"paladin" varient - The Inquisitor [Archive] - Wizards Community

Post/Author/DateTimePost
Cujo

01-24-06, 04:47 PM
here's an idea I had for a new class, it may need tweeking

Inquisitor

The compassion to pursue good, the will to uphold law and the power to defeat evil — these are the three weapons of the paladin. The desire to pursue justice, the authority to uphold the law and the determination to defeat chaos — these are the weapons of the Inquisitor. Few have the stomach and zeal that it takes to walk the inquisitor’s path, but those few are rewarded with the power to find, detain and smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons and infernal fiends, the inquisitor is the one to hunt them down and reprimand them whatever the cost.

Characteristics
Divine power protects the inquisitor and gives him special powers. It wards off harm and protects him from disease as well. An inquisitor can use this power to destroy chaos keeping the current power structure stable.

Alignment
Inquisitors must be lawful neutral. They lose their divine powers if they deviate from that alignment. Upholding law is more important to him than not using evil.

Other Classes
Inquisitor’s work well with other classes, particularly when members of the group are committed to law. Their only conflicts arise in regards to lawbreaking characters or lawbreaking acts.

Role
The inquisitor’s chief role is as a melee combatant, to disable and capture opponents alive, to enforce the law of the land or as a charismatic party leader.

Abilities
Charisma enhances an inquisitor 's self-protective capabilities and information gathering ability. Strength is important for him because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful inquisitor spells and a score of 11 or higher is required to cast any inquisitor spells at all.

Alignment
Lawful Neutral

Hit Die
d10.

Class Skills
The Inquisitor’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Forgery* (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Use Rope (Dex).

* Forgery can only be used to detect forgeries, if its used to forge documents it will cause the Inquisitor to fall.

Skill Points at 1st Level
(2 + Int modifier) ×4.

Skill Points at Each Additional Level
2 + Int modifier.

Table: The Inquisitor
Level Base Fort Ref Will Special Spells per Day
Attack Bonus Save Save Save 1st 2nd 3rd 4th

1st +1 +2 +0 +0 Aura of law, — — — —
smite chaos 1/day

2nd +2 +3 +0 +0 Divine grace, — — — —
Wholeness of Body

3rd +3 +3 +1 +1 Divine health, — — — —
Urban Tracking

4th +4 +4 +1 +1 Aura of courage, 0 — — —
Bonus feat

5th +5 +4 +1 +1 Discern lies, 0 — — —
Smite chaos 2/day

6th +6/+1 +5 +2 +2 Bonus feat 1 — — —


7th +7/+2 +5 +2 +2 1 — — —


8th +8/+3 +6 +2 +2 Aura of Despair 1 0 — —


9th +9/+4 +6 +3 +3 Bonus feat 1 0 — —


10th +10/+5 +7 +3 +3 Smite chaos 3/day 1 1 — —


11th +11/+6/+1 +7 +3 +3 1 1 0 —


12th +12/+7/+2 +8 +4 +4 Bonus feat 1 1 1 —


13th +13/+8/+3 +8 +4 +4 Debilitating Aura 1 1 1 —


14th +14/+9/+4 +9 +4 +4 2 1 1 0


15th +15/+10/+5 +9 +5 +5 Bonus feat, 2 1 1 1
smite chaos 4/day

16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1


17th +17/+12/+7/+2 +10 +5 +5 2 2 2 1


18th +18/+13/+8/+3 +11 +6 +6 Vision 3 2 2 1


19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2


20th +20/+15/+10/+5 +12 +6 +6 Smite chaos 5/day 3 3 3 3

Class Features
All of the following are class features of the Inquisitor.
Weapon and Armour Proficiency
Inquisitors are proficient with all simple and martial weapons and exotic weapon proficiency (whip), with all types of armour (heavy, medium, and light), and with shields (except tower shields).

Aura of Law (Ex)
The power of an Inquisitor’s aura of law (see the detect law spell) is equal to his Inquisitor level.

Smite chaos (Su)
Once per day, an Inquisitor may attempt to smite chaos with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Inquisitor level. If the Inquisitor accidentally smites a creature that is not chaos, the smite has no effect, but the ability is still used up for that day
At 5th level, and at every five levels thereafter, the Inquisitor may smite chaos one additional time per day, as indicated on Table: The Inquisitor, to a maximum of five times per day at 20th level.

Bonus Feat
At 4th, 12th and 15th level, an Inquisitor may select either Investigator, Negotiator or Persuasive as a bonus feat. At 6th level he may select either Improved Disarm or Improved Trip as a bonus feat. At 9th level, he may select either Improved Grapple or Stunning Fist as a bonus feat. An Inquisitor need not have any of the prerequisites normally required for these feats to select them

Divine Grace (Su)
At 2nd level, an Inquisitor gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Wholeness of Body (Su)
At 2nd level or higher, an Inquisitor with a Charisma score of 12 or higher can heal his own wounds. He can heal a number of hit points of damage equal to twice his current inquisitor level each day, and he can spread this healing out among several uses.

Urban Tracking [General]
You can track down the location of missing persons or wanted individuals within communities.

Benefit
To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

Community Size DC Checks Required
Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2


The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:
Conditions DC Modifier
Every three creatures in the group being sought -1
Every 24 hours party has been missing/sought +1
Tracked party "lies low" +5
Tracked party matches community'sprimary racial demographic +2
Tracked party does not match community'sprimary,
or secondary racial demographic -2


If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

Normal
A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.

Special
A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat.
You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.

Aura of Courage (Su)
Beginning at 4th level, an Inquisitor is immune to fear (magical or otherwise). Each ally within 10 feet of his gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the Inquisitor is conscious, but not if he is unconscious or dead.

Divine Health (Ex)
At 3rd level, an Inquisitor gains immunity to all diseases, including supernatural and magical diseases.

Discern lies (Sp)
At will, an Inquisitor can use discern lies, as the spell.

Aura of Despair (Su)
Beginning at 8th level, an Inquisitor radiates an aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

Debilitating Aura (Su)
Beginning at 13th level, an Inquisitor radiates an aura that causes enemies within 10 feet of his to take a -1 penalty to Armour Class. This ability otherwise functions identically to the paladin's aura of courage class feature.

Vision (Sp)
At will, an Inquisitor can use Vision, as the spell.

Spells
Beginning at 4th level, an Inquisitor gains the ability to cast a small number of divine spells, which are drawn from the Inquisitor spell list. An Inquisitor must choose and prepare his spells in advance.
To prepare or cast a spell, an Inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Inquisitor’s spell is 10 + the spell level + the Inquisitor’s Wisdom modifier.

Like other spell casters, an Inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Inquisitor. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Inquisitor indicates that the Inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The Inquisitor does not have access to any domain spells or granted powers, as a cleric does.

An Inquisitor prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. An Inquisitor may prepare and cast any spell on the Inquisitor spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an Inquisitor has no caster level. At 4th level and higher, his caster level is one-half his Inquisitor level.

Spellcasting
Replace the standard paladin's spell list with the following spell list:
1st—bane, bless water, bless weapon, cause fear, command, cure light wounds, detect poison, divine favour, doom, inflict minor wounds, magic weapon, protection from chaos, protection from evil, read magic, resistance, virtue

2nd—bull's strength, cure moderate wounds, darkvision, delay poison, eagle's splendour, hold person, inflict light wounds, owl's wisdom, resist energy, undetectable alignment, zone of truth

3rd—bestow curse, clairaudience/clairvoyance, cure serious wounds, dispel magic, greater magic weapon, prayer, inflict moderate wounds, magic circle against chaos/evil, orders wrath, suggestion

4th—break enchantment, cure critical wounds, death ward, dismissal, dispel chaos, dispel evil, dominate person, flame strike, inflict serious wounds, neutralise poison, poison

Code of conduct
An Inquisitor must be of lawful neutral alignment and loses all class abilities if he ever willingly commits a lawless act. He follows the letter of the law exactly – he is the law in some cases, his motto is “The end, justifies the means” so long as someone higher up the chain of command gave him authority to do whatever he’s doing (like his god) even if that sometimes means committing evil acts for the greater good. Additionally, an Inquisitor’s code requires that he respect authority figures as long as they have the strength to rule and act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority.

Associates
While he may adventure with characters of any good or neutral alignment, an Inquisitor will never knowingly associate with lawless characters unless it serves his needs (some sort of undercover/covert mission), nor will he continue an association with someone who consistently offends his moral code. An Inquisitor may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful neutral