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| rules:part_2_player_characters:inquisitor [2025/06/13 23:18] – [Table] restless | rules:part_2_player_characters:inquisitor [2025/06/20 21:19] (current) – external edit 127.0.0.1 |
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| ====== Inquisitor ====== | ====== Inquisitor ====== |
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| | Level | XP | HD | Special Abilities | | ^ Level ^ XP ^ HD ^ Special Abilities ^ |
| | 1 | 0 | 1d6 | Detect Forbidden Arts, Zeal of the Lawgiver | | | 1 | 0 | 1d6 | Detect Forbidden Arts, Zeal of the Lawgiver | |
| | 2 | 1,500 | 2d6 | Divine Scrutiny | | | 2 | 1,500 | 2d6 | Divine Scrutiny | |
| | 3 | 3,000 | 3d6 | Aura of Conviction | | | 3 | 3,000 | 3d6 | Aura of Conviction | |
| | 4 | 6,000 | 4d6 | — | | | 4 | 6,000 | 4d6 | Turn Undead | |
| | 5 | 12,000 | 5d6 | Dispel Minor Forbidden Arts, Sanctify Artifact | | | 5 | 12,000 | 5d6 | Dispel Minor Forbidden Arts, Sanctify Artifact | |
| | 6 | 24,000 | 6d6 | Abjure Forbidden Source | | | 6 | 24,000 | 6d6 | Abjure Forbidden Source | |
| | 7 | 48,000 | 7d6 | Truth Seeker | | | 7 | 48,000 | 7d6 | Truth Seeker | |
| | 8 | 90,000 | 8d6 | — | | | 8 | 90,000 | 8d6 | — | |
| | 9 | 180,000 | 9d6 | Nullify Magical Protection, Inquisitorial Judgment | | | 9 | 180,000 | 9d6 | Nullify Magical Protection, Inquisitorial Judgment | |
| | 10 | 270,000 | 9d6+1 | Stronghold and Followers (as Cleric) | | | 10 | 270,000 | 9d6+1 | Stronghold and Followers (as Cleric) | |
| | 11 | 360,000 | 9d6+1 | — | | | 11 | 360,000 | 9d6+2 | — | |
| | 12 | 450,000 | 9d6+1 | — | | | 12 | 450,000 | 9d6+3 | — | |
| | 13 | 540,000 | 9d6+1 | — | | | 13 | 540,000 | 9d6+4 | — | |
| | 14 | 630,000 | 9d6+1 | — | | | 14 | 630,000 | 9d6+5 | — | |
| | 15 | 720,000 | 9d6+1 | — | | | 15 | 720,000 | 9d6+6 | — | |
| | 16 | 810,000 | 9d6+1 | — | | | 16 | 810,000 | 9d6+7 | — | |
| | 17 | 900,000 | 9d6+1 | — | | | 17 | 900,000 | 9d6+8 | — | |
| | 18 | 990,000 | 9d6+1 | — | | | 18 | 990,000 | 9d6+9 | — | |
| | 19 | 1,080,000 | 9d6+1 | — | | | 19 | 1,080,000 | 9d6+10 | — | |
| | 20 | 1,170,000 | 9d6+1 | — | | | 20 | 1,170,000 | 9d6+11 | — | |
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| | The Inquisitor is a zealous champion of [[gaz:great_church|The Great Church]] and [[gaz:lawgiver|The Lawgiver]], dedicated to purging the world of the [[gaz:forbidden_arts|Forbidden Arts]] – the corrupting influence of magic. They are not spellcasters themselves, but rather highly trained agents imbued with the Lawgiver’s divine will, granting them unique abilities to detect, combat, and ultimately destroy magic and those who wield it. Stern, unyielding, and relentless, Inquisitors are a feared presence among those who defy the Church’s strict doctrines. |
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| | They are often feared by common folk who misunderstand their methods, and despised by those who wield magic. They are meticulous in their investigations, relentless in their pursuit, and unforgiving in their judgment. Their methods are lawful, even if harsh, and they embody the uncompromising will of the Church. They value knowledge about magic (to combat it), but hold it in contempt. |
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| | The prime requisite of an Inquisitor is wisdom. An inquisitor must have at least a 14 wisdom. An Inquisitor with a wisdom of 16-17 gains a +5% bonus to earned experience; an 18 wisdom gains +10%. An Inquisitor can fight with any melee weapon but no ranged weapons, and may use any light or medium armor and shields. |
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| | An Inquisitor may not use magic items, but gains experience from the destruction of magic items, such that they gain one HD of XP per plus and if the item has special powers they gain one HD of XP per special ability. If an Inquisitor cannot destroy the items themselves they can retrieve them for the Great Church to dispose of them for half the XP. |
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| | An Inquisitor will not knowingly or willingly join with a practitioner of the Forbidden Arts. The exception is with members of the order [[:gaz:magisters|The Magisters]]. |
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| | ==== Special abilities ==== |
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| | **Detect Forbidden Arts: ** The Inquisitor can, at will, focus their senses to detect the presence of magic (as if using the Detect Magic spell) within 60 feet. More importantly, they gain an immediate, intuitive sense if a visible creature within this range is a recognized practitioner of "Forbidden Arts" or a creature that gains its power directly from such illicit sources. This ability takes 1 round to activate and can be maintained with concentration. |
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| | **Zeal of the Lawgiver: ** Driven by unwavering faith in The Lawgiver and the righteousness of their cause, the Inquisitor gains a +1 bonus to attack rolls and damage rolls against creatures that are currently using "Forbidden Arts" (e.g., casting a spell, maintaining a magical effect) or creatures overtly chaotic in alignment (DM’s discretion). This bonus increases to +2 at Level 5. |
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| | **Divine Scrutiny: ** The Lawgiver’s unwavering gaze helps the Inquisitor pierce through deception. The Inquisitor gains a +2 bonus to Wisdom checks made to discern truth from lies, to see through mundane disguises, or to notice subtle details that might indicate hidden magical activity. |
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| | **Aura of Conviction: ** Once per day, as an action, the Inquisitor can project an aura of unwavering faith for 1d4 rounds. All allies (including the Inquisitor) within 20 feet gain a +1 bonus to their saving throws against mind-affecting magic (e.g., Charm Person, Sleep, Fear, illusions) and magical compulsion. |
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| | **Turn Undead: ** The Inquisitor can turn undead as a cleric three levels lower. |
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| | **Dispel Minor Forbidden Arts: ** Once per day, as an action, the Inquisitor can attempt to nullify a single ongoing spell effect of 1st or 2nd level within 30 feet. This requires a successful save versus magic on the part of the Inquisitor. If successful, the magical effect immediately ends. This ability cannot affect permanent magic items. |
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| | **Sanctify Artifact: ** The Inquisitor learns how to prepare magical artifacts for destruction, severing their connection to the Forbidden Arts. Given 1 turn (10 minutes) of undisturbed concentration per magic item level (e.g., a +1 sword is considered level 1; a powerful staff might be level 5-7, DM’s discretion), the Inquisitor can imbue a magical item with the purity of divine Law. Once sanctified, the item is inert (its magical properties cease to function) and becomes vulnerable to physical destruction. It can then be broken or destroyed by physical means (e.g., smashing, melting) without its inherent magical resistance, though truly powerful artifacts may still require considerable force. This process is irreversible. |
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| | **Abjure Forbidden Source: ** Once per day, as a reaction to a creature casting a spell or activating a magical item within 30 feet, the Inquisitor can briefly call upon the Lawgiver’s power to interfere. The spellcaster (or item user) must make a saving throw versus spells or suffer -4 on their attack roll or saving throw associated with that magical effect. If the spell or item has no roll, the effect itself is at -4. This ability has no effect on continuous magical effects. |
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| | **Truth Seeker: ** The Inquisitor becomes highly adept at discerning truth from falsehood, their faith guiding them against deception. They gain a +4 bonus to wisdom ability checks checks made to detect lies, uncover deception, or see through illusions in verbal testimony or in a creature’s behavior. |
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| | **Nullify Magical Protection: ** Once per day, as an action, the Inquisitor can project a focused beam of The Lawgiver’s will at a single creature within 60 feet. The target’s magical defenses are temporarily suppressed. Any magical bonus to AC (e.g., from Shield, Blur, magical armor/items) or magical damage resistance (e.g., Stoneskin) is negated for 1d4 rounds. The target does not get a saving throw against this effect. |
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| | **Inquisitorial JudDMent: ** The Inquisitor’s final blow against a defeated foe who defied The Lawgiver can be truly devastating. When reducing a spellcaster or an overtly chaotic creature to 0 hit points, the Inquisitor can declare this ability. The creature’s body is instantly disintegrated into ash, leaving behind only non-magical equipment. This prevents any form of magical resurrection that requires a body. This ability can be used once per day. |
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| | **Stronghold and Followers: ** Upon reaching 10th level, an Inquisitor may establish a stronghold, typically a fortified Chapter House, a commandery of the Order of Inquisitors, or a secluded temple dedicated to The Lawgiver. This stronghold will attract a number of loyal followers (as per standard Basic Fantasy RPG rules for a Cleric). |
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| | {{tag>houserule class}} |