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| SovietCanuck11-17-07, 11:40 PM | A PrC I cooked up for an organization for my part of the Project (http://forums.gleemax.com/showthread.php?t=831458)...the Caelean Inquisitor. As this is my first time building a PrC, any comments and/or advice would be great!:D Caelean Inquisitor http://www.sonsofthestorm.com/images/samwise/WarCraft_Samwise066b.jpg “As servants of the Immortal Emperor, we are locked in eternal war against forces beyond mortal ken. We cannot afford mercy for any who falter from the path of righteousness... they had their chance, and those who have failed once shall do so again. They are not worthy of the Emperor's mercy...” -Exarch Inquisitor Peter Strausen The most feared branch of the Caelean church, the Holy Orders of the Imperial Inquisition seek out and destroy anything they deem as a treat to the Church or her faithful. Whether the treat be demonic, necromantic, or even secular in nature, the Inquisitors will be there to prevent it's corruption from spreading any farther than it already has. They both see and observe, watching the world for any detail that may lead to a great, dark conspiracy. Inquisitors combine the skills of logic, persuasion, torture and faith to achieve their goals. Humanity is at war against creatures who use lies, darkness and secrets as their greatest weapons, and it is up to the Inquisition to take those weapons and turn them against their weilders. Becoming a Church Inquisitor Inquisitors combine the skills of faith with those of social persuasion. Most who enter the class are multiclass cleric/rogues, though some cleric/bards, or even strait clerics or paladins peruse the path of Holy Inquisition. An aspiring Inquisitor must apply to the Holy Orders of Imperial Inquisition, and be taken under the wing of a more senior member of the inquisitor. Only after having proven one's faith and dedication in a series of grueling tests, is one given the title Acolyte Inquisitor, and allowed to commence their training. Requirements: To qualify to become a Caelean Inquisitor, a character must fulfill the following criteria. Alignment: Any nonchaotic Skills: Gather Information 8 ranks, Knowledge Religion 5 ranks, Search 3 ranks, Sense Motive 6 ranks Special: Ability to cast 3rd level divine spells Special: Must worship Cael Special: Must have received training from a Caelean Inquisitor, and must be a member of the Holy Orders of Inquisition (http://dwenty.pbwiki.com/The%20Holy%20Orders%20of%20the%20Imperia l%20Inquisition). Class Skills The Caelean Inquisitor's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at Each Level:4 + Int modifier. Hit Dice: d6 Level BAB Fort Ref Will Special Spellcasting 1 +0 +0 +0 +2 Zone of truth 1/day +1 level of existing spellcasting class Detect Evil 2 +1 +0 +0 +3 Torture (confession) +1 level of existing spellcasting class Resist Possession 3 +1 +1 +1 +3 Discern lies 1/day, +1 level of existing spellcasting class Extreme Focus 4 +2 +1 +1 +4 Torture (read thoughts), Smiting Spell 1/day 5 +2 +1 +1 +4 Zone of truth 2/day +1 level of existing spellcasting class Improvisation 6 +3 +2 +2 +5 Torture (suggestion) +1 level of existing spellcasting class 7 +3 +2 +2 +5 Slippery Mind, +1 level of existing spellcasting class Smiting Spell 2/day 8 +4 +2 +2 +6 Torture (compel), Discern lies 2/day 9 +4 +3 +3 +6 Intuitive Logic, +1 level of existing spellcasting class Hide in plain sight 10 +5 +3 +3 +7 Torture (dominate) +1 level of existing spellcasting class Zone of truth 3/day Fanatical Drive Class Features All of the following are Class Features of the Caelean Inquisitor prestige class. Weapon and Armor Proficiency Caelean Inquisitors gain no additional proficiencies with weapons or armor. Spells per Day/Spells Known Starting at 1st level and at higher levels indicated on the table, when a new Caelean Inquisitor level is gained, the characters gains new spells per day as if she had also gained a cleric or paladin level. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds these levels of Caelean Inquisitor to her levels in cleric or paladin, then determines spells per day, spells known, and caster level accordingly. If a character had levels in both cleric and paladin before she became a Caelean Inquisitor, she must decide to which class she adds each level of Caelean Inquisitor for the purpose of determining spells per day. Zone of Truth(Sp): A Caelean Inquisitor can use Zone of Truth once per day as a spell-like ability, duplicating the effects of a zone of truth spell. The character gains one additional use of this ability at fifth level, and again at tenth. Detect Evil (Sp):At will, a Caelean Inquisitor can use detect evil, as the spell. Torture: Whenever a Caelean Inquisitor deals lethal damage to a helpless target, they can use the following abilities. Using torture is a full round action, where the Caelean makes a single mêlée attack upon a helpless target. The target must be conscious, but unable to fight back, or dodge the attack. The target must see the Caelean Inquisitor, so it cannot be used in conjunction with a sneak attack or surprise attack. If the target falls unconscious, no further torture abilities can be used on that target until he regains consciousness. The save DC for these abilities is 10+Caelean Inquisitor's level+1 for every 5 damage dealt to the target using torture. Confession(Su): At second level, a Caelean Inquisitor gains a +1 bonus to charisma checks against a target they are torturing for every 5 points of damage they do to their target in conjunction with the torture ability. Read Thoughts(Sp): At fourth level, a Caelean Inquisitor may use Detect Thoughts as as spell like a against a target they have dealt 10 damage to in conjunction with the torture ability. This ability may be used as many times per day as the Caelean Inquisitor wishes Suggestion(Sp): At sixth level, a Caelean Inquisitor may use Suggestion as a spell like ability against a target they have dealt 20 damage to in conjunction with the torture ability. The Inquisitor may use this ability as many times a day as needed, however they can only use it once per day on a single individual, no matter how much damage they deal to a target via torture. Compel (Sp): At eighth level, a Caelean Inquisitor may use Geas/Quest as a spell like ability against any target they have dealt 30 damage to in conjunction with their torture ability. The Inquisitor may use this ability as many times a day as needed, however they can only use it once per day on a single individual, no matter how much damage they deal to a target via torture. Dominate (Sp): At tenth level, A Caelean Inquisitor may use Dominate Monster as a spell like ability against any target they have dealt 45 damage to in conjunction with their torture ability. The Inquisitor may use this ability as many times a day as needed, however they can only use it once per day on a single individual, no matter how much damage they deal to a target via torture. Resist Possession(Su): Beginning at 2nd level, a Caelean Inquisitor revives a +4 sacred bonus on saving throws against possession, including magic jar spells, ghostly malevolence, and fiendish possession. She also gains a +2 sacred bonus on saving throws against charm and compulsion spells, and spells cast by evil outsiders or undead. Discern Lies(Sp):Starting at third level, a Caelean Inquisitor can use discern lies once per day as a spell-like ability, duplicating the effect of the discern lies spell. The character gains one additional use of this ability at eighth level. Extreme Focus: A Caelean Inquisitor must be able to ignore outside interruption when focusing on an investigation. Starting at third level, and gaining an addition use per day for every successive level, the Inquisitor may may add his ranks in concentration to any one Intelligence-, Wisdom- or Charisma-based skill check. Smiting Spell: A Caelean Inquisitor of at least 4th level can channel their fanaticism into any damaging spell they cast. Once per day, they may cause any spell that deals damage to deal an additional number of hit points of damage equal to their Caelean Inquisitor class level+Charisma modifier to all of the spell's targets. At 8th level, a Caelean Inquisitor may use this ability twice per day. Improvisation (Ex): A Caelean Inquisitor of 5th level gains the ability to convince others that she knows information that she doesn't, allowing her to talk her way past guards or maintain a disguise. A number of times per day equal to her Charisma modifier, an Inquisitor confronted with a question that she does does not know the answer to can require the asker to make a Will save with a DC equal to the Inquisitor's ranks in Gather Information+her Caelean Inquisitor level+her Charisma bonus. If the target fails the save, the Inquisitor has provided a satisfactory answer to the question based on the information they had picked up over the course of their investigation. A successful use of the Improvisation ability, however, fails to provide the Inquisitor with any real information. Slippery Mind (Ex): At 7th level, if a Caelean Inquisitor is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally. Hide in Plain Sight(Ex): A Caelean Inquisitor of 9th level or higher can use hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Caelean Inquisitor can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. Intuitive Logic(Ex): At 9th level, a Caelean's Inquisitor's keen mind can sometimes make incredible leaps of logic. Though not a supernatural ability, it is often attributed to Cael's influence. Once per day, a Caelean Inquisitor can duplicate the effects of a divination spell (with a base 70% chance of success) and receive a burst of insight into a single question, the answer assembled from numerous scraps of information the Inquisitor has picked up in their investigation. Using this ability requires ten minutes of uninterrupted concentration before the Inquisitor receives the answer. Any interruption may foil the attempt, unless the inquisitor makes a concentration check. Fanatical Drive (Ex): At 10th level, when a Caelean Inquisitor has a direct line of sight to a criminal or heretic, they gain a +6 sacred bonus to Will saves, and a +2 bonus on weapon damage rolls against all targets that stand between them and their goal. Sample Encounter As an NPC, an Inquisitor can be both an enemy and an ally. If the PCs find themselves at heads with the Caelean church, or forced to work with demons, undead or heretics, they are likely to become targets of Inquisitorial forces. Alternatively, if they are working against the enemies of the Imperial Church, they may strike up an alliance with a Caelean Inquisitor. EL 12: Liberius Savio is a Vicar Inquisitor, and has a relatively free hand perusing his own leads. Currently, he is assigned to a Caelean Embassy at a foreign port, and works at ferreting out demonic cults and undead worshipers, often against the will of the local government. However, Liberius cares little about temporal law, and is convinced at the righteousness of his mission. Liberius Savio: Human cleric 5/ rogue 3/Caelean Inquisitor 4; CR 12; Medium Humanoid (human); HD 5d8+3d6+4d6+12; hp 66; Init +1; Speed 20 ft; AC 22, touch 11, flat footed 21; Base attack +8, Grp +7; Atk +11 melee (1d4+1/19-20, +1 holy dagger) or +9 ranged (1d10/19-20, heavy crossbow); Full Atk +11/+6 melee (1d4+1/19-20, +1 holy dagger) or +9/+4 ranged (1d10/19-20, heavy crossbow); SA sneak attack +2d6, spells,spell-like abilities, smiting spell 1/day, torture (confession, read thoughts), turn undead 6/day ( +5, 2d6+8, 5th); SQ aura of law, detect evil at will, evasion, trapfinding, trap sense +1; AL LN, Fort +7, Ref +6, Will +12; Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 16 Skills and Feats: Concentration +12, Decipher Script +4, Diplomacy +8, Forgery +3, Gather Information +17, Intimidate +6, Jump -6, Knowledge (Religion) +10, Search +5, Sense Motive +15; Combat Casting, Investigator, Skill Focus (Gather Information), Weapon Finesse, Weapon Focus (dagger), Quicken Spell Languages: Common Evasion(Ex): If Liberius is exposed to any effect that normally allows him to attempt a Reflex saving through for half damage, he takes no damage with a successful saving throw. Extreme Focus(Ex): Twice per day, add +12 to any Intelligence-, Wisdom-, or Charisma-based skill checks. Sneak Attack(Ex): Liberius deals an extra 2d6 damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This damage applies to point-blank ranged weapon attacks as well. Creatures with concealment, creatures without discernible anatomies, and creatures immune to critical hits are all immune to sneak attacks. Liberius may choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack). Resist Possession (Su): +4 bonus on saves vs. possession, +2 bonus on saves against charms and compulsions and spells cast by evil outsiders or undead. Smiting Spell: Once per day, deals an extra 7 damage as part of a damaging spell. Torture: Liberius may use the following special abilities after he has done a certain amount of hit points in mêlée damage to a helpless target Confession(Su): Liberius gains a +1 bonus to charisma checks against the target for every 5 points of damage he does to his target in conjunction with the torture ability. Read Thoughts(Sp): Liberius may use Detect Thoughts as as spell-like ability against their target so long as he has dealt 10 damage to them in conjunction with the torture ability. Trapfinding(Ex): Liberius can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25+ the level of the spell used to create it) If his Disable Device result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it. Spell-like abilities: 1/day- Discern Lies, Zone of Truth Cleric Spells Prepared (caster level 9th,, save DC 13+spell level): 0- Cure Minor Wounds (2), Detect Magic (2), Guidance, Light; 1st- Bless, Cure Light Wounds (2), Protection from Evil, Sanctuary* Inflict Light Wounds; 2nd- Aid, Calm Emotions*Hold Person, Inflict Moderate Wounds, Silence; 3rd- Daylight, Dispel Magic, Locate Object, Magic Circle Against Chaos*L Searing Light; 4th Dismissal, Divine Power, Order's Wrath*L *Domain Spell. Domains: Law (Cast law spells [L] at +1 caster level), Travel (Once per day, grant touched ally a +5 resistance bonus on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour. ) Possessions: +1 breastplate, +1 holy dagger, heavy crossbow with 20 bolts, +1 heavy steel shield, silver holy symbol (broken circle), amulet of natural armor +2 scrolls of Lesser Restoration, Searing Light and Speak With Dead, 2 potions of cure moderate wounds EL 8: Shal converted to Caelean a few years back, and spent much of her time since conversion studying sacred texts. However, the Inquisition was looking for kith members to plant into caravans, so Shal agreed to step up to the task. If the PCs are drawing attention to themselves, Shal might be assigned to follow them as part of her training. An Acolyte Inquisitor, she is just learning the skills of her new trade, though her faith in the Living God is unshakable. Shal Tanan-Zat: Kith (http://forums.gleemax.com/showthread.php?t=947117)cleric 5/bard 2/Caelean Inquisitor 1; CR 8; Small Humanoid (kith); HD 5d8+2d6+1d6; hp 37; Init +1; Speed 20 ft, fly 40 ft (poor); AC 19, touch 12, flat footed 18; Base attack +6, Grp 0; Atk +6 melee (1d4+1/18-20 +1 rapier) or +7 ranged (1d6/19-20, light crossbow); Full Atk +6/+1 melee (1d4+1/18-20 +1 rapier) or +7/+2 ranged (1d6/19-20, light crossbow);SA: spells, spell-like abilities, turn undead 6/day (+1, 2d6+8, 6th); SQ arcane sigil (Saul-Aryim), aura of good, bardic knowledge +2, bardic music 2/day (countersong, fascinate, inspire competence, inspire courage +1), detect evil at will, illuminated sigils, kith traits; AL NG, Fort +4, Ref +5, Will +11; Str 6, Dex 12, Con 10, Int 14, Wis 14, Cha 16 Skills and Feats: Bluff +4, Concentration +8, Diplomacy +17, Forgery +3, Gather Information +12, Hide +4, Jump +10, Knowledge (religion +8), Preform (storyteller) +5, Search +4, Sense Motive +10 ; Investigator, Negotiator, Urban Tracking Languages: Common, Kithspeak, Celestial, Draconic, Dwarven, Elven, Infernal Arcane Sigil (Saul-Aryim)(Sp): Shal can activate her sigil twice per day, for a total of four minutes each time, casting this spell as a third level caster. When active, the rune grants her a +3 deflection bonus on AC Bardic Music: Use of Bardic music twice per day. See bard class feature page 29 of the Player's Handbook Countersong(Su): Use of music or poetics to counter magical effects that depend on sound Inspire Competence(Su): Use music or poetics to help an ally succeed at a task Inspire Courage(Su): Use of music or poetics to bolster his allies against fear and improve their combat abilities. Illuminated Sigils(Su): Shal's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Shal can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, she cannot use her Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability. Shal can fly for 1 round at no penalty, or 2 rounds at the cost of becoming fatigued. Spell Like Abilites: 1/day-zone of truth Bard Spells Known (3/1 per day, caster level 2nd, save DC 13+spell level): 0- Detect Magic D, Flare, Light, Mage Hand, Message ; 1st- Expeditious Retreat, Sleep Cleric Spells Prepared (caster level 6th, save DC 12+spell level): 0- Cure Minor Wounds (2), Guidance, Inflict Minor Wounds, Resistance; 1st- Bless, Command, Cure Light Wounds, Protection from Evil*G, Shield of Faith; 2nd- Aid, Detect Thoughts*D, Eagle's Splendor, Hold Person, Owl's Wisdom; 3rd- Clairaudience/Clairvoyance*D, Dispel Magic, Prayer *Domain Spell. Domains: Good (Cast good spells [G] at +1 caster level), Knowledge (All knowledge skills class skills, Cast divination spells [D] at +1 caster level ) Possessions: +1 chain shirt, +1 rapier, buckler, light crossbow with 10 bolts, 1 potion of cure moderate wounds, 1 potion of eagle's splendor, holy symbol (broken circle). |