Inquisitor Alternate Class Features
Design Notes: These alternate class features are a compilation of other source materials including Legendary Games and Super Genius Games.
Alternate Judgments
The Inquisitor begins play with 9 judgments at 1st level. She may select from the original judgments as listed in the core inquisitor, or the additional inquisitions included here (combined for easier reference. At 4th level, and every 4th level thereafter, the inquisitor may choose to trade out a previously selected judgment for another. If she is sufficient level, she may opt to select from the list of greater judgments below.
- Accuracy: The inquisitor’s eyes glow with divine light. The inquisitor adds a 5-foot sacred bonus to the range increment of any ranged weapon attack she makes. This bonus increases by 5 feet for every two inquisitor levels she possesses.
- Alacrity: The inquisitor is filled with holy energy that grants her a sacred 5-foot sacred bonus to all her current move rates, including those gained through magic items or spells. This bonus increases by 5 feet for every five inquisitor levels she possesses.
- Alliance: This judgment allows the inquisitor to draw foes off-guard, granting any ally flanking a foe adjacent to the inquisitor a +1 sacred bonus to damage rolls with melee attacks against the flanked foe. This bonus increases by +1 for every three inquisitor levels the inquisitor possesses.
- Concealment: The inquisitor is clouded by a shadow, masking her movements and muting any accidental noises. The inquisitor gains a +1 sacred bonus to all Stealth checks made, and she can make such checks even in normal (though not bright) light. This bonus increases by +1 for every three inquisitor levels she possesses.
- 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.
- Fear: The inquisitor exudes an aura of palpable dread and menace, gaining a +2 sacred bonus on all Intimidate checks. This bonus increases by +1 for every five inquisitor levels she possesses. While this judgment is active, she can make an Intimidate check against one adjacent foe each round as a move action.
- Freeing: The inquisitor is filled with a surge of divine inspiration, granting her a +1 sacred bonus on her CMB for grapple maneuver checks or Escape Artist checks made to escape a grapple, manacles, lashings, or similar restriction. This bonus increases by +1 for every three inquisitor levels she possesses.
- Guarding: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class to adjacent allies. This bonus increases by +1 for every four 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.
- Relentlessness: The inquisitor’s entire body is bathed in a dull light, warding her against combat maneuvers. The inquisitor gains a +2 sacred bonus to her CMD. This bonus increases by +1 for every two inquisitor levels she possesses.
- 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.
- Sagacity: The inquisitor is filled with divine inspiration, allowing her to identify the strengths and weaknesses of her foes. The inquisitor can make untrained Knowledge checks to identify monsters and their special powers or vulnerabilities. The inquisitor gains a bonus to such skill checks equal to half her inquisitor level.
- 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).
- Striking: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor can select one damage type (bludgeoning, piercing, or slashing) her weapons count as for purposes of bypassing DR. If the inquisitor is at least 10th level, she can also have her weapon count as either cold iron or silver for purpose of overcoming DR.
- Theurgy: The inquisitor gains a boost of spellcasting inspiration. She gains a +1 sacred bonus to all caster level checks and concentration checks. This bonus increases by +1 for every three inquisitor levels she possesses.
- Warding: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to saving throws to all adjacent allies. This bonus increases by +1 for every four inquisitor levels she possesses.
- Wounding: Any successful melee or ranged attack dealt by the inquisitor also deals one point of bleed damage, increasing by another point of bleed damage for every three inquisitor levels she possesses; the DC to stop the bleeding of a creature affected by this judgment is increased by the inquisitor’s Wisdom bonus.
Greater Judgments
8th-level Judgments:
- Crippling: The inquisitor’s melee or ranged attack with one chosen weapon cripples the first victim it hits in a round as the slow spell if the victim fails a Will save (DC 10 + one-half the inquisitor’s level + her Wisdom bonus). Once a creature is affected or makes its save against this judgment, it is immune to the effects of this judgment for 24 hours.
- Durability (8th level): An aura of divine light guards the inquisitor against most of the depredations of disease, poisons, and many spells. Whenever the inquisitor takes an ability drain or ability damage, she takes 2 points fewer in terms of ability score loss. This reduction rises to 3 points at 12th level, 4 points at 15th level, and 5 points at 18th level. This judgment counts as two judgments for purposes of the second judgment and third judgment class abilities.
- Revelation (8th level): The inquisitor’s eyes blaze with divine light. The inquisitor can see invisibility (as the spell), and she gains a bonus to Perception checks of +1 for every three inquisitor levels she possesses.
- Seeking: The inquisitor’s eye’s glow with a soft blue light. The inquisitor increases her chance to hit any target that has the benefit of a miss chance by 20%, though she must still know what square to attack if the miss chance is granted by total concealment.
- Torment (8th level): This judgment bathes the inquisitor’s weapons in a dull, reddish glow. Whenever the inquisitor deals damage with her weapon, the target must make a Fortitude save (DC 10 + one-half the inquisitor’s level + her Wisdom modifier) or be wracked with pain. Creatures that fail this save are sickened for 1d4 rounds.
12th-level Judgments:
- Banishment (12th level): This judgment creates an aura around the inquisitor at a range of 1 foot, which prevents bodily contact from summoned creatures with an alignment that is opposed to at least one element of her own alignment. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Neutral inquisitors do not gain this benefit. Additionally, as a standard action the inquisitor can make a single weapon attack against a summoned creature. On a successful hit, the target must make a Will save (DC 10 + one-half the inquisitor’s level + her Wisdom bonus) or be sent back to its home plane. This judgment counts as three judgments for purposes of the second judgment and third judgment class abilities.
- Inexorability (12th level): The inquisitor is imbued with divine protection, gaining SR equal to 5 + her inquisitor level. Against spells with an alignment opposed to her own, the SR is 5 higher. This judgment counts as two judgments for purposes of the second judgment and third judgment class abilities.
- Regeneration (12th level): The inquisitor’s body is flooded with divine might, causing her to appear to be illuminated from beneath her skin. The inquisitor gains regeneration 5. Damage with an alignment opposed to at least one aspect of the inquisitor’s alignment is not regenerated, and it causes her regeneration not to function on the following round. Neutral inquisitors must select a single alignment (chaos, evil, good, or law) that can bypass and shut down their regeneration. Once made this choice can not be changed. It is important to remember that an unconscious inquisitor normally receives no bonuses from her judgments. This judgment counts as two judgments for purposes of the second judgment and third judgment class abilities.
- Weakening: (12th level): The inquisitor’s hands and weapons glow with divine power, causing a successful attack with the weapon to deal 1d6 ability score damage. Creatures struck are allowed a Fortitude save (DC 10 + one-half the inquisitor’s level + her Wisdom bonus) to avoid the ability damage. An inquisitor can select what ability score is damaged as a free action prior to each attack. A foe affected by this judgment is immune to subsequent weakening attacks for 24 hours. This judgment counts as three judgments for purposes of the second judgment and third judgment class abilities.