Something like this?
The Inquisitor
"A plea of innocence is guilty of wasting my time."
Inquisitors blah blah hate Chaos etc. etc. burn witches banish demons and so on and so forth complete dicks yawn next.
The role of the Inquisitor in a game is to use [Fear] effects, lock enemies down with action-denial and similar, as well as to beat the bejesus out of Chaotic enemies. They are also good at getting answers, even if the answers aren't actually
true.
Starting Characters:
Starting Age: as Cleric or whatever
Starting Wealth: as Paladong
Alignments:
any non-Chaotic Any
Races: Humans and Elves are most common, followed by intrinsically Lawful Evil races.
Ability Scores: Wisdom is important, and Strength and Constitution would also do you well. Charisma has some use.
Basic Information:[/b]
Hit Dice: d8
BAB: Medium
Good Saves: Will
Skill Points: 4+Int
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Forgery, Gather Information, Intimidate, Knowledge (Any), Listen, Perform (Oratory), Ride, Search, Sense Motive, Spellcraft, Spot, Survival
Proficiencies: Light and Medium Armour, Shields (but not Tower Shields), Simple and Martial Weapons and the Man-Catcher
Level: | Special: | 1st/day | 2nd/day | 3rd/day | 4th/day | 5th/day
|
01 | Smite Chaos, Halt, Detection | 1 | - | - | - | -
|
02 | Zealous Conviction | 2 | - | - | - | -
|
03 | Seize the Truth, Living Captives | 3 | - | - | - | -
|
04 | Sickening Smite, Terror Beyond Death | 4 | 0 | - | - | -
|
05 | Zealous Fervour, Mark of Justice | 4 | 1 | - | - | -
|
06 | Hold Person, Slayer, Discern Lies | 4 | 2 | - | - | -
|
07 | Mettle, Eyebite, Domain | 4 | 3 | - | - | -
|
08 | Horrific Smite, Burning Conviction | 4 | 4 | 0 | - | -
|
09 | Punish the Corrupt | 4 | 4 | 1 | - | -
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10 | Zealous Lunacy, Burn the Witch | 4 | 4 | 2 | - | -
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11 | Divine Pronouncement | 4 | 4 | 3 | - | -
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12 | Armour of Contempt | 4 | 4 | 4 | 0 | -
|
13 | Hearing Voices, Words of Torture | 4 | 4 | 4 | 1 | -
|
14 | Terrible Smite, Slayer | 4 | 4 | 4 | 2 | -
|
15 | Hold Monster, Banishing Smite | 4 | 4 | 4 | 3 | -
|
16 | Dictum, Forcecage | 4 | 4 | 4 | 4 | 0
|
17 | Defy Witches, Domain | 4 | 4 | 4 | 4 | 1
|
18 | Imprisonment | 4 | 4 | 4 | 4 | 2
|
19 | Deadly Smite | 4 | 4 | 4 | 4 | 3
|
20 | Exterminatus | 4 | 4 | 4 | 4 | 4
|
Class Features:
Smite Chaos (Su): the Inquisitor can declare any melee attack to be a
Smite. If the opponent is Chaotic in alignment or has the [Chaotic] subtype, the Inquisitor may add his Charisma bonus to hit, and his Class Level or Wisdom modifier (whichever is higher) to the base damage. This ability may be used once per round, but even on charge attacks or attacks of opportunity.
The bonus to hit may be converted into damage via Power Attack, but cannot be Expertised into more Armour Class. It isn't called "Run away from Chaos like a little girl".
Halt (Sp): the Inquisitor may cast "Halt" at will, with a Save DC of 10 + half his hit dice + his Wisdom Bonus.
Spellcasting: the Inquisitor can cast Divine Spells. He knows every spell on the Inquisitor list (see below), but has a limited number he can cast per day. The Save DC for any spell is 10 + half his hit dice + his Wisdom Bonus. Bonus Spells depend on his Wisdom score. Spells must be prepared ahead of time, like a Cleric.
Detection (Sp): at will, the Inquisitor may cast
Detect Chaos/Evil/Good/Law, Detect Magic, Detect Poison or
Detect Undead.
Zealous Conviction (Ex): a second level Inquisitor believes so firmly in himself that he cannot be convinced he is wrong. He may add his Class Level to Sense Motive checks, and is considered to be interacting with illusions (and thus able to attempt a Disbelief save) simply by seeing them.
Seize the Truth (Ex): at third level, the Inquisitor learns how to bully the truth out of people with pure fear. If he converses with/shouts at someone for a full minute, he may make an Intimidate check opposed by their modified level check (d20+HD+Charisma+bonuses vs Fear). If successful, they will truthfully tell him everything they know about the subject he questions them about. If he utilises actual torture, he gains a +4 Profane bonus to this check.
There is a 10% chance, however, that they will simply tell him what they think he wants to hear, to get them out of further interrogation. This improves to 50% if he utilises actual torture.
Living Captives (Su): the Inquisitor often needs to bring people in alive. Alive, but not necessarily unharmed. Starting at third level, he may elect for any of his attacks, even spells, to deal purely non-lethal damage.
Sickening Smite (Su): starting at level four, the Inquisitor's Smite is painful and violent to creatures of Chaos. If any amount of damage gets past any DR and the target receives the bonus damage, they must make a Fortitude save or be Sickened for one minute. If they fail this save while already Sickened, they become Nauseated for one round. The Save DC is 10 + half his hit dice + his Charisma Bonus.
Terror Beyond Death (Su): starting at level four, even the undead fear the Inquisitor. He may use Intimidate and [Fear] effects against them, however the effects are slightly different on them:
- A simple penalty or the Shaken condition: affected by Halt Undead for one round (no save)
- Frightened or Panicked condition: effectively Turned for one round per Inquisitor level
- Cowering condition: effectively Rebuked for one round per Inquisitor level
- Comatose condition or slain: Destroyed
- Charmed or Dominated condition: effectively Commanded for one round per Inquisitor level
- Bonuses somehow granted: effectively Bolstered for one round per Inquisitor level
Zealous Fervour (Ex): a fifth level Inquisitor is beyond concerns for personal safety. He becomes immune to [Fear] effects, and when charging may elect to double the damage dealt (aside from extra dice, as with a Critical hit). However, if he does this, all enemies deal double damage against him in a similar manner until his next turn.
Mark of Justice (Sp): at level five, the Inquisitor gains the ability to cast Mark of Justice once per day. The Save DC is 10 + half his hit dice + his Wisdom Bonus.
Slayer: at levels six and fourteen, the Inquisitor wins a bonus feat. This may be any of the following: Mage Slayer, Giant Slayer, Ghost Hunter, Vampire Hunter, Faerie Stabber, Demon Hunter, Plant Killer, Dragon Slayer, Doppelganger Hunter, Angel Slayer and Seafood Chef.
Furthermore, the creatures the chosen feat applies to is treated as being [Chaotic] for the purpose of being affected by his Smite:
Feat: | Smite Applies to:
|
Mage Slayer | Anyone who can cast Spells
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Giant Slayer | Giants, creatures at least one size category larger than you
|
Ghost Hunter | [Incorporeal] Undead
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Vampire Hunter | [Unliving] Undead
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Faerie Stabber | Fey
|
Demon Hunter | [Evil] Outsiders
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Plant Killer | Plants
|
Dragon Slayer | Dragons
|
Doppelganger Hunter | [Shapechanger]s
|
Angel Slayer | [Good] Outsiders
|
Seafood Chef | Aberrations
|
Hold Person (Sp): at level six, the Inquisitor may cast Hold Person at will, but may only affect one target at a time. At level fifteen, he may cast Hold Monster at will, and may affect as many people at a time as he wishes (but still one target per casting). The Save DC is 10 + half his hit dice + his Wisdom Bonus.
Mettle (Ex): at level seven, the Inquisitor gains Mettle.
Eyebite (Sp): at level seven, the Inquisitor may cast Eyebite at will, but if he casts it while someone is still affected by it, the duration immediately ends for the target currently affected. He may elect to deliver a greater effect than normal when using it - treating the target's hit dice as the next stage lower - but doing so causes intense stress to the Inquisitor, granting him a Morale Penalty to Armour Class and Fortitude and Reflex Saves equal to his Charisma Bonus (minimum 1) until he next rests.
Domain (Ex): at levels seven and seventeen, the Inquisitor gains access to a Domain like a Cleric does. The Domain Spells are added to his Spell List and Spells Known, but he doesn't get special Domain Slots - he has to prepare them in his normal slots. He does not gain access to the Domain Power.
Horrific Smite (Su): at level eight, the Inquisitor's Smite attacks become truly horrifying. All enemies within 20 feet who can see the Inquisitor, when he delivers a Smite that successfully hits, must make a Will Save or be Shakened for 1 minute. If already Shakened when they fail the save, they Cower for 1 round instead. Non-Chaotic creatures who see this receive a +4 Mustache bonus to the saving throw, and the target of the Smite is not subject to this [Fear] effect, instead being subject to the Smite itself. The Save DC is 10 + half his hit dice + his Charisma Bonus.
Burning Conviction (Su): the eighth-level Inquisitor is very angry, and scares people so hard they die from it. Any time he successfully Demoralises a foe, they suffer Fire damage equal to his Intimidate check. He may spend a prepared spell when doing this (not an action), and in doing so deals additional damage:
- First Level: +2d6
- Second Level:+4d6
- Third Level: +6d6
- Fourth Level: +8d6
- Fifth Level: +10d6
Punish the Corrupt (Sp): a ninth level Inquisitor may cast
Wrack at will. The Save DC is 10 + half his hit dice + his Wisdom Bonus. Remember that this only affects Humanoid targets.
Zealous Lunacy (Ex): by tenth level, the Inquisitor is a few exploding lightbulbs short of a deathmatch, if you know what I mean. A number of times per day equal to his Charisma modifier (minimum 1), he may ignore requirements and Smite a foe with the benefits and abilities, regardless of their alignment or subtypes. He also becomes immune to Confusion (and any ability that causes Confusion), as well as ability damage/drain to mental ability scores. However he takes a -$Texas penalty on Diplomacy checks.
Burn the Witch (Su): at tenth level, the Inquisitor may make a standard melee attack (which may also be a Smite if applicable) as a Standard action which is particularly unpleasant to "witches". If the target is able to cast Spells or Spell-Like Abilities, they take 1d6 additional Fire damage per Class Level, and must pass a Reflex Save or catch fire. This will even work on himself, or other Inquisitors, due to their spells and Spell-Like Abilities. Such is their hypocrisy. The Save DC is 10 + half his hit dice + his Charisma Bonus.
If the target is viable for his Smite attack (whether he Smites them or not), then it is
Axiomatic Fire damage, which works exactly the same except ignores Immunity/Resistance to Fire damage.
Divine Pronouncement (Sp): an eleventh-level Inquisitor is able to cast
Fear at will, but anyone affected by it is immediately released from the effects if he casts it again before the duration expires. Those who fail their saves are wracked by such horror that they are also Blinded for the duration. Additionally, this ability always has a Verbal component and can never be silenced - if he is unable to speak or in a zone of Silence, he cannot use this ability. The Save DC is 10 + half his hit dice + his Wisdom Bonus.
Armour of Contempt (Su): a twelfth level Inquisitor can force attacks aside simply through sheer willpower and hatred. He may make Will saves in place of Fortitude saves, and is immune to [Death] effects. In short, he wouldn't die even if you killed him.
Hearing Voices (Sp): at level thirteen, the Inquisitor's spiral of madness worsens and he hears voices, generally his own beliefs reinforcing themselves. However once per day he may cast
Contact Other Plane, without any risk, but with a 10% chance that he simply gets the answer he wants to hear, from himself.
Words of Torture (Su): with just a Standard Action, the thirteenth-level Inquisitor may shout at someone in a sufficiently scary manner. He makes a Demoralise attempt at them, and if it succeeds, it doesn't have the usual effects. Instead, the target has two choices:
- Immediately drop what they are holding and spend one turn taking no action other than confessing and truthfully answering a single question.
- Suffer 1d4 damage per hit die the Inquisitor has.
Each turn the Inquisitor may use this again, and if the same target is affected each turn and chooses the second option, the damage gets worse and worse: on the second consecutive turn, it becomes 1d6 per level. On the third consecutive turn, it becomes 1d8 per level. On the fourth consecutive turn, it becomes 1d10 per level. On the fifth consecutive turn and thereafter, it becomes 1d12 per level.
Terrible Smite (Su): a level fourteen Inquisitor who successfully deals damage with a Smite attack, providing the target does receive the bonus damage, is wounded so horribly that they take 4 points of Strength and Constitution damage. This damage occurs after saving throws are attempted for features such as Sickening or Deadly Smite.
Banishing Smite (Su): at level fifteen, the Inquisitor becomes adept at sending Outsiders back where they came from. Any Smite attack, even if the target is not valid for Smite (by not being Chaotic or [Chaotic]), causes a
Banishment effect on the target. If the target is native to the current plane, this still has no special effect. The Save DC is 10 + half his hit dice + his Charisma Bonus.
Dictum (Sp): at level sixteen, the Inquisitor may cast
Dictum once per day.
Forcecage (Sp): a sixteenth level Inquisitor may cast Forcecage at will, but may not have more than one instance of it active at a single time.
Defy Witches (Su): a seventeenth level Inquisitor is used to being targeted by baleful spells, and has learned to deal with it. Any time the Inquisitor has been subject to an effect for at least one full round, if that effect could be removed by
Break Enchantment, it immediately ends.
Imprisonment (Sp): at level eighteen, the Inquisitor may cast
Imprisonment once per day. The Save DC is 10 + half his hit dice + his Wisdom Bonus.
Deadly Smite (Su): a nineteenth level Inquisitor delivers deadly blows. Any foe who is successfully damaged by the Smite attack (and who receives the extra damage) must make a Fortitude save or die. This is not a [Death] effect, it just fucking kills people. The Inquisitor must decide whether the Smite is Sickening or Deadly, it cannot be both at the same time. The Save DC is 10 + half his hit dice + his Charisma Bonus.
Exterminatus (Su): at level twenty, every attack the Inquisitor makes is a Smite, with no limit, and he can simply treat everyone in the world as being Chaotic - the full benefits apply to everyone.
Inquisitor Spell List:
1st Level:
Protection Against Alignment, Bane, Cause Fear, Command, Comprehend Languages, Doom, Shield of Faith, Endure Elements, Magic Weapon, Impede, Omen of Peril, Detect Weaponry, Exorcism, Detect Taint, Conviction, Resist Planar Alignment, Scholar's Touch, Blade of Blood, Aid, Align Weapon, Find Traps, Shatter, Shield Other, Zone of Truth, Bewildering Visions, Lore of the Gods, Deific Vengeance, Manifestation of the Deity
2nd Level:
Divine Presence, Denounce, Brambles, Avoid Planar Effects, Black Karma Curse, Blade Brothers, Mark of Judgment, Share Talents, Bestow Curse, Dispel Magic, Invisibility Purge, Locate Object, Magic Circle Against Alignment, Prayer, Speak With Dead, Chain of Eyes, Spikes, Adoration of the Frightful, Devil's Eye, Resist Taint, Legion's Conviction, Delay Death, Mantle of Alignment, Crown of Smiting, Air Walk, Death Ward
3rd Level:
Dimensional Anchor, Dismissal, Greater Magic Weapon, Sending, Tongues, Sustain, Aligned Aura, Confound, Dampen Magic, Castigate, Recitation, Lower Spell Resistance, Legion's Aid, Atonement, Break Enchantment, Greater Command, Commune, Dispel Alignment, Flame Strike, Plane Shift, Raise Dead, Scrying, Symbol of Pain, True Seeing, Telepathy Block, Bleed, Mark of Sin, Stalwart Pact, Fire in the Blood, Oath of Blood
4th Level:
Banishment, Blade Barrier, Greater Dispel Magic, Find the Path, Forbiddance, Geas/Quest, Planar Ally, Symbol of Fear, Wind Walk, Word of Recall, Weight of Sin, Zealot Pact, Cloak of Hate, Repulsion, Greater Scrying, Symbol of Stunning, Symbol of Weakness, Renewal Pact, Righteous Wrath of the Faithful, Scry Location, Pact of Return, Call Kolyarut, Planar Bubble, Greater Plane Shift, Pulse of Hate
5th Level:
Bestow Greater Curse, Antimagic Field, Dimensional Lock, Discern Location, Fire Storm, Greater Planar Ally, Shield of Law, Symbol of Death, Symbol of Insanity, Brilliant Blade, Death Pact, Stormrage, Mass Death Ward, Familial Geas, Chain Dispel, Visions of the Future, Etherealness, Implosion, Miracle, Soul Bind, Storm of Vengeance, Righteous Exile, Imprison Soul, Call Marut, Summon Golem