Class - Inquisitor V2.0.
Class - Inquisitor V2.0.
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.
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.
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.
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.
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
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.
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.
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
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
20th Level
CONFITEOR FEAT 20
INQUISITOR
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.
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.
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.
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.
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.
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
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.
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.
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.
Changelog