yet another invocation, one that helps
Additional Spell You add fleet step to your spell gaining the upper hands against poison, disease and
repertoire. curses. You gain the invoke purity focus spell.
Omdura Adjustments: You don't gain the baleful bane INVOKE HEALING FEAT 4
focus spell at 1st level. Instead you gain multiple
ARCHETYPE  
special spells through your minor ideal benefits.
Archetype Omdura
Minor Ideal Benefits: Omdura Prerequisites Omdura Dedication
You've learned how to call on spirits to provide
You learn yet another invocation, one that helps
support for you and the allies close to you. You gain
recover from your wounds. You gain the invoke healing
the invoke might, invoke protection and invoke
focus spell.
resilience focus spells. Three peculiar focus spells
that increase certain capabilities of you or your allies. INVOKE SPEED FEAT 4
Omdura Feats ARCHETYPE  

Additional Feats Archetype Omdura


You gain access to Well-Versed, Accompany, Prerequisites Omdura Dedication
Scintillating Spell, Energy Ablation, All in my Head, You learn yet another invocation, one that helps move
Soulsight, and Spell Shroud. faster. You gain the invoke speed focus spell.

Archetype Feats GREATER IDEAL BENEFITS: OMDURA FEAT 6


OMDURA DEDICATION FEAT 2 ARCHETYPE  

RARE ARCHETYPE CLASS DEDICATION   Archetype Omdura


Archetype Omdura Prerequisites Omdura Dedication
Prerequisites omdura ideal You call on more spirits, you make your invocations
As an omdura you also know that sometimes there is last longer. You learn the lingering invocation
no other outcome than battle, you've learned how to metamagic focus spell. Increase the number of Focus
materialize the spirits that surround you into a Points in your focus pool by 1.
powerful weapons. You gain the divine might focus GRAND IDEAL BENEFITS: OMDURA FEAT 14
spell.
ARCHETYPE  

Special You can't select another dedication feat until Archetype Omdura
you have gained two other feats from the omdura Prerequisites Omdura Dedication
archetype. You call on stronger spirits, making your invocation
more potent. You learn the heroic invocation
metamagic focus spell. Increase the number of Focus
Points in your focus pool by 1.
Inquisitor V2.2. by Achantion.

multiclass Archetype ADVANCED INQUISITOR TECHNIQUES FEAT 6


INQUISITOR DEDICATION FEAT 2 ARCHETYPE  

ARCHETYPE DEDICATION MULTICLASS Archetype Inquisitor


Prerequisites Strength 14 or Dexterity 14; Wisdom 14 Prerequisites Basic Inquisitor Techniques
You gain the Cast a Spell activity. You're trained in spell You gain one inquisitor feat. For the purpose of
attack rolls and spell DCs for divine spells. Your key meeting its prerequisites, your inquisitor level is equal
spellcasting ability for inquisitor archetype spells is to half your character level.
Wisdom, and they are divine inquisitor spells. You gain
Special You can select this feat more than once. Each
a spell repertoire and two cantrips. Each time you gain
time you select it, you gain another inquisitor feat.
a spell slot of a new level from the inquisitor archetype,
add a spell of that level or lower to your repertoire. BASIC INQUISITOR SPELLCASTING FEAT 6
Each time you lose spell slots of a particular level, ARCHETYPE  
remove those spells from your repertoire.
Archetype Inquisitor
Choose a deity as you would if you were an inquisitor. Prerequisites inquisitor dedication
You become bound by that deity's anathema. You You gain the basic bounded spellcasting benefits.
become trained in Religion, if you were already trained, MINOR IDEAL BENEFITS FEAT 8
you instead become trained in a skill of your choice.
ARCHETYPE  
You don't gain any other abilities from your choice of
deity. Archetype Inquisitor
Prerequisites inquisitor dedication
Special You can't select another dedication feat until Select an ideal, you gain the minor ideal benefits. You
you have gained two other feats from the inquisitor don't gain any of the ideal's other benefits.
archetype.
EXPERT INQUISITOR SPELLCASTING FEAT 12
BASIC INQUISITOR TECHNIQUES FEAT 4 ARCHETYPE  
ARCHETYPE Archetype Inquisitor
Archetype Inquisitor Prerequisites Basic Inquisitor Spellcasting; master in
Prerequisites inquisitor dedication Religion
You gain a 1st- or 2nd-level inquisitor feat of your You gain the expert bounded spellcasting benefits.
choice.
INQUISITOR'S INQUISITION FEAT 14
JUDGEMENT FEAT 6 ARCHETYPE  
ARCHETYPE Archetype Inquisitor
Archetype Inquisitor Prerequisites Ideals and Judgement
Prerequisites inquisitor dedication You set out on your inquisition. You gain the benefits
You gain the baleful bane judgement spell. If you don't of the Initial Inquisition class feature.
already have one, you gain a focus pool of 1 Focus
Point. MASTER INQUISITOR SPELLCASTING FEAT 18
ARCHETYPE  
GAZE OF THE INQUISITOR FEAT 6
Archetype Inquisitor
ARCHETYPE Prerequisites Expert Inquisitor Spellcasting;
Archetype Inquisitor Legendary in Religion
Prerequisites inquisitor dedication You gain the master bounded spellcasting benefits.
You gain the inquisitor's Stern Gaze reaction.
Inquisitor V2.2. by Achantion.

Focus Spells INVOKE MIGHT CANTRIP 1


INVOCATION TRAIT UNCOMMON CANTRIP DIVINE ENCHANTMENT INQUISITOR

A type of judgement spell. You can cast only one INVOCATION LIGHT MENTAL  

invocation spell each turn, and you can have only one Cast somatic
active at a time. If you cast a new invocation spell, any Area 20-foot emanation Duration 1 round
ongoing effects from your previous invocation spell end A divine hands guides you while you strike down your
immediately.
enemies. You gain a +1 status bonus to attacks rolls
and damage.
Cantrips
INVOKE PROTECTION CANTRIP 1
BALEFUL BANE CANTRIP 1
UNCOMMON ABJURATION CANTRIP DIVINE EMOTION
UNCOMMON ATTACK CANTRIP DIVINATION INQUISITOR
INQUISITOR INVOCATION LIGHT  
JUDGEMENT
Cast somatic
Cast somatic
Area 20-foot emanation Duration 1 round
Targets 1 creature
You cause protection from divine origin. You and all
You gain divine insight for an improved understanding
allies in the area gain a +1 status bonus to AC and
of wounding your target, make a melee spell attack
saving throws.
with your weapon, you deal 1d4 additional precision
damage as you smite your target. Make a choice INVOKE PURITY CANTRIP 2
between postive or negative energy, when critically UNCOMMON CANTRIP DIVINE INQUISITOR INVOCATION
Striking a target with your smite, you deal 1d6 LIGHT NECROMANCY
persistant damage of the chosen damage type.
Cast somatic
Heightened (+2) Increase the precision damage by 1d4 Area 20-foot emanation Duration 1 round
and the persistant damage by 1d6.
Divine influence helps purify the body, you and your
INVOKE COMPETENCE CANTRIP 2 allies within the area gain a +1 status bonus to
UNCOMMON CANTRIP DIVINE MOTION ENCHANTMENT
counteracting poisons, diseases and curses. You also
INQUISITOR INVOCATION LIGHT MENTAL  
gain a +1 status bonus to saving thows to protect
against these effects.
Cast somatic
Area 20-foot emanation Duration 1 round INVOKE RESILIENCE CANTRIP 2
This counts as having taken sufficient preparatory UNCOMMON ABJURATION CANTRIP DIVINE EMOTION
actions to Aid your ally on a skill check of your choice, INQUISITOR INVOCATION LIGHT  
regardless of the circumstances. When you later use Cast somatic
the Aid reaction, you can roll Performance instead of Area 20-foot emanation Duration 1 round
the normal skill check, and if you roll a failure, you get a
You make allies resistant to harm. You and all allies
success instead. If you are legendary in Performance,
within the area gain resistance equal to the spell's level
you automatically critically succeed.
to physical damage.
INVOKE HEALING CANTRIP 2
INVOKE SPEED CANTRIP 2
UNCOMMON CANTRIP DIVINE HEALING INQUISITOR
UNCOMMON CANTRIP DIVINE INQUISITOR INVOCATION
INVOCATION LIGHT NECROMANCY
LIGHT TRANSMUTATION
Cast somatic
Cast somatic
Area 20-foot emanation Duration 1 round
Area 20-foot emanation Duration 1 round
You mend wounds and provides a temporary respite
It feels as if you ideals carry you, speeding you and
from harm. All allies in the area gain 5 temporary Hit
your allies' movement. You and all allies in the area gain
Points, which last for 1 round.
a +10-foot status bonus to all Speeds.
Heightened (+2) The temporary Hit Points increase by
3.
Inquisitor V2.2. by Achantion.

1st level DIVINE MIGHT FOCUS 1


INSPIRED RHETORIC FOCUS 1 UNCOMMON CONJURATION INQUISITOR LIGHT JUDGEMENT

UNCOMMON AUDITORY CONCENTRATE EMOTION


Cast somatic, verbal
Range 30 feet
ENCHANTMENT INQUISITOR LINGUISTIC MENTAL JUDGEMENT
Duration sustained up to 1 minute
Cast verbal
A weapon made of pure magical force materializes that
Area 30-foot emanation
flits around you. This weapon has a ghostly appearance
Duration 3 rounds
and manifests as a club, a dagger, or your deity's
You launch an insightful rhetoric at all foes within
favored weapon. This weapon sheds bright light in a
range, distracting them. All enemies within range have
20-foot radius (and dim light to the next 20 feet).
to make a Will saving throw. If any of the targets does
not understand the language you are speaking, or When you cast the spell, the weapon appears next to a
you're not speaking a language, that target has a +4 foe you choose within range and makes a Strike
circumstance bonus to the save. against it. Each time you Sustain the Spell, you can
move the weapon to a new target within range (if
Critical Failure The target is distracted and takes a –3
needed) and Strike with it. The divine weapon uses and
status penalty to Will saves. The target can end the
contributes to your multiple attack penalty.
effect early with a retort, this requires a reaction and
has the concentrate trait. Typically, the retort needs The weapon's Strikes are melee spell attacks.
to use a linguistic Charisma-based skill action. Regardless of its appearance, the weapon deals 1d6
Additionally the target also takes 2d4 persistant positive energy damage when the omdura has a Good
mental damage. alignment, 1d6 negative energy damage when the
Failure As critical failure, but the penalty is –2, the omdura has an Evil alignment, or 1d6 force damage
target takes no persistant mental damage. when the omdura has a Neutral alignment. No other
Success The target is unaffected. statistics or traits of the weapon apply, and even a
Heightened (+2) the persistant mental damage on a ranged weapon attacks adjacent creatures only.
critical failure is increased by 2d4. Despite making a spell attack, the divine weapon is a
weapon for purposes of triggers, resistances, and so
FEAR THE FLAMES FOCUS 1
forth. Upon a Critical Strike you add 2d4 precision
UNCOMMON AUDITORY EMOTION ENCHANTMENT INQUISITOR
damage, this damage is added after doubling the base
LINGUISTIC MENTAL JUDGEMENT damage of the spell.
Cast somatic, verbal Range 30 feet
Saving Throw Will; Duration Sustained up to 1 minute. The weapon doesn't take up space, grant flanking, or
You frighten a creature with an eternity of suffering. have any other attributes a creature would. The
Choose a creature within range who you're aware of, weapon can't make any attack other than its Strike,
the target needs to make a Will saving throw. If the and feats or spells that affect weapons do not apply to
target does not understand the language you are it.
speaking, or you're not speaking a language, it has a +4 Heightened (+2) You shape 1 additional weapon, the
circumstance bonus to the save. The first time each weapon's damage increases by 1d6 and the precision
turn, when you Sustain the spell, you can target damage increases by 2d4.
another creature you can see within range. VEXING BOLT FEAT 1
Critical Success The target is unaffected. The creature UNCOMMON ATTACK EVOCATION FORCE INQUISITOR

is immune to fear the flames for 24 hours. Cast somatic


Success The target is frightened 1. Range 25 foot; Targets 1 creature
Failure The target is frightened 1 and fascinated for 1 Choose a target within your reach. You shoot a bolt of
round. concentrated energy right at it. The Vexing Bolt
Critical Failure As failure, the target is frightened 2 automatically deals 1d4+1 force damage to the target.
and takes 2d4 peristant fire damage. Heightened (+2) The damage increases by 1d4+1.
Heightened (+2) Increase the peristent fire damage by
2d4.
Inquisitor V2.2. by Achantion.

POISON THE WELL FOCUS 1 2nd Level


UNCOMMON ACID EVOCATION JUDGEMENT POISON
MEND THE BROKEN FOCUS 2
Cast somatic, verbal UNCOMMON HEALING INQUISITOR NECROMANCY POSITIVE
Range 60 feet; Area 20-foot burst
Cast somatic; Duration 3 rounds
You throw an orb of concentrated magic towards your
Range touch; Targets 1 living creature
foe that will detonate with a foul concoction upon
You use positive energy to heal those who are broken.
impact. The orb deals 1d6 bludgeoning damage to any
You heal 4d4 Hit Points to a target and it gains
creatures in the 10-foot burst at the center of its area
regeneration 5. If you use this against an unwilling or
with a basic Reflex save. The orb then detonates,
undead creature, it has to make a Will saving throw, if
dealing 1d4 poison damage and 1d4 acid damage to any
it fails it is only affected by the initial healing, not the
creatures in its 20-foot burst with a basic Fortitude
regeneration .
save. On a critical failure the target is sickened 1.
Heightened (+1) The initial healing increases by 1d4 and
Heightened (+2) the bludgeoning damage increases by
the regeneration increases by 2.
1d6, the poison and acid damage increases by 1d4.
Heightened (7th) you throw two orb, but the central 3th Level
10-foot bursts can't overlap, and a creature takes the
ANCHOR OF LIFE FOCUS 3
same amount of poison and acid damage no matter
how many overlapping detonations it's caught in. UNCOMMON HEALING INQUISITOR NECROMANCY  

Cast somatic Targets A place you can see


ZEALOUS DERISION FOCUS 1
Range 30 feet Duration 1 minute
UNCOMMON AUDITORY EMOTION ENCHANTMENT INQUISITOR
You create an anchor point close to you that exudes a
LINGUISTIC MENTAL JUDGEMENT
20-feet healing aura around it. While within this aura
Cast verbal you have a circumstance bonus equalling your
Range 60 feet; Targets 1 creature spellcasting modifier to Recovery checks. While you or
Saving Throw Will; Duration 1 minute your allies are within the aura, all healing magic
You unleash a string of zealous gibberish or insults, received is increased by 2d4.
laced with subtle enchantments at a creature, goading Heightened (+1) The amount of healing increases by 1d4
it to strike back at you. It takes a –1 status penalty to
attack rolls against creatures other than you. The CHAINS OF JUSTICE FOCUS 3
creature must attempt a Will saving throw. If the UNCOMMON ABJURATION INQUISITOR  

target doesn't understand the language or you're not Usage worn


speaking a language, it gains a +4 circumstance bonus Cast somatic;
to its save. Range 30 feet Targets 1 creature
Saving Throw Will; Duration 1 minute
Critical Success The target is unaffected.
You bind an opponent to you with spectral chains.
Success The spell ends at the end of the target's next
When you take damage from an enemy, reduce this
turn.
damage by half your level + your spellcasting modifier,
Failure As Success, but for 1 minute.
your bound target instead takes the damage you
Critical Failure As Failure, but the status penalty is –2
reduced. If you take damage that is less than what you
and the target is also fascinated by you.
can reduce, it takes the full damage instead.

The target can not move more than 30 feet away from
you. But if you ever move out of range from the spell, it
immediatly ends. The target can repeat it's saving
throw each time it is attacked from outside of the spell
range.
Inquisitor V2.2. by Achantion.

LINGERING INVOCATION FOCUS 3 4th Level


UNCOMMON INQUISITOR METAMAGIC NECROMANCY  
LUMINOUS FLARE FOCUS 4
Cast somatic UNCOMMON EVOCATION INQUISITOR LIGHT  
You call on more spirits to extend the benefits of your
Cast somatic, verbal
invocations. If your next action is to cast a cantrip
Range 30 feet; Area 10-foot burst
invocation with a duration of 1 round, attempt a
Saving Throw Reflex
Religion check. The DC is usually a standard-difficulty
You create a flare of radiant energy that leaves tiny
DC of a level equal to the highest-level target of your
specs of light in the area. Each creature must attempt a
invocation, but the GM can assign a different DC based
Reflex save. If a creature has its invisibility negated by
on the circumstances. The effect depends on the result
this spell, it is concealed instead of invisible. This
of your check.
applies both if the creature was already invisible and if
Critical Success The invocation lasts 4 rounds. it benefits from new invisibility effects before the end
Success The invocation lasts 3 rounds. of the invisibility negation effect from this spell.
Failure The invocation lasts 1 round, but you don't
Critical Success The target is unaffected.
spend the Focus Point for casting this spell.
Success The target's invisibility is negated for 2
SPIRITS WITHIN FOCUS 3 rounds.
UNCOMMON ATTACK EVOCATION INQUISITOR LIGHT
Failure The target is dazzled for 1 minute and its
Cast somatic, verbal invisibility is negated for 1 minute.
Critical Failure The target is blinded for 1 round and
Range touch; Targets 1 creature
dazzled for 1 minute. Its invisibility is negated for 1
You attack your target with a blinding light. Make a
minutes.
melee spell attack roll. On a hit, the target takes 2d10
force damage and 1 persistant mental damage it also 5th Level
becomes dazzled until the end of its next round. On a
BURN SHROUD FOCUS 5
critical hit, double the damage but not the persistant
damage. It also becomes blinded instead. UNCOMMON EVOCATION FIRE INQUISITOR  

Heightened (+1) Increase the damage by 1d10 and the Cast somatic, verbal
persistant damage by 1 . Range touch; Targets 1 creature
Saving Throw Fortitude
VEIL OF IDEALS FOCUS 3
You touch a creature and burn his transformative
UNCOMMON ABJURATION INQUISITOR LIGHT   magic right of its skin. The target must attempt a
Cast somatic, verbal Fortitude save. If a creature has any magical effects on
Range self Duration 1 minute his with the Polymorph, or Transmutation traits, it has
Your ideals serve as a shield, and a veil against would a -2 circumstance penalty to the save.
be attackers. You gain 20 temporary Hit Points, while
you have these Hit Points you shed bright light in a Critical Success the target is unaffected.
20-foot radius and dim light for the next 20 feet, you Success the target takes 2d12 fire damage. You can try
also are concealed to all enemies that require sight to to counteract the polymorph and transmutation
see you, as the light over takes their senses. effects.
Failure the target takes 5d12 fire damage and 5d4
The spell fades after 1 minute or once your temporary persistant fire damage. You gain a +1 circumstance
Hit Points reach 0, Whichever comes first. bonus to the counteract attempt.
Heightened (+1) The amount of temporary Hit Points Critical Falure As failure, but the persistant fire
by 5. damage increases to 5d12 and you gain a +2
circumstance bonus to counteract.
Heightened (+1) the fire damage increases by 1d12 and
the the persistant fire damage increases by 1d4 on a
failure, and 1d12 on a critical failure.
Inquisitor V2.2. by Achantion.

6th Level SALTED EARTH FOCUS 6


CREST OF FAITH FOCUS 6 UNCOMMON INQUISITOR EARTH EVOCATION FIRE

UNCOMMON ABJURATION HEALING INQUISITOR  


Cast material, somatic, verbal
Range 30 feet Area 20-foot burst
Cast verbal
You take drastic measures to take down your foes. You
Trigger a creature deals positive or negative energy
throw an orb of divine energy that deals 6d4
damage to you
bludgeoning damage to any creatures in the 20-foot
The word and scriptures of your deity and your ideal
burst with a basic Reflex save before exploding.
become written in the air around you, and form a
Creatures that fail this save need to make an additional
protective shield for the blink of a moment. The shield
basic Fortitude save. Creatures that critically fail their
has Hardness 15 and 30 Hit Points and remains until
initial reflex save regard their fortitude save as one
the start of your next turn. If the shield breaks you
degree worse than what they rolled.
make a Relgion check, against the triggering creaure's
Will DC. On a failure you gain regeneration 3 for 1 Critical Success the creature is unaffected.
minute, on a success all allies within 30 feet also get Success the creature takes 4d4 fire damage.
this effect. Failure the creature takes 8d4 persistant fire damage.
Heightened (+1) the shield gains 5 Hardness. The Critical Failure As failure, but the persistant damage is
regeneration increases by 1. doubled.
DIVINE PRISON Heightened (+1) the damage of both the initial impact
FOCUS 6
and the fire effect increases by 1d4.
UNCOMMON ENCHANTMENT INCAPACITATION INQUISITOR

MENTAL 7th Level


Cast somatic, verbal COLLECTOR OF SOULS FOCUS 7
Range 30 feet; Targets 3 creature
UNCOMMON EMOTION FEAR ILLUSION INQUISITOR
Saving Throw Dexterity; Duration varies
MENTAL  
You cage a creature in divine light, making it unable to
act. Cast somatic, verbal
Range 30 feet; Targets 1 living creature
Critical Success The target is unaffected. Saving Throw Will
Success The target is Stunned 1. You create a phantasmal image of a monstrosity that
Failure The target is Stunned 2. will try to steal the soul of a target and drag it unto
Critical Failure The target is paralyzed for 2 rounds. oblivion. Only the spell's target can see the
Heightened (+2) You can target 1 additional creature. monstrosity. The effect of the spell is based on the
outcome of the target's Will save.
JUDICIOUS FORCE FOCUS 6
UNCOMMON TRANSMUTATION INQUISITOR Critical Success The target is unaffected.
Cast somatic Success The target takes 4d6 mental damage and is
Trigger an ally has succesfully hit a creature with a frightened 1.
Strike, but has not yet rolled for damage Failure The target takes 8d6 mental damage and is
frightened 2.
You empower the weapon at the last moment. You
Critical Failure The target takes 12d6 mental damage
grant it the power of a Deadly (d8) rune for this Strike
and it must attempt a Fortitude save; if the target
only. The triggering Strike also adds 2d12 force
fails, it is paralysed for 1 round. On a successful
damage.
Fortitude save, is fleeing until the end of its next
Heightened (8th) The size of the deadly rune increases
turn, and is frightened 4.
to a d10. The extra force damage is increased to
Heightened (+1) The damage increases by 2d6 for a
3d12.
failure, and 3d6 for a critical failure.
Heightened (10th) The size of the deadly rune increases
to a d12. The extra force damage is increased to
4d12.
Inquisitor V2.2. by Achantion.

HEROIC INVOCATION FOCUS 7 SWAYING WORDS FOCUS 7


UNCOMMON INQUISITOR METAMAGIC NECROMANCY   UNCOMMON EMOTION ENCHANTMENT INQUISITOR MENTAL

Cast somatic Cast somatic, verbal


You call on stronger spirits to greatly increase the Range 30 feet; Targets 3 creatures
benefits you provide to your allies with your invoke Saving Throw Will; Duration 1 minute
might, invoke protection, invoke purity, invoke You can deliver a stirring speech trying to confuse the
resilience or invoke speed invocations. If your next target. The effects are determined by the target's Will
action is to cast one of these cantrips, attempt a save. You can Dismiss the spell.
Religion check. The DC is usually a very hard DC of a
level equal to that of the highest-level target of your Critical Success The target is unaffected.
invocation, but the GM can assign a different DC based Success The target ponders about what he heared and
on the circumstances. The effect of your cantrip is stunned 1.
depends on the result of your check. Failure The target is confused and stupified 2 for 1
turn, afterwards it is confused for the duration of
Critical Success The status bonus is trippled. the spell. It can attempt a new save at the end of
Success The status bonus is doubled. each of its turns if it saw you take hostile action
Failure Your cantrip provides only its normal bonus, against it, or its companions.
but you don't spend the Focus Point for casting this Critical Failure As failure, with no save to end early.
spell. Heightened (+1) increase the number of creatures you
target by 1.
INNER STRENGTH FOCUS 7
UNCOMMON HEALING INQUISITOR NECROMANCY   WORD OF ANATHEMA FOCUS 7
Cast somatic, verbal UNCOMMON AUDITORY CURSE EMOTION ENCHANTMENT

Targets self FEAR INQUISITOR MENTAL  

Duration 1 minute Cast somatic


You tap into your inner strength, a reservoire of Range 30 feet; Targets 1 creature
unmatched zeal and conviction. You gain regeneration Saving Throw Will Duration 1 minute
10 which restores 10 Hit Points to you at the start of You speak a word of anathema against a single
each of your turns. While you hav regeneration, you creature, conveying everything your target despises or
can't die from damage and your dying condition can't it's deity prohibits, audible only to them. The target
increase to a value that would kill you (this stops most must attempt a Will save.
creatures from going beyond dying 3), though if yout
wounded value becomes 4 or higher, you stays Critical Success The target is unaffected.
unconscious until your wounds are treated. If you Success The target takes 5d4 mental damage, is
takes acid, fire or alignment damage, your regeneration frightened 1, and can't benefit from circumstance or
deactivates until after the end of your next turn. status bonuses.
Failure The target takes 10d4 mental damage, is
Each turn when you receive healing from inner frightened 3, and can't benefit from circumstance or
strength you can try to counteract one poison or status bonuses. While the curse remains, the
disease you are suffering from. When first casting this target's allies are also unable to benefit from
spell you can immediatly end one kind of persistant circumstance or status bonuses while within 10 feet
damage you are suffering from, or choose to end one of of it.
the following conditions: blinded, dazzled, deafened, Critical Failure As failure, but the damage is increased
clumsy, drained, enfeebled or stupefied. to 20d4, and the range of the aura to 30 feet.
Heightened (9th) The regeneration increases to 15. Heightened (+1) increase the damage by 2d4 for a
Success, 4d4 for a Failure and 8d4 for a Critical
Failure.
Inquisitor V2.2. by Achantion.

9th Level QUINTESSENCE POSSESSION FOCUS 9


BANNER OF THE PROFANE OATH FOCUS 9 UNCOMMON INCAPACITATION MENTAL NECROMANCY

POSSESSION  
UNCOMMON EMOTION ENCHANTMENT INQUISITOR MENTAL
Cast somatic, verbal
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Targets self
Saving Throw Will; Duration 1 minute
Duration 10 minutes
You send your mind and soul into the target's body,
You create a magical banner that exudes a 30 feet
attempting to take control. The target must attempt a
profane aura. While within the aura, you or your allies
Will save. While you're possessing a target, your own
critically succeed if you roll a 19 on the die, as long as
body is unconscious and can't wake up normally. You
that result is a success. You or your allies can pick this
can sense everything the possessed target does. You
banner up, or set it down using a single action. The
can Dismiss this spell. If the possessed body dies, the
banner can be destroyed, ending the spell. The banner
spell ends. If the spell ends during an encounter, you
has 50 Hit Points and Hardness 15.
act just before the possessed creature's initiative
EXCOMMUNICATE FOCUS 9 count.
UNCOMMON CURSE INQUISITOR NECROMANCY  
Critical Success The target is stunned 1.
Cast material, somatic, verbal Success The target is stunned 2.
Range touch; Targets 1 creature Failure You possess the target and take partial control
Duration sustained up to 1 minute of it. You no longer have a separate turn; instead,
Requirements The target is suffering from the you might control the target. At the start of each of
persistant damage of baleful bane. the target's turns, it attempts another Will save. If it
You hammer a creature's senses to make it feel alone fails, it's controlled by you on that turn; if it
and deslote. You place a curse on it that simultaneously succeeds, it chooses its own actions; You are able to
tries to blind, silence, deafen and bind it. The creature is sustain your own spells while controlling the target
automatically affected. Each time you sustain the spell and benefit from them.
the creature makes a Fortitude saving throw, if you Critical Failure You possess the target fully, it no
don't sustain the spell the effect ends at the end of longer makes a Will save each turn.
your round. Special You can cast this spell as a if you drop down
to 0 Hit Points. But only against the triggering
Critical Success The spell ends immediatly.
creature.
Success The target is dazzled, and deafened.
Failure The target is blinded, deafened, clumsy 1 and 10th level
stupified 1.
CONFITEOR FOCUS 10
Critical Failure As failure, but clumsy 2, stupified 2
and restrained. UNCOMMON DIVINE EVOCATION INQUISITOR  

Cast somatic, verbal


OBLATION FOCUS 9 Range 60 feet Area 30-foot burst
UNCOMMON ABJURATION INQUISITOR Saving Throw basic Reflex
Cast somatic Duration 3 rounds Requirements The target is suffering from the
Range 30 feet; Targets self or 1 ally persistant damage of baleful bane or are you are
You create a magical barrier that protects from harm. sustaining divine might.
The target gains resistance equal to double the spell's You unleash a devastating explosion of divine energy.
level to all damage, and gains a +2 status bonus to AC You call forth the sword of confession that smites the
and all saves. area and deals 12d6 slashing damage to any creatures
in the 10-foot burst at the center of its area of effect
While the spell is in effect, you can use the Shield Block before exploding, dealing 6d12 damage, of the energy
reaction with your barrier. The barrier has Hardness type selected when you cast baleful bane (or divine
25. After you use Shield Block, the spell ends. Unlike a might if you're an omdura), to any creatures in its 30-
normal Shield Block, you can use the spell's reaction foot burst. The saving throw applies to both the
against the magic missile spell. slashing and the energy damage.
Inquisitor V2.2. by Achantion.

FAQ
Q: WHY NOT MAKE THIS A CLERIC DOCTRINE, OR CLASS ARCHETYPE?
A: I originally wanted to make a homebrew with class archetypes for the cleric to create sprititual successors for
the 1e warpriest and inquisitor. But unlike the battlepriest, my warpriest variant, I quickly realized that the
inquisitor came with a lot more baggage and I couldn't simply dump some rogue-lite abilities on the cleric chassis.

I had to account for the limited spell casting, the smiting, the teamwork feats, the judgements, bane, etc… Each of
these on it's own would make for an easy archetype, but when trying to do them all simultaneously it quickly
turned out to be easier to start from a new job, instead of trying to cram everything in a single class archetype.

This also allowed me to cover a lot more material. Archetypes like the Living Grimoire or Omdura wouldn't have
been possible otherwise.

Q: WHAT WAS YOUR DESIGN GOAL MAKING THIS?


A: I wanted to create a spiritual successor for the inquisitor in Pathfinder 2e. The inquisitor in 1e was a divine
themed investigator, that had some affinity with tracking, intimidation, teamwork debuffing and could smite on
top of it. Those where the core principle's I wanted to port over to 2nd edition, but without stepping to much on
the design space of the rogue, cleric and even magus.

To reach this goal I specifically honed in on the reactivity aspect of rogue, blended it with a dash of swashbuckler
for some Intimidation, ranger for tracking and hunting, and cleric for spell casting. My biggest hurdle was how to
integrate Bane as something more than a one-off ability, and how to make Divine Smite feel different from the
magus' Spellstrike, or the cleric' Channel Smite.

Q: HOW FATEFUL IS THIS TO THE 1E INQUISITOR? ARE ALL 1E DOMAINS AND INQUISITIONS HERE?
A: It's important to know that I set out with the idea of creating a spiritual successor, not a one-to-one
conversion. Pathfinder 1e and 2e are vastly different systems, build on entirely different assumptions, a simple
port was impossible. What I did was take a look at what 1e had to offer, and think how I could replicate
something, that could fill that hole. My original version of the class was way more closely aligned with its 1e
counterpart, but the content bloat was it's number 1 criticism.

Q: WAIT, WASN'T THIS DIFFERENT LAST TIME I SAW IT?


A: You most likely saw v1.0 of the class, which was kind of a personal playtest. After gathering feedback from the
community I updated the class to what you see now.

Q: HOW BALANCED IS THIS HOMEBREW?


A: Good question, I'm still trying to run the numbers on this. The class chassis itself is perfectly balanced, it might
even be a bit weak compared to the CRB classes, but some of focus spells are really, really good. I'll be sure to
adjust them whenever I have a more conclusive answer.

Q: WHERE IS THE ARTWORK FROM?


A: The cover art is made by Wayne Reynolds, who has been involved with Paizo for a very long time. The picture
depicts Imrijka, the official iconic for the Inquisitor in Pathfinder 1st edition.

The second image at the end of the class feats section, depicts Jaethal, the Inquisitor of Urgathoa. A recruitable
companion in the videogame Pathfinder: Kingmaker by Owlcat Studios.
Inquisitor V2.2. by Achantion.

Q: IS THIS HOMEBREW FINISHED?


A: Mechanically? Yes. I do not intend to enact any other sweeping changes anymore. But I will be tweaking all the
numbers of all spells and abilities until I reach my desired balance.

Q: DO YOU HAVE OTHER HOMEBREW? WHAT ARE YOU WORKING ON?


A: So far I've only made the battlepriest class archetype for the cleric, and the inquisitor class you're reading right
now. Which you can find at this location:
Battlepriest
But I am working on some other ideas as well. Those that will be released next are the following:
Harmonizer: A class best described as a mixture between a red mage and a shifter.
Spiritualist: A class archetype for the summoner, based upon the Phantom Blade archetype.
Bloodrager: A class archetype for the barbarian, includes both a more general archetype, as well as a
changeling specific one.
 

Changelog
 

Date Version Log


14-03-2022 2.2. renamed the oath trait to judgement trait, to not clash with champion class.
14-03-2022 2.1. Changed baleful bane to a cantrip, and inspired rhetoric to a levelled focus spell.
13-03-2022 2.0. Release of v2.0.
12-03-2022 1.4. Updated and added focus spells, multiclass archetype.
11-03-2022 1.3. Reworked most of the class feats, the Ideals and Class Archetypes.
10-03-2022 1.2. Totally reworked class structure. Inquisitions now work as batches of focus spells.
09-03-2022 1.1. Collect feedback on v1.0.; Started cutting subclasses.
09-03-2022 1.0. Release of v1.0.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy