The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.
0-Level Inquisitor spells (Orisons)
Acid Splash: Orb deals 1d3 acid damage.
Bleed: Cause a stabilized creature to resume dying.
Brand: Creates permanent brand on target creature.
Create Water: Creates 2 gallons/level of pure water.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals 1d6 damage to one undead.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Sift: See area as though examining it.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Inquisitor spells
Alarm: Wards an area for 2 hours/level.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Burst Bonds: 1d6 damage/level (max 5d6) to restraints.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse WaterM: Makes unholy water.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Expeditious Retreat: Your base speed increases by 30 ft.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Tireless Pursuit: Ignore fatigue while hustling.
True Strike: +20 on your next attack roll.
Wrath: +1 attack and damage against target creature.
2nd-Level Inquisitor spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bloodhound: Gives caster the scent special ability.
Calm Emotions: Calms creatures, negating emotion effects.
Castigate: Causes target to be shaken and cower.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
ConsecrateM: Fills area with positive energy, weakening undead.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy, making undead stronger.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Flames of the FaithfulGives weapon flaming property.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Hold Person: Paralyzes one humanoid for 1 round/level.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Perceive Cues+5 Perception and Sense Motive 10 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
See Invisibility: Reveals invisible creatures or objects.
Sacred BondF: Cast touch healing spells from a distance.
Shield OtherF: You take half of subject's damage.
Silence: Negates sound in ft. radius.
Spiritual Weapon: Magic weapon attacks on its own.
Tongues: Speak and understand any language.
Undetectable Alignment: Conceals alignment for 24 hours.
Weapon of Awe: Weapon gets +2 on damage rolls.
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Inquisitor spells
Arcane Sight: Magical auras become visible to you.
Banish Seeming: Dispels touched illusion or a creature’s change in form.
Blood Biography: Learn about a creature and how it became wounded by examining its blood.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Continual FlameM: Makes a permanent, heatless light.
Coordinated Effort: Grants allies a teamwork feat.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: ft. radius of bright light.
Deeper Darkness: ft. radius of bright light.
Dimensional Anchor: Bars extradimensional movement.
Dispel Magic: Cancels one magical spell or effect.
Fester: Gives subject SR 12 + your level vs. healing effects.
Glyph of WardingM: Inscription harms those who pass it.
Halt Undead: Immobilizes undead for 1 round/level.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hunter's Eye+20 on Perception checks to locate a target.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Keen Edge: Doubles normal weapon's threat range.
Locate Object: Senses direction toward object (specific or type).
Magic Circle vs. Chaos/Evil/Good/Law: As protection spells, but ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
NondetectionM: Hides subject from divination, scrying.
Obscure Object: Masks object against scrying.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Retribution: Recent attacker is aff licted with penalties.
Righteous Vigor: Boosts attack bonus with each hit.
Seek Thoughts: Detects thinking creatures’ thoughts.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Speak with Dead: Corpse answers one question/two levels.
Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.
4th-Level Inquisitor spells
Brand, Greater: As brand, but brand glows when near your holy symbol.
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
Coward's Lament: If subject doesn’t attack you it receives a penalty.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
Defile Armor: As sanctify armor, but gain DR 5/good when using judgment or smite.
Denounce: Worsens creatures’ attitudes.
Detect Scrying: Alerts you to magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Fear: Subjects within cone flee for 1 round/level.
Freedom of Movement: Subject moves normally despite impediments to movement.
Forced Repentance: Target falls prone and confesses all of its sins.
Geas, Lesser: Commands subject of 7 HD or less.
Hold Monster: As hold person, but any creature.
Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
RestorationM: Restores level and ability score drains.
Sanctify Armor: +1 AC/four levels (max +5).
Sending: Delivers short message anywhere, instantly.
Shared Wrath: As wrath, but affects multiple creatures.
SleepwalkM: Causes creature to move while asleep.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinM: Grants DR 10/adamantine.
Tireless Pursuers: As tireless pursuit, but affects multiple creatures.
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
5th-Level Inquisitor spells
AtonementFM: Removes burden of misdeeds from subject and reverses magical alignment change.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Castigate, MassAs castigate, but affects multiple creatures.
Command, Greater: As command, but affects one subject/level.
CommuneM: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Geas/Quest: As lesser geas, but affects any creature.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
HallowM: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Mark of Justice: Designates action that triggers curse on subject.
Resounding Blow: Melee attack deals 1d6 more damage.
Righteous Might: Your size increases, and you gain bonuses in combat.
Spell Resistance: Subject gains SR 12 + level.
Telepathic Bond: Link lets allies communicate.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.
Unwilling ShieldM: Subject shares wounds you receive.
6th-Level Inquisitor spells
Blade Barrier: Wall of blades deals 1d6/level damage.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Circle of DeathM: Kills 1d4/level HD of creatures.
CleanseAs heal, but only cures 4d8 damage +1/level (max +25).
cure moderate wounds (mass): Cures 2d8 damage + 1/level, affects 1 subject/level.
Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Fester, MassAs fester, but affecting multiple targets.
Find the Path: Shows most direct way to a location.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
harmHarm: Deals 10 points/level damage to target.
healHeal: Cures 10 points/level damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
RepulsionF: Creatures can't approach you.
Undeath to DeathM: Destroys 1d4 HD/level undead (max. 20d4).
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
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.
Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.
Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
Starting Wealth: 4d6 × 10 gp (average gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+2||+0||+2||Domain, judgment 1/day, monster lore, orisons, stern gaze||1||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Cunning initiative, detect alignment, track||2||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Solo tactics, teamwork feat||3||—||—||—||—||—|
|5th||+3||+4||+1||+4||Bane, discern lies||4||2||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Greater bane, teamwork feat||5||5||4||3||—||—|
|16th||+12/+7/+2||+10||+5||+10||Judgment 6/day, third judgment||5||5||5||4||3||1|
The following are class features of the inquisitor.
Weapon and Armor Proficiency
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn 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.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Domain (or Inquisition)
Like a clerics deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
(Editors Note: A complete listing of domains can be found here: Domains. Inquisitors also have access to Inquisitions, which are similar to Domains but do not include Domain spells. A complete listing of Inquisitions can be found here: Inquisitions.)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Does an inquisitors bane ability affect both ends of a double weapon?
No. In general, the game treats double weapons as if they were two different weapons, and an ability, spell, or effect that changes or augments a weapon only applies to one end of a double weapon. Sometimes the rules are redundant and specifically call out that an ability that affects a weapon (such as a paladins divine bond) only affects one end of a double weapon. Sometimes the rules arent redundant (such as the magic weapon spell, or the inquisitors bane ability), but the general rule still applies: the double weapon is treated as two separate weapons.
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Judgment (Ex)
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Willsaving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Exploit Weakness (Ex)
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgment (Ex)
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.
At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.
True Judgment (Su)
At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitors level + the inquisitors Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitors true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
Alternative Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Team Leader (Ex)
At 20th level, the inquisitor has grown accustomed to teaching farmers to fight, but what she can do with trained warriors is far more terrifying. When the inquisitor regains her spells each day, she can also spend 1 hour training a number of characters up to her Wisdom modifier in battle tactics. These characters receive three of the inquisitor’s teamwork feats (the inquisitor’s choice) as bonus feats for the next 24 hours.
Chaotic, Evil, Good, and Lawful Spells
An inquisitor can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.
An inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability. She cannot thereafter gain levels as an inquisitor until she atones (see the atonement spell description). An inquisitor who becomes an ex-inquisitor can, with the GMs permission, take the heretic archetype, replacing her class abilities with the appropriate archetype abilities. If the character atones or joins a different faith, she loses her heretic abilities and regains her previous inquisitor class abilities.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have inquisitor as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
|Dwarf||Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment.||ARG|
|Elf||Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.||ARG|
|Gnome||Add a +1 on concentration checks when casting inquisitor spells.||ARG|
|Half-Elf||Add +¼ to the number of times per day the inquisitor can change her most recent teamwork feat.||ARG|
|Half-Orc||Add +½ on Intimidate checks and Knowledge checks to identify creatures.||APG|
|Halfling||Add +¼ to the number of times per day the inquisitor can change her most recent teamwork feat.||ARG|
|Human||Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.||APG|
|Aasimar||Add +½ on Intimidate, Knowledge, and Sense Motive checks made against outsiders.||ARG|
|Dhampir||Add a +½ on Intimidate checks to demoralize humanoids.||ARG|
|Duergar||Add +⅙ to the number of times per day the inquisitor can use the judgment class feature.||ARG|
|Hobgoblin||Add a +1 on concentration checks made to cast inquisitor spells.||ARG|
|Ifrit||Add a +½ on Intimidate checks made against creatures with the fire subtype and a +½ bonus on Knowledge (planes) checks relating to the Plane of Fire.||ARG|
|Kobold||Add +½ to Survival checks made to track creatures in total darkness.||KoG|
|Sylph||Add a +½ on Stealth checks while motionless and on opposed Perception checks.||ARG|
|Tiefling||Add a +½ on Intimidate checks and Knowledge checks to identify creatures.||ARG|
|3rd Party Publishers|
|Jon Brazer Enterprises|
|Drow||Add +⅓ to the number of rounds per day the inquisitor can use the bane ability. The inquisitor must be 5th level before selecting this ability.||JBE:BoHRC|
|Fetchling||Add one spell known from the inquisitors spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.||JBE:BoHRC|
|Orc||Add +½ to the attack roll bonus when the inquisitor is at or below 0 hit points.||JBE:BoHRC|
|Ratfolk||Add one spell known from the inquisitors spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.||JBE:BoHRC|
|Wayang||Add a +1 bonus on concentration check when casting inquisitor spells.||JBE:BoHRC|
|Rogue Genius Games|
|Asterions||+½ on Sense Motive and Survival checks. (+1 to these checks for every two times you select this option.)||RGG:HHO|
|Lapith||Select one judgment. +⅕ to the bonus provided by that judgment, to a maximum of +1 for any single judgment. (+1 to judgment bonus for every five times you select this option.)||RGG:HHO|
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
Pathfinder – The Inquisitor Handbook
Last Updated: June 21,
The Inquisitor is, in many ways, the Divine equivalent of the Bard. Inquisitors get 6+ skills with a wide skill list, 6th level spells, medium BAB, and can fill nearly any role in a party.
Because teamwork feats generally only work in melee, Inquisitors are typically melee characters.
I support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder player options
not covered here, please email me and I am happy to provide additional assistance.
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
- Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- Green: Good options. Useful often.
- Blue: Fantastic options, often essential to the function of your character. Useful very frequently.
Inquisitor Class Features
Hit Points: d8 hit points isn’t much for a character on the front line, but it’s enough to take a few hits. Fortunately you get medium armor and shields, and you have good saves.
Base Attack Bonus: At medium BAB, the Inquisitor can hold their own with a weapon, but don’t expect to fight it out with a fighter and win.
Saves: With good Fortitude and Will saves, and with reasonable dexterity, the Inquisitor’s saves are good across the board.
Proficiencies: Simple weapons, shields, and medium armor would be enough to get the job done, but the Inquisitor gets a few other options as well. Most notably, the Inquisitor gets proficiency with the repeating crossbow. I would never recommend using one, but it’s ammusing to know that the Inquisitor doesn’t need a feat to do so.
Skills: 6+ skill points will let you do a lot of things. The Inquistitor’s skill list include all of the face skills, all of the most important knowledge skills, Perception, and Stealth. You can do almost everyting but pick locks.
Spells: The inquisitor learns and casts spells like a Bard: they have a limited list of spells known, and can cast them spontaneously.
Domain: The domain abilities are only half of what makes a domain good, and without the spell list the value of a domain changes greatly. You can also take an Inquisition in place of a domain. See my Cleric Domain Breakdown for help choosing a domain.
Judgment (Su): A few times per day the Inquisitor can choose an ongoing buff which lasts for an entire combat. Many of the buffs are great, and provide bonuses which you usually need to plan well in advance.
- Destruction: There are much better ways to get damage bonuses this size.
- Healing: This is the only inquisition that you would really want to last beyond the end of the combat. Fast healing can do a lot to compensate for the Inquisitor’s d8 hit points, especially in long, protracted fights.
- Justice: You should be good enough at hitting things that you don’t need this, but once in a while it can be nice to hit more often than usual.
- Piercing: Because Inquisitors aren’t primary casters, they typically shouldn’t cast a lot of spells against their enemies, especially those with spell resistance. The bonus to Concentration checks is nice, but you will generally only need to concentrate to cast defensively, and your highest DC is only
- Protection: Sacred bonuses are extremely rare, so this will stack with almost anything you have. The bonus doesn’t scale very quickly, but it can be very nice if you need a little more AC.
- Purity: This can be fantastic when facing enemy spellcasters or enemies with scary special abilities like dragons.
- Resiliency: This is great against enemies with numerous small attacks (or numerous small enemies). Against enemies with small numbers of big attacks, Healing or Protection may be better choices.
- Resistance: It’s not a ton of resistance, but it’s quick to activate. If your enemy is only dealing energy damage every few rounds, you may do better to use the Healing inquisition and recover HP in the rounds between energy attacks.
- Smiting: Very helpful for handling DR on outsiders and golems.
Monster Lore (Ex): Very helpful for identifying monsters.
Stern Gaze (Ex): This helps quite a bit if you are the party’s face.
Cunning Initiative (Ex): Initiative bonuses are always fantastic.
Detect Alignment (Sp): Great for scouting and for determining people’s alignments.
Track (Ex): Situational, and very rarely important.
Solo Tactics (Ex): Take Precise Strike to get bonus damage when flanking. Take Coordinated Charge to follow your allies when they charge. This makes teamwork feats much better without requiring your allies to contibute.
Teamwork Feat: Combined with Solo Tactics, this grants you a huge number of tactical options. You also get the ability to change your most recently gained teamwork feat, which means you can change to something with difficult prerequisites or a situational use case.
Bane (Su): Bane is almost never a good choice for a permanent weapon enhancement because you can never gurantee that it will be useful. Inquisitors can throw it on their weapon and gurantee that it will be effective. Unfortunately, the number of rounds per day is very small, so save this for big important enemies. Note that bane also allows you to bypass DR.
Discern Lies (Sp): Situational, and you should already be great at Sense Motive due to Stern Gaze. You also have the spell Discern Lies avaialable as 4th level spell.
Second Judgment (Ex): As though Judgment wasn’t cool enough, now you get to use two at a time.
Stalwart (Ex): Like evasion for Will and Fortitude saves. Combined with a Ring of Evasion and good saving throw bonuses, you can be effectively immune to anything with a saving throw. I’m not sure why you can’t do this in heavy armor, but that’s not a problem really.
Greater Bane (Su): Here, have a bunch more damage.
Exploit Weakness (Ex): It is difficult to bring this to bear, but it’s a very cool flavor.
Third Judgment (Ex): Three Judgments at once. Turn on Healing, Protection, and Purity, and you’re basically indestructible.
Slayer (Ex): Increase the bonus from one of your Judgment types by 1 or 2, depending on the Judgment and your level.
True Judgment (Su): Save or Die with a decent DC, and you can use it once every 1d4 rounds with almost no preperation.
Unfortunately, their wide range of abilities also makes the Inquisitor somewhat Multiple Ability Dependent (MAD). When planning your Inquisitor, be sure to decide which roles you wish to focus on and adjust your ability scores accordingly. This guide assumes that the Inquisitor is primarily a melee character, and these ability scores reflect that decision.
Str: Likely your primary combat ability score. Teamwork feats, which are a major part of the class, typically depend on being in melee combat alongside your allies. Because you have other capabilities, you aren’t as dependent on strength as Fighters or other strictly combat-focused classes, so you don’t need to dump all of your resources into Strength. Even if you prefer ranged weapons, Strength is an important source of additional damage.
Dex: Breastplate has a maximum dexterity bonus of +3, so a 16 in dexterity goes a long way to boost your AC, your worst save, and your ranged attacks.
Con: Always key for hit points, especially with your.
Int: Not strictly necessary, but nice for skill ranks and Knowledge skills.
Wis: Your spellcasting ability. Becuase you’re a 2/3 caster and don’t rely on direct spells to defeat opponents, you don’t need to focus on Wisdom in order to boost your AC. You won’t need more than 16 Wisdom, and you won’t need that much for quite a while, so don’t take more than 15 Wisdom at start to save points.
Cha: Unless you plan to be a Face, dump Charisma. Even if you need Intimidate, Stern Gaze gives you more than enough of a bonus to overcome an ability penalty. You can also take the Conversion Inquisition, which allows you to use your Wisdom score in place of Charisma for social skills.
|25 Point Buy||20 Point Buy||Elite Arrray|
|25 Point Buy||20 Point Buy||Elite Arrray|
Your race determines a lot of your other character decisions as an Inquisitor. Bonuses to ability scores can allow you to shift ability score buy points around to focus on other areas. Racial proficiency with a good weapon is nice, and extra vision types are fantastic if you plan to be stealthy.
Dwarf: Bonuses to both constitution and your casting ability are nice, plus you get Darkvision and some nice defensive bonuses. The penalty to Charisma makes it hard to be a Face, but you can excel at everything else that an Inquisitor does. If you have a favorite Judgment, the Dwarf favored class option can be a good choice.
Elf: The Elf might make for a good ranged Inquisitor, but most of the Elf’s spellcasting-related abilities are wasted on the Inquisitor. The Elf favored class bonus allows you to learn additional spells, but Inquisitors are not primarily defined by their spells.
Gnome: Gnomes don’t get anything that benefits an Inquisitor.
Half-Elf: The flexible ability bonus is always nice, and Skill Focus can be nice to compensate for low ability scores. Low-light vision is situational, but nice to have. Consider taking the Drow-Blooded alternate racial trait to get Darkvision, and the Half-Elf favored class bonus is helpful if you depend heavily on teamwork feats. If you don’t want to lean on Teamwork feats a lot, you can take the Elf or Human favored class bonuses to learn extra spells.
Half-Orc: The half-orc gets proficiency with the Falchion (one of the best two-handed weapons), a racial bonus to Intimidate, darkvision, and a flexible ability score bonus. These bonuses work very well for the Inquisitor. The Half-Orc favored class bonus isn’t great, so consider taking the Human favored class bonus to get extra spells known.
Halfling: Good for stealthy or social Inquisitors who prefer ranged weapons. The Halfling favored class bonus is helpful if you depend heavily on teamwork feats.
Human: Always a good choice, you can put your ability score enhancement in almost any ability, and the skill points are always useful. The Human favored class bonus allows you to learn additional spells, but Inquisitors are not primarily defined by their spells.
- Axe to Grind (Combat): You should generally be fighting alongside your allies to take advantage of your teamwork feats, but sometimes it’s nice to work alone.
- Deft Dodger (Combat): Reflex saves are your worst save, so this is a good way to round out your defenses if you are not focused on ranged combat.
- Dirty Fighter (Combat): 1 damage isn’t much, but melee inquisitors do very well while flanking, so this can play into your combat strategy very well.
- Reactionary (Combat): Initiative bonuses are great, but not as important for Inquisitors as they are for primary casters or chargers.
- Resilient (Combat): Bonus to one of your good saves.
- Beacon of Faith (Faith): This can be really fantastic if your domain/inquisition is good.
- Disdainful Defender (Faith): Divine spells are half of all spells. If you expect to face divine spellcaster enemies, this is fantastic.
- Fate’s Favored (Faith): Works with some of your buff spells like Divine Favor and Divine Power.
- Indomitable Faith (Faith): Bonus to one of your good saves.
- Inspired (Faith): This is fantastic for any character who uses alot of skills.
- Schooled Inquisitor (Faith): Surprisingly bad, considering the name. Monster Lore should provide enough bonus that this won’t matter.
- Zealous Striker (Faith): Considering how situational this is, the bonus is pretty terrible.
- Dangerously Curious (Magic): If you have enough Charisma to be a face, this can make UMD very viable for you.
- Magical Knack (Magic): This is essential if you plan to multiclass.
- Bruising Intellect (Social): If you want to be really good at intimidate, but still don’t want to invest in Charisma, this can work very well for you.
- Child of the Streets (Social): If you plan to be the party’s Scout, this may be useful.
- Criminal (Social): Disable Device is a good choice if you plan to serve as the party’s Scout, though you don’t have Trapfinding.
- Warrior of Old (Elf Racial): See Reactionary.
- Elven Reflexes (Half-Elf Racial): See Reactionary.
- Bluff (Cha): Important social skill if you plan to be a Face.
- Climb (Str): Too situational to justify more than one rank.
- Diplomacy (Cha): The best social skill.
- Disguise (Cha): Very situational, but might be worth a rank if you can make it useful.
- Heal (Wis): Heal is an excellent way to supplement your party’s healing capabilities wihtout expensive magic items, but if you have someone in the party with a better Wisdom bonus, defer to them.
- Intimidate (Cha): Important social skill if you plan to be a Face, and you get a hefty bonus from Stern Gaze.
- Knowledge (arcana) (Int): Identifies many types of monsters. You get a class bonus to identify monsters, so you don’t need to max this, but it certainly doesn’t hurt to do so if your party needs a Librarian.
- Knowledge (dungeoneering) (Int): Identifies many types of monsters. You get a class bonus to identify monsters, so you don’t need to max this, but it certainly doesn’t hurt to do so if your party needs a Librarian.
- Knowledge (nature) (Int): Identifies animals. You get a class bonus to identify monsters, so you don’t need to max this, but it certainly doesn’t hurt to do so if your party needs a Librarian.
- Knowledge (planes) (Int): Identifies outsiders. You get a class bonus to identify monsters, so you don’t need to max this, but it certainly doesn’t hurt to do so if your party needs a Librarian.
- Knowledge (religion) (Int): Identifies undead. You get a class bonus to identify monsters, so you don’t need to max this, but it certainly doesn’t hurt to do so if your party needs a Librarian.
- Perception (Wis): The most rolled skill in the game. Wisdom is your spellcasting stat, so you should be good at this.
- Ride (Dex): If you plan to be mounted often, one rank is probably enough. If you’re looking for a Mounted Combat build, the Inquisitor is not the right class for it.
- Sense Motive (Wis): Important social skill if you plan to be a Face, or if your face doesn’t have it, and you get a hefty bonus from Stern Gaze.
- Spellcraft (Int): Definitely worth at least one rank to attempt to identify spells. but if you have other people in the party with Spellcraft don’t bother investing too heavily.
- Stealth (Dex): If you plan to be the party’s Scout, this is essential. If you have a Rogue or another scout, don’t worry about it.
- Survival (Wis): Useful for tracking, but because you get a class bonus to Track, don’t spend more than a few ranks.
- Swim (Str): Too situational to justify more than one rank.
Suggesting feats for inquisitors is hard. They’re a versatile class that can do a lot of things, but they also don’t have any obvious feat themes to pursue. Perhaps the best comparison is to a vanilla fighter: tons of options, but you’re not comitted to any of them by default. Teamwork feats seem tempting, but since you don’t get a way to share them with allies, they’re no more useful for an inquisitor than for anyone else. However, there are a handful of feats which specifically pertain to Inquisitors which we can examine.
- Channeling Scoure: Your Inquisitor levels stack with whatever class gave you Channel Energy. If you really like Channel Energy and want to multiclass, this might be useful, but that’s a really specific build.
- Instant Judgment: About to be dropped below 0 hit points? About to be targeted with a save-or-suck spell? Use your Immediate Action and switch your Judgment to keep yourself alive. You can normally switch your Judgment on your turn as a swift action, but that requires knowing what you will need ahead of time. You can’t always do that, unfortunately, so this offers a wonderful defensive option.
- Righteous Healing: First, it’s in-combat healing. Unless someone is unconcious, in-combat healing is usually a terrible idea. Second, the amount healed is very small.
- Shared Judgment: Extremely versatile. Chances are good that whatever Judgment you pick will be useful for someone else in the party. Worst-case scenario, use this with the Healing Judgment to save someone who’s low on hit points. Of course, it’s somewhat redundant with the Lend Judgment spell, and learning a spell is a much lower investment if you don’t plan to use this frequently. Plus, Lend Judgement lets you both benefit from the effect.
The Inquisitor has limited weapon proficiencies. Because I can’t guess at your setting, your pantheon, or character’s deity, I am only able to assess the weapons available to all Inquisitors.
- Crossbow, Heavy Repeating: Amusing but terrible.
- Heavy Mace: Strictly worse than the morningstar.
- Morningstar: The best one-handed simple weapon. It is cheaper and lighter than a heavy mace, does the same damage, and can bypass two types of DR instead of one.
- Longbow: Even if you aren’t built for ranged combat you should carry a Longbow. The range is fantastic, and mighty composite longbows are the gold standard of ranged combat.
- Longspear: The only weapon available to the nquisitor which grants reach. Reach is pretty awesome, and there aren’t any simple weapons that deal more damage than a d8.
- Shortspear: The shortspear has all of the benefits of a spear, but allows you to use a shield in exchange for a slightly smaller damage die.
- Spear: The spear trades the longspear’s reach for a range increment, allowing you to throw the spear without penalty. This can be a fun tactical option, but throwing your primary melee weapon generally leaves you unarmed and ineffective.
- Deity’s Favored Weapon: Compare your deity’s favored weapon to the other options available. Most choices will be on par with a longsword, which is a fine choice if you prefer to use a one-handed weapon.
- Hide: Starting gear.
- Breastplate: The heaviest armor with which you are proficient. If you plan to be in melee, this is the way to go. If you plan to be an archer, Mithral Breastplate may still be viable, but you may need to use lighter armor as your dexterity increases.
- Buckler: If you want to use a two-handed weapon, cast spells during combat, or use a ranged weapon, the buckler is the way to go. It only provides one less AC than a heavy shield, and provides a lot of versatility.
- Light Shield: Unless you plan on shield bashing (and you shouldn’t), the buckler is strictly better.
- Heavy Shield: If you need AC and don’t mind giving up some damage output, take a heavy shield. You will need to drop your weapon to cast spells, so plan to use your spells outside of combat.
This section won’t address every spell on your spell list, but it will point out some especially notable options. For a complete list of spells, see the SRD Spell Index.
- Guidance: +1 to basically any d20 roll except a saving throw. Absolutely fantastic out of combat to buff people’s skill checks.
- Virtue: There’s nothing stopping you from walking around and casting this repeatedly to ensure that you always start a fight with 1 temporary hit point.
- Lend Judgement: Ocasionally it may be useful to share your favorite buff with a friend. Because Judgment can do so much, it makes Lend Judgment an extremely versatile spell.
- Wrath: Divine Favor is typically better.
- Blistering Invective: Demoralizing an entire encounter with one spell is a huge advantage. The fire damage is a nice bonus, but that’s not what you want fromm this spell.
- Honeyed Tongue: Amazing if you’re the party’s Face.
- Interrogation: Torture is a touchy subject in many games. But hey, if you’re comfortable torturing captives for information, this can really help things along. Combined with Zone of Truth you can achieve some truly impressive results.
- Invisibility: Always a good option.
- Knock: Replaces half of Disable Device.
- See Invisibility: Good duration and absolutely essential if you don’t have other options in the party for handling invisibile creatures. A great candidate for permanency.
- Deadly Juggernaut: Inquisitors don’t get much from their class to make them murder machines. You’ll have better luck with Divine Favor.
- Dispel Magic: Essential in any party. You still get full caster level, so you’re just as good at this as a Cleric.
- Magic Vestment: One of my favorite buffs. You get the spell later than clerics, but you still get full caster level progression so the bonus is just as good. However, Inquisitors frequently go for two-handed weapons instead of shields, and without a shield you won’t enjoy this spell as much as a cleric would.
- Magic Weapon, Greater: One of my favorite buffs. You get the spell later than clerics, but you still get full caster level progression so the bonus is just as good. This will save you a fortune, but you’ll still need to spend gold if you want interesting weapon abilities.
- Stunning Bearier, Greater: An excellent defensive option, but the defensive bonuses won’t stack with Judgement and common defensive items. RAW you can stun the same creature repeatedly (“It is not discharged until it has stunned a number of creatures…”), but the intent is clearly that you can stun things a number of times equal to your caster level.
- Interrogation, greater: The improved damage is pointless, and using a 4th-level spell slot in place of two 1st-level spell slots if probably a poor choice.
- Divine Power: Divine Favor and the best part of Haste at the same time.
- Lend Judgement, Greater: By this level you have two judgements and you’re close to getting a third.
- Heal: Ideally, the only in-combat healing that you will ever need.
- Jurist (+1): Awful. Fortunately, only Inquisitors get to use it, so no one else will be disappointed by it.
- Menacing (+1): If you’re built for flanking, this can be really worthwhile. Outflank is an easy and reliable option for your bonus Teamwork Feats, and a combined +6 to hit while flanking is fantastic.
- Ominous (+1): A bonus to Intimidate, and if you score a critical hit the target is Shaken. This sounds tempting, but the skill bonus is tiny and the DC 13 Will save to resist the Shaken effect is worthless..
- Clawhand Shield (8, gp): This is a weird item. It’s a bit more expensive than your typical +2 shield, so it may not be worth the cost compared to a mithral buckler. However, it allows you to perform somatic components with the hand holding the shield, which means that you can hold a weapon in your other hand without issue, and because it has no armor check penalty or arcane spell failure anyone can use it without issue. The ability to automatically damage enemies while in a grapple is a helpful deterrent for small or physical weak characters, but ion’t go looking for excuses to use it.
- Protection: You have a lot of spells which provide defelction bonuses to AC.
- Boots of Speed: At just 12,gp these are a steal. Activate them as a free action one round at a time, and you can easily stretch their use throughout an entire day. An essential for nearly any martial character.
- Cloak of Resistance: Too crucial to forgo.
Multiclassing and Prestige Classes
Choosing to multiclass depends heavily on your role in the party. Giving up levels of Inquisitor cuts into your spellcasting abilities and your class abilities, so think long and hard before giving up class levels.
- Rogue: One level gets you Trapfinding and Sneak Attack. Two gets you evasion and a Rogue Talent. You also get several skills as class skills (Disable Device, Knowledge (Local)) which the Inquisitor does not receive by default. If you plan to be a Scout for the party, you could do much worse.
- Fighter: Bonus feats and weapon and armor proficiencies. Good for a dip if you are one of your party’s major front-line characters.
Spells pathfinder inquisitor
you will need to upgrade you party and build your own kingdom on the stolen land region. I n this Pathfinder Kingmaker Guide we are going to take a look at Octavia.She is a Wizard that we are going to turn into an Arcane Trickster, which is a very powerful Prestige Class.Octavia’s Arcane Trickster is a multiclass build that can seem complicated on first look, but is easy to use and naturally progress due to dealing massive damage. Statue Puzzle Solution. Sneak Attack (Ex): Sneak Attack at the same rate as a Slayer, but you get it one level behind. Types Of Caster – there are many different classes in the game but there are four major casters which you should know about. Decent DC’s for heightened control Spells, pet, some heals, bit of damage, summons. Clerics also gain a number of bonus spells. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. inquisitor pathfinder kingmaker. Inquisitor monster spells tactician. spells. 1st Inquisitor (Monster Tactician): Human bonus: Spell Focus: Conjuration, Augment Summoning 2nd Inquisitor (Monster Tactician): Inquisitor granted feat: Cunning Initiative 3rd Inquisitor (Monster Tactician): Superior Summoning, Inquisitor granted feat: Solo Tactics, Teamwork feat: Precise Strike Back in the day, some classic CRPGs (the likes of which clearly inspired Pathfinder: Kingmaker) there was no way to highlight interactable objects. Disclaimer. This mod adds the Pathfinder tabletop feats Scribe Scroll, Brew Potion, Craft Wand, Craft Rod, Craft Wondrous Items, Craft Arms and Armor and Forge Ring, allowing crafting of regular and custom magic items of those types. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. simple are things like daggers and clubs, martial is things like swords and greataxes, and exotic are special ones such as elven curve blade and andori dueling sword. Being a tribute to such classics as Baldur's Gate and Neverwinter Nights, it brings back memories of beloved gameplay mechanics and embarks the player on a hand-crafted, story-driven adventure. The use of magic is a popular mechanical choice in the Pathfinder RPG. The story of the game takes place with you leading a party of adventurers made up of many different characters. Conversion , when you need to be a Diplomancer Inquisitor, this can be a really good thing to have since it turns … The final steps for character creation are determined based on class, but for the most part boil down to selecting character skills, feats, and spells. Note to anyone who is unable to read through trait description till the end: The traits affecting persuasion only affect one aspect of it (Diplomacy, Bluff or Intimidate), so you will not see their effects in character sheet. Is not as good at the job as sylvan sorc is as he lacks some debuff spells and doesn’t double as a resident dazzler, but has heals, so if you have to condense roles – he will do fine. Arcane Spells – these are basic traditional magic. Crafting costs gold (as well as any expensive material components required by the prerequisite spell(s)), and takes time. Last updated on October 22nd, With its brutal difficulty spikes and labyrinthine rules, Kingmaker is more likely to chop off an extended hand than hold it. Note: Spell priority is in descending order (higher priority spells are listed first). A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Inquisitor Pathfinder Guide. Pathfinder - Inquisitor Archetypes Breakdown. The Optimal Inquisitor Disclaimer Some or all of the content on this page is hosted off-site by parties other than the d20pfsrd.com team. Share save. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. / pathfinder steam. This is a mod for Pathfinder:Kingmaker that adds favored class mechanics, traits and archetype stacking. inquisitor pathfinder guide. That’s right, you had to wave the mouse cursor back and forth across the screen and carefully search (by watching for … Pathfinder: Kingmaker Because I recommend focusing on improving strength instead of wisdom and because inquisitors can only get 6th level spells, her DCs will be lower than those of a dedicated spellcaster such as Octavia, Harrim, or a sorcerer main character. Pathfinder: Kingmaker has just been upgraded to the Definitive Edition. To review all the spells available to a character, open their spellbook by pressing B. Here's a look at 10 of the best choices. Base attack bonus. In our full Pathfinder: Kingmaker class guide below, we break down each main class, as well as the three alternate class archetypes that swap out key features for more customization. Pathfinder: Kingmaker is no exception, with 11 out of the 16 classes having access to magic in some form or another. The tooltip on the WIS score states that the high score should award additional casts per day for (among orthers) Inquisitor class. Remember that the DC bonus applies to Slayer class abilities, so it does not apply to Inquisitor spells. Pathfinder: Kingmaker Main Character Builds Guide. Inquisitor Spells: Remove Fear, Divine Favor, True Strike, Heal Light Wounds This build is current to April 19, photograph. Black Powder, Firearms are slightly bad in Pathfinder, and the ability is focused against Spell-Like abilities instead of spells themselves. The most interesting trait of a wizard is its capacity to learn spells from scrolls which means that you'll eventually be able to cast all the arcane spells in the game. If you’re someone who thinks modern games suffer from holding the player’s hand too much, Pathfinder: Kingmaker may be the game for you. Inquisitor pathfinder:Ear. Spells In Pathfinder: Kingmaker. I have been playing as a Dwarven inquisitor with 20 WIS (+5) bonus and yet he still is able to cast only 3 1st level spells per day. Duncan's view on the 3 feat chain. d20pfsrd.com is not responsible for the content therein. Inquisitor Abilities - Pathfinder Kingmaker. Divine Spells – these come from diety and prayers. Bards, Inquisitors and Sorcerers can use their spells several time per day, but their spell repertoire is limited. Inquisitor - Pathfinder PNG – Stunning free transparent png photograph. Pathfinder: Kingmaker has been released by Developer Owlcat Games and Publisher Deep Silver on PC. "Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. Prepared Spells – these spells can be selected at the beginning of the day. And therefore, there's plenty of critters with resistance or immune to it. These Pathfinder: Kingmaker cheats are designed to enhance your experience with the game. It can be difficult to select a strong leader and overall party.. Related: Pathfinder Kingmaker: How To Recruit Advisers (& Which Ones Are Best) Inquisitor is a class in Pathfinder: Kingmaker.Inquisitors can use magic to buff themselves to fight specific enemies. photograph. More info. Spells: The inquisitor learns and casts spells like a Bard: they have a limited list of spells known, and can cast them spontaneously.. Domain: The domain abilities are only half of what makes a domain good, and without the spell list the value of a domain changes greatly.You can also take an Inquisition in place of a domain. what weapons your character is able to use. Pathfinder: Kingmaker has released on consoles to eager fans of the series. added to all attack rolls. What is the Role of a Wizard? It is an isometric CRPG fantasy game based on the popular Pathfinder franchise. Pathfinder Best Traits For Every Class. See my Cleric Domain Breakdown for help choosing a domain. Gozreh Cleric Build. the number next to the sparkles shows the level of the spell, the number under shows how many you get per day. Based on the notoriously complex Pathfinder tabletop roleplaying system, Kingmaker pulls […] Pathfinder is a tabletop RPG based off of the Ruleset of Dungeons and Dragons. An inquisitor's selection of spells is extremely limited. Her base daily spell allotment is given on Table 2–3. All the classes are quite similar to the pen and paper version of Pathfinder, so if you've been rolling d20s with your friends for years you already know the basics of what to expect.. They can also acquire teamwork feats that buffs companions. Spells have various characteristics, such as range, duration, school, etc. For many new players, Paizo’s roleplaying system can be overwhelming especially if they haven’t played a pen and paper game before. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. With their extra feat and skill rank they're pretty flexible, as well as extra spells. Pathfinder: Kingmaker - Skills, Feats, and Spells Skill checks come in many forms, like the narrative sections above, through dialogue, or simply by walking in the wilderness. How to Defeat Tartuccio (The Kamikaze Strategy). Other Pathfinder: Kingmaker Guides: Beginners Guide. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook). Of the many classes and archetypes found in the game, magic is present in two-thirds of them in some form, be it casting divine spells or harnessing raw magical energy. This build has been generously provided with permission by InEffect and is current to November 18, This adds in an official turn-based mode and changes the balance of many encounters.The console release includes Beneath the Stolen Lands featuring the Tenebrous Depths mega-dungeon.While it can be tackled during the main game, there is also an option to explore it independently as an endless dungeon. Pathfinder: Kingmaker is the first single-player isometric CRPG set in the world of a top-selling D&D type role-playing game by Paizo. For Pathfinder: Kingmaker - Definitive Edition on the PlayStation 4, a GameFAQs message board topic titled "Domain spells not working". 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Spell Level 0 | 1 | 2 | 3 | 4 | 5 | 6
Third Party Inquisitor Spells
An “F” or “M” appearing in the Comp. column denotes a focus or material component not normally included in a spell component pouch.
Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spells name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures.
Caster Level: A spells power often depends on caster level, which is defined as the casters class level for the purpose of casting a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level.
Creatures and Characters: “Creature” and “character” are used synonymously in the short descriptions.
|Alarm||Wards an area for 2 hours/level.||PZO|
|Animal Purpose Training||Animal gains a new general purpose.||PZO|
|Aspect of the Nightingale||You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.||PZO|
|Bane||Enemies take –1 on attack rolls and saves against fear.||PZO|
|Barbed Chains||M||Hellish chains attack and cause a target to become shaken.||PZO|
|Bed of Iron||One creature touched per level are able to sleep comfortably in medium or heavy armor without suffering from fatigue the following day.||PZO|
|Bestow Planar Infusion I||Grant a target the effects of a planar infusion.||PRG:PA|
|Bless||Allies gain +1 on attack rolls and saves against fear.||PZO|
|Bless Water||M||Makes holy water.||PZO|
|Bowstaff||A shortbow may double as a club, or a longbow as a quarterstaff.||PZO|
|Brand of Conformity||This spell etches the symbol of a nation, organization, or order on the target, dealing 1 point of damage.||PPC:PotH|
|Burst Bonds||1d6 damage/level (max 5d6) to restraints.||PZO|
|Cause Fear||One creature of 5 HD or less flees for 1d4 rounds.||PZO|
|Command||One subject obeys selected command for 1 round.||PZO|
|Compel Hostility||Compels opponents to attack you instead of your allies.||PZO|
|Comprehend Languages||You understand all spoken and written languages.||PZO|
|Cure Light Wounds||Cures 1d8 damage + 1/level (max +5).||PZO|
|Curse Water||M||Makes unholy water.||PZO|
|Deadeye’s Lore||Gain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking.||PZO|
|Desperate Weapon||Create an improvised weapon.||PZO|
|Detect Chaos/Evil/Good/Law||Reveals creatures, spells, or objects of selected alignment.||PZO|
|Detect Demon||You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.||PZO|
|Detect the Faithful||Find others of the same faith.||PZO|
|Detect Undead||Reveals undead within 60 ft.||PZO|
|Disguise Self||Changes your appearance.||PZO|
|Divine Favor||You gain +1 per three levels on attack and damage rolls.||PZO|
|Doom||One subject takes –2 on attack rolls, damage rolls, saves, and checks.||PZO|
|Ear-Piercing Scream||Deal sonic damage and daze target.||PZO|
|Expeditious Retreat||Your base speed increases by 30 ft.||PZO|
|Fabricate Disguise||Create a disguise in an instant.||PZO|
|Forbid Action||Target obeys command to not do something.||PZO|
|Forced Quiet||Target cannot make loud noises.||PZO|
|Guardian Armor||Teleport armor you are wearing off of you and onto an ally within range.||PZO|
|Handy Grapnel||Transform a ropelike object into a retracting grapple.||PZO|
|Haze of Dreams||Target moves at 1/2 speed.||PC:FoP|
|Hedging Weapons||Floating weapons protect you and make ranged attacks.||PZO|
|Heightened Awareness||Your recall and ability to process information improve.||PZO|
|Hex Ward||Target gains +4 on saves against witch hexes.||PZO|
|Hidden Diplomacy||Attempt a Intimidate check to make a target act friendly toward you but not remember why after the spell ends.||PPC:SpyHB|
|Hide from Undead||Undead cant perceive one subject/level.||PZO|
|Horn of Pursuit||Create three notes heard miles away.||PZO|
|Inflict Light Wounds||Touch deals 1d8 damage +1/level (max +5).||PZO|
|Interrogation||Target answers questions or suffers pain.||PZO|
|Invisibility Alarm||As alarm, but reacting only to invisible creatures.||PZO|
|Itching Curse||Curse target with a distracting, unbearable itch.||PPC:MaTT|
|Keep Watch||1 creature touched/2 levels gains benefits of resting even if havent rested (see text).||PZO|
|Know the Enemy||Gain +10 on a monster Knowledge check.||PZO|
|Lend Judgment||Ally gains the benefit of one judgment.||PZO|
|Linebreaker||Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun.||PZO|
|Litany of Sloth||Single target cannot make attacks of opportunity for 1 round.||PZO|
|Litany of Weakness||Single target is fatigued for 1 round.||PZO|
|Lock Gaze||Compels the target to look only at you for the duration of the spell.||PZO|
|Longshot||Grants a +foot bonus to the range increment for any ranged weapon fired.||PZO|
|Magic Weapon||Weapon gains +1 bonus.||PZO|
|Natures Paths||The target instinctively knows the shortest, easiest, and fastest way through the wilderness.||PZO|
|Open and Shut||Obfuscate whether a door is open or closed.||PZO|
|Peacebond||Locks a weapon in place on the target’s body.||PZO|
|Persuasive Goad||Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.||PZO|
|Poisoned Egg||You transform the contents of a normal egg into a single dose of small centipedepoison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save).||PZO|
|Positive Pulse||Energy harms undead or bolsters the living.||PRG:PA|
|Protection from Chaos/Evil/Good/Law||+2 to AC and saves, plus additional protection against selected alignment.||PZO|
|Recharge Innate Magic||Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.||PZO|
|Refine Improvised Weapon||Transform improvised weapon into a masterwork simple or martial weapon.||PZO|
|Remove Fear||Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.||PZO|
|Returning Weapon||Grants a weapon the returning special weapon quality.||PZO|
|Sanctify Corpse||Prevent a corpse from becoming an undead.||PZO|
|Sanctuary||Opponents cant attack you, and you cant attack.||PZO|
|Shield of Faith||Aura grants +2 or higher deflection bonus.||PZO|
|Shield of Fortification||Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.||PZO|
|Spiked Armor||Suit of armor becomes covered in iron spikes.||ISWG|
|Stunning Barrier||Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.||PZO|
|Tireless Pursuit||Ignore fatigue while hustling.||PZO|
|True Strike||+20 on your next attack roll.||PZO|
|Unerring Weapon||Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.||PZO|
|Vocal Alteration||Disguise targets voice.||PZO|
|Wartrain Mount||Animal gains combat training.||PZO|
|Weapons Against Evil||1 weapon/level illuminates 5 and ignores DR 5 or less on evil creatures.||PC:FoP|
|Weaponwand||F||Merge a magic wand with a weapon to wield both simultaneously.||PCS:ISM|
|Wrath||Gain +1 morale bonus per 3 caster levels to attack and damage rolls and to caster level checks to overcome spell resistance of target creature.||PZO|
|Abeyance||M/DF||You suppress the effects of a curse on a creature.||AP82|
|Acute Senses||Subject gains a bonus on Perception checks.||PZO|
|Aid||+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).||PZO|
|Align Weapon||Weapon becomes good, evil, lawful, or chaotic.||PZO|
|Aristocrats Nightmare||Temporarily curse a creature so its touch lessens the value of coins it touches.||PPC:MaTT|
|Bestow Insight||Target gain insight bonus on skill checks and is considered trained in that skill.||PZO|
|Bestow Weapon Proficiency||Grant a creature proficiency in a single weapon for short period of time.||PZO|
|Blessings of Luck and Resolve||Give a morale bonus or immunity to halflings against fear effects to a single creature.||PZO|
|Blistering Invective||Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.||PZO|
|Bloodbath||F||Cause yourself and enemies to bleed.||PZO|
|Bloodhound||Gives caster the scent special ability.||PZO|
|Boneshaker||F||Momentarily control a living or undead creature’s skeleton.||PZO|
|Brand of Hobbling||This spell etches a symbol of chains, a particular prison, or a lawful institution on the target, dealing 1d6 points of damage to it.||PPC:PotH|
|Brow Gasher||Slashing weapon deals bleed damage to an opponent’s head.||PZO|
|Build Trust||Gain various bonuses when interacting with the target.||PZO|
|Bullet Ward||F||Adamantine bullets intercept firearm attacks.||PZO|
|Calm Emotions||Calms creatures, negating emotion effects.||PZO|
|Castigate||Causes target to be shaken and cower.||PZO|
|Conditional Favor||Provide another spell whose effects reverse if the target breaks a restriction.||PZO|
|Confess||Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).||PZO|
|Consecrate||M||Fills area with positive energy, weakening undead.||PZO|
|Corruption Resistance||Protects creature against damage from alignment-based attacks.||PZO|
|Cure Moderate Wounds||Cures 2d8 damage + 1/level (max +10).||PZO|
|Darkness||ft. radius of supernatural shadow.||PZO|
|Death Candle||Kills dying creature; you summon a fire elemental.||PZO|
|Death Knell||Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.||PZO|
|Delay Disease||DF||Gain immunity to disease for 24h.||PZO|
|Delay Pain||Ignore pain for 1 hour/level.||PZO|
|Delay Poison||Stops poison from harming target for 1 hour/level.||PZO|
|Desecrate||M||Fills area with negative energy, making undead stronger.||PZO|
|Detect Magic, Greater||As detect magic, but learn more information.||PZO|
|Detect Thoughts||Allows “listening” to surface thoughts.||PZO|
|Diminish Resistance||Weaken a creature’s energy resistance.||PRG:PA|
|Fear the Sun||Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn.||PZO|
|Garrulous Grin||This spell plants a seed of supernatural fear deep in a subject’s mind, causing self-doubt, stuttering, and evasiveness.||PPC:SpyHB|
|Instant Weapon||You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures.||PZO|
|Discovery Torch||Object touched emanates bright light, granting Perception and Sense Motive bonuses.||PZO|
|Disguise Other||As disguise self, but affects you or another.||PZO|
|Distressing Tone||Sound sickens 1d4 creatures.||PZO|
|Early Judgement||Depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies.||PZO|
|Effortless Armor||Armor you wear no longer slows your speed.||PZO|
|Enshroud Thoughts||You are warded against the mental prying of others.||BoE|
|Enthrall||Captivates all within ft. + 10 ft./level.||PZO|
|Escaping Ward||Move 5 feet away from a larger attacking creature as an immediate action.||PZO|
|Fairness||Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge.||PZO|
|Find Traps||Notice traps as a rogue does.||PZO|
|Flames of the Faithful||Gives weapon flaming property.||PZO|
|Flickering Lights||Create an area of inconsistent lighting.||PZO|
|Focused Scrutiny||Gain skill bonuses when interacting with the target.||PZO|
|Follow Aura||Gain ability to follow the trail of the aura of an alignment.||PZO|
|Force Anchor||Ranged touch attack deals a target 1d4 points of force damage per 2 caster levels (max 5d4) and becomes lodged in the target limiting its movement.||PZO|
|Ghostbane Dirge||Incorporeal creature takes half damage from nonmagical weapons.||PZO|
|Ghostly Disguise||You look like a ghost of yourself.||PZO|
|Hidden Blades||Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight of Hand checks made to conceal the weapon or ammunition and to Bluff checks to feint with the weapon or ammo.||PPC:MaTT|
|Hidden Presence||Prevent creatures from noticing your presence.||PZO|
|Hold Person||Paralyzes one humanoid for 1 round/level.||PZO|
|Holy Ice Weapon||M||Create a masterwork weapon made of frozen holy water.||PZO|
|Honeyed Tongue||Roll 2 dice when using Diplomacy, take higher roll.||PZO|
|Howling Agony||Screaming pain limits the targets actions.||PZO|
|Hunter’s Lore||Take 20 on Knowledge checks to learn monster’s weaknesses.||PCS:ISM|
|Improve trap||Improve one specific element of a trap.||PZO|
|Inflict Moderate Wounds||Touch attack, 2d8 damage + 1/level (max +10).||PZO|
|Instrument of Agony||Weapon exudes divine fury, granting a bonus on Intimidate checks.||PZO|
|Invisibility||Subject is invisible for 1 min./level or until it attacks.||PZO|
|Iron Stake||Hurl a spike of cold iron at a foe.||PZO|
|Knock||Opens locked or magically sealed door.||PZO|
|Know Peerage||Target uses your Knowledge (nobility) ranks.||PZO|
|Litany of Defense||Doubles armor’s enhancement bonus.||PZO|
|Magic Siege Engine||Siege engine gains +1 on targeting and damage rolls.||PZO|
|Mindshock||You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past.||PPC:OO|
|Muffle Sound||Allies gain a bonus on Stealth checks but risk verbal spell failure.||PZO|
|Open Book||Make it permanently easier to learn more about a target.||PZO|
|Perceive Cues||+5 Perception and Sense Motive 10 min./level.||PZO|
|Protection from Chaos, Communal||As protection from chaos, but you may divide the duration among creatures touched.||PZO|
|Protection from Evil, Communal||As protection from evil, but you may divide the duration among creatures touched.||PZO|
|Protection from Good, Communal||As protection from good, but you may divide the duration among creatures touched.||PZO|
|Protection from Law, Communal||As protection from law, but you may divide the duration among creatures touched.||PZO|
|Protection From Outsiders||This spell wards a creature from attacks by outsiders with a specific racial subtype, from mental control exerted by creatures of the chosen subtype, and from summoned creatures of that subtype||PZO|
|Qualm||Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.||PZO|
|Quick Change||Use change shape as a swift action and surprise foes.||PZO|
|Remove Paralysis||Frees creatures from paralysis or slow effect.||PZO|
|Resist Energy||Ignores 10 (or more) points of damage/attack from specified energy type.||PZO|
|Restoration, Lesser||Dispels magical ability penalty or repairs 1d4 ability damage.||PZO|
|Retributive Reparations||If a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a Will save. If the creature fails its save, it becomes fatigued, and it must attempt a new saving throw at the end of its turn every round it does not return the item to you.||PPC:OO|
|Returning weapon. Communal||As returning weapon, but you may divide the duration among weapons touched.||PZO|
|Righteous Blood||The target creatures innate goodness infuses its body with holy energy.||PZO|
|Rumormonger||Follow a rumor to see where it spreads.||PZO|
|Sacred Bond||F||Cast touch healing spells from a distance.||PZO|
|Savage Maw||Gain a bite attack.||PZO|
|See Invisibility||Reveals invisible creatures or objects.||PZO|
|Sense Fear||Perceive nearby creatures that are experiencing fear.||PZO|
|Sense Madness||Determine mental disturbances in nearby creatures.||PZO|
|Shackle||You summon a set of Small or Medium masterwork restraints into being.||PPC:PotH|
|Shadowmind||You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark.||PZO|
|Shamefully Overdressed||Force target to remove equipment.||PZO|
|Shifted Steps||Make a target sound as if elsewhere.||PZO|
|Shield of Shards||This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards. You lose the shield bonus to AC but you can direct the shards to attack adjacent opponents.||PZO|
|Shield Other||F||You take half of subjects damage.||PZO|
|Silence||Negates sound in ft. radius.||PZO|
|Soothing Word||Reduces effects of multiple conditions on target.||Cards|
|Spellcurse||Disrupt a spell affecting a target, causing the target 1d6 points of damage for each spell with a duration of 1 round or greater currently affecting it (the spells are not dispelled or modified.)||PPC:MaTT|
|Spell Gauge||Some of the spells a target creature has prepared or knows are revealed to you.||PZO|
|Spiritual Squire||An ally made of pure force appears in a single 5-foot square within range. On your turn, the squire can do one of the following: retrieve one stowed item from your possessions, carry an object weighing no more than 10 lbs./CL, hand you an object it is carrying, perform the aid another action on your behalf or for one of your allies, or help one creature of your choice don armor (which then takes half the normal time).||PZO|
|Spiritual Weapon||Magic weapon attacks on its own.||PZO|
|Stricken Heart||Touch attack deals 2d6 damage and staggers target.||PZO|
|Surmount Affliction||Temporarily suppress one condition.||PZO|
|Tactical Acumen||You gain an additional +1 on attack rolls or to AC due to battlefield positioning.||PZO|
|Telepathic Censure||This spell creates an invisible psychic interference that inhibits telepathic communication.||PZO|
|Tongues||Speak and understand any language.||PZO|
|Tremor Blast||You create a minor earthquake that can trip creatures.||PZO|
|Undetectable Alignment||Conceals alignment for 24 hours.||PZO|
|Unholy Ice Weapon||M||Create a masterwork weapon made of frozen unholy water.||PZO|
|Voluminous Vocabulary||Grant ability to speak, read, and write one or more languages for 8 hours.||PZO|
|Weapon of Awe||Weapon gets +2 on damage rolls.||PZO|
|Whispering Wind||Sends a short message 1 mile/level.||PZO|
|Zone of Truth||Subjects within range cannot lie.||PZO|
|Adjustable Disguise||As disguise self, but you can change the disguise as a swift action.||PZO|
|Agonizing Rebuke||Cause mental distress and pain to a target if it attacks you.||PZO|
|Align Weapon, Communal||As align weapon, but you can divide the duration among weapons touched.||PZO|
|Anti-Summoning Shield||Within the area of effect, this spell impedes the use of spells of the summoning subschool and other effects that summon creatures.||PZO|
|Arcane Sight||Magical auras become visible to you.||PZO|
|Aura of Inviolate Ownership||DF||Attended items of target creatures are harder to take.||PZO|
|Battle Trance||Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects.||PZO|
|Banish Seeming||Dispels touched illusion or a creature’s change in form.||PZO|
|Blessing of the Mole||1 ally/level gains darkvision and a +2 Stealth bonus.||PZO|
|Blinding Ray||DF||Ranged touch attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3).||PZO|
|Blood Biography||Learn about a creature and how it became wounded by examining its blood.||PZO|
|Blood of the Martyr||Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points.||PCS:Righteous|
|Blood Scent||Gain scent ability against injured creatures.||PZO|
|Bloody Arrows||When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage.||PPC:RTT|
|Burst of Speed||You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.||PZO|
|Cast Out||Does 2d8 damage +1/level (max +15) to creature and dispels an effect.||PZO|
|Claim Identity||You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender.||PPC:SpyHB|
|Continual Flame||M||Makes a permanent, heatless light.||PZO|
|Coordinated Effort||Grants allies a teamwork feat.||PZO|
|Countless Eyes||Extra eyes give all-around vision.||PZO|
|Cure Serious Wounds||Cures 3d8 damage + 1/level (max +15).||PZO|
|Damnation||M||Punish creatures for evil spells they know or that affect them.||PZO|
|Daybreak Arrow||Targeted ammunition exudes radiant energy.||PZO|
|Daylight||ft. radius of bright light.||PZO|
|Deeper Darkness||Object sheds supernatural shadow in ft. radius.||PZO|
|Delay Poison, Communal||As delay poison, but you may divide the duration among creatures touched.||PZO|
|Detect Anxieties||Learn what makes creatures anxious.||PZO|
|Detect Desires||Learn what creatures desire.||PZO|
|Dimensional Anchor||Bars extradimensional movement.||PZO|
|Dispel Magic||Cancels one magical spell or effect.||PZO|
|Disrupt Link||The target has her link with her bonded creature temporarily severed.||PPC:FF|
|Disrupt Silence||Disrupt all silence effects in an area.||PZO|
|Divine Illumination||Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.||PCS:ISM|
|Draconic Malice||You surround yourself with a palpable aura of draconic fear and dread.||PZO|
|Eldritch Fever||Target gains the eldritch ague spellblight.||PZO|
|False Alibi||M||As modify memory, except you can modify the targets memory only in a specific way.||AP59|
|Fearsome Duplicate||Make a monstrously distorted duplicate of you and control it.||PZO|
|Fester||Gives subject SR 12 + your level vs. healing effects.||PZO|
|Find Fault||You instantly learn many of the target’s weaknesses.||PPZO|
|Flexile Curse||Curse your target with a withering aura that degrades its armor and shield (if any).||PPC:MaTT|
|Full Pouch||You cast this spell as you draw out a consumable alchemical item to use. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality.||PPZO|
|Glyph of Warding||M||Inscription harms those who pass it.||PZO|
|Guardian Monument, Lesser||An unattended, non-magical object you touch emanates a shimmering aura that protects humans in the area. Humans gain DR 2/magic while in the area. If the object is touched or moves the effect is suppressed but resumes if the object is put back or when no longer touched. If the touched object is a monument to human achievement, the area increases to a foot radius.||PPZO|
|Halt Undead||Immobilizes undead for 1 round/level.||PZO|
|Heroism||Gives +2 bonus on attack rolls, saves, skill checks.||PZO|
|Hidden Speech||Gain +10 on Bluff to send secret messages.||PZO|
|Holy Javelin||Deal ongoing damage to evil creatures and apply penalties.||PZO|
|Hunters Eye||+20 on Perception checks to locate a target.||PZO|
|Inflict Serious Wounds||Touch attack, 3d8 damage + 1/level (max +15).||PZO|
|Insect Scouts||This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight.||PPC:SpyHB|
|Instant Fake||Provide a short-term replica of an object.||PZO|
|Invisibility Purge||Dispels invisibility within 5 ft./level.||PZO|
|Isolate||You cause the target to become invisible and silent, but only to his allies.||PRG:MC|
|Keen Edge||Doubles normal weapons threat range.||PZO|
|Litany of Eloquence||Fascinates a single creature for 1 round.||PZO|
|Litany of Entanglement||Entangles a creature for 1 round.||PZO|
|Litany of Righteousness||A single evil creature takes more damage from creatures with a good aura.||PZO|
|Litany of Warding||You gain two additional attacks of opportunity for 1 round.||PZO|
|Locate Object||Senses direction toward object (specific or type).||PZO|
|Locate Weakness||You roll damage twice when you roll damage for a critical hit and take the best damage.||PZO|
|Magic Circle vs. Chaos/Evil/Good/Law||As protection spells, but ft. radius and 10 min./level.||PZO|
|Magic Vestment||Armor or shield gains +1 enhancement per four levels.||PZO|
|Magic Weapon, Greater||Weapon gains +1 bonus/four levels (max +5).||PZO|
|Mantle of Calm||Neutralize the rage effects of those who have attacked you.||PZO|
|Meticulous Match||Determine if two things are identical.||PZO|
|Nondetection||M||Hides subject from divination, scrying.||PZO|
|Obscure Object||Masks object against scrying.||PZO|
|Pack Empathy||Create an empathic bond with allies.||PZO|
|Penumbral Disguise||You mask your features with shadowy illumination, gaining a competence bonus equal to your caster level on Disguise checks and Stealth checks attempted while in normal light, dim light, or darkness. In addition, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as humanoid), as well as the gist of your actions (such as, “She was trying to break into the store”), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed.||PZO|
|Planar Inquiry||This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted.||PPZO|
|Prayer||Allies get +1 bonus on most rolls, enemies –1 penalty.||PZO|
|Protection from Energy||Absorb 12 points/level of damage from one kind of energy.||PZO|
|Quell Energy||You reduce the target creatures ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-like abilities, and supernatural abilities by 10 points.||PPC:OO|
|Ravens Flight||You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn.||PZO|
|Reapers Coterie||DF||Target touched weapon gains a +1 profane bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points (max 1/2 caster lvl) for 1 rnd./lvl.||PZO|
|Remove Curse||Frees object or person from curse.||PZO|
|Remove Disease||Cures all diseases affecting subject.||PZO|
|Resist Energy, Communal||As resist energy, but you may divide the duration among creatures touched.||PZO|
|Retribution||Recent attacker is afflicted with penalties.||PZO|
|Righteous Vigor||Boosts attack bonus with each hit.||PZO|
|Riversight||You can view events transpiring along a natural watercourse you touch.||PPC:PotR|
|Sadomasochism||When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round.||PZO|
|Searing Light||Ray deals 1d8/two levels damage (more against undead).||PZO|
|Seek Thoughts||Detects thinking creatures’ thoughts.||PZO|
|Selective Alarm||As alarm, but only against selected creatures.||PZO|
|Shield of Darkness||You shield yourself with darkness, reducing the illumination level in your space to magical darkness and granting you total concealment.||PZO|
|Shield of Fortification, Greater||Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.||PZO|
|Speak with Dead||Corpse answers one question/two levels.||PZO|
|Spotlight||You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.||PZO|
|Stage Fright||You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell in difficult circumstances or operating a complex device).||PPZO|
|Stunning Barrier, Greater||Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.||PZO|
|Terrible Remorse||Creature is compelled to harm itself.||PZO|
|They Know||Convince target that a nearby creature knows her greatest secret.||PZO|
|Trial By Fire||You test a creature’s purity of convictions by exposing it to a sheet of divine fire.||PPC:SpyHB|
|Wall of Split Illumination||An immobile curtain of illumination springs into existence.||PZO|
|Ward the Faithful||Creatures of same faith gain bonuses to AC and on saving throws.||PZO|
|Winged Sword||Target weapon grows small feathered wings and acts as if it had the throwing weapon special ability.||PPZO|
|Witness||See through the targets eyes and ears.||PZO|
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An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration or the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.
A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster.
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus fez must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Persuasion skill checks made for intimidation and Perception checks equal to 1/2 her inquisitor level (minimum +1).
At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action.
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Summon Monster I
This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
Summon Monster II
This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster III
This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster IV
This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster V
This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster VI
This spell summons 1d3 extraplanar redcaps if you are evil or 1d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster VII
This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar axiomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extraplanar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster VIII
This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomites if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Monster IX
This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Starting at 1st level, a monster tactician can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 inquisitor levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A monster tactician cannot have more than one summon monster spell active in this way at a time; if she uses another, any existing summon monster immediately ends.