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rules:part_2_player_characters:inquisitor [2025/06/13 23:37] restlessrules:part_2_player_characters:inquisitor [2025/06/20 21:19] (current) – external edit 127.0.0.1
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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. 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.
  
-An Inquisitor will not knowingly or willingly join with a practitioner of the Forbidden Arts.  The exception is with members of [[:gaz:magisters|The Magisters]] order.+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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 **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. **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.
  
-**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 disadvantage on their attack roll or saving throw associated with that magical effect. If the spell or item has no roll, the effect simply has disadvantage. This ability has no effect on continuous magical effects.+**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.
  
 **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. **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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 **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). **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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That which does not kill you gives you XP