Inquisitor


Hit Die: d8.

Requirements

To qualify to become an inquisitor, a character must fulfil all of the following criteria.
Alignment: Any non-chaotic.
Base Attack Bonus: +3.
Skills: Diplomacy 5 ranks, Knowledge (any one) 3 ranks, Sense Motive 2 ranks.
Feats: Alertness.

Class Skills

The inquisitor’s class skills are Appraise, Bluff, Diplomacy, Disable Device, Disguise, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Stealth.
Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the inquisitor prestige class.
Weapon and Armour Proficiency: Inquisitors gain no proficiency with any weapon or armour.
Extreme Focus (Ex): An inquisitor must be able to ignore outside distractions while following up a lead, for fear of missing an important detail. Once per day per level of the inquisitor, he may add his character level to any one Intelligence- or Wisdom-based skill check.
Trap Sense (Ex): An inquisitor gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 to his AC against attacks by traps. This bonus increases to +2 at 4th level and +3 at 7th level. This bonus stacks with the similar bonus granted by rogue levels.
Erudite Synergy (Ex): At 2nd level, the inquisitor selects one of his Knowledge skills in which he has 5 or more ranks. So deep is the inquisitor’s knowledge of that subject that he gains a +2 bonus on related checks. At 5th and 8th level, the inquisitor can either select another Knowledge skill in which he has 5 or more ranks and increase his synergy bonus by +2, or he can increase his synergy bonus from the same Knowledge skill by an additional +2.

Knowledge Skill Related Check
Arcana Spellcraft checks
Dungeoneering Survival checks when underground
Engineering Perception checks involving secret doors and similar compartments
Geography Survival checks to keep from getting lost or for avoiding hazards
History Bardic knowledge checks*
Local Diplomacy checks to gather information
Nature Survival checks when in aboveground natural environments
Nobility Diplomacy checks
Planes Survival checks when on other planes
Religion Channel energy DC

* Also applies to any similar ability which can stack with bardic knowledge, such as the loremaster’s lore ability.

Uncanny Dodge (Ex): At 3rd level, an inquisitor cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An inquisitor with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If an inquisitor already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex): At 6th level and higher, an inquisitor can no longer be flanked. This defence denies a rogue the ability to sneak attack the inquisitor by flanking him, unless the attacker has at least four more rogue levels than the target has inquisitor levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Intuitive Logic (Ex): At 10th level, the inquisitor’s keen mind sometimes makes incredibly intuitive leaps of logic. Though not a supernatural ability, it often seems as if the inquisitor has been blessed with knowledge from the gods (or other sources). Once per day, an inquisitor may duplicate the effects of a divination spell (with a base 80% chance of success) and receive a burst of insight regarding a single question. The answer is assembled from disparate information that is brought together in the inquisitor’s mind. The insight requires that he be able to concentrate, uninterrupted, for at least an hour prior to receiving the answer. Any interruption may ruin the attempt, unless the inquisitor succeeds at a concentration check.

Table: Inquisitor

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +1 Extreme focus, trap sense +1
2nd +1 +1 +1 +1 Erudite synergy
3rd +2 +1 +1 +2 Uncanny dodge
4th +3 +1 +1 +2 Trap sense +2
5th +3 +2 +2 +3 Erudite synergy
6th +4 +2 +2 +3 Improved uncanny dodge
7th +5 +2 +2 +4 Trap sense +3
8th +6 +3 +3 +4 Erudite synergy
9th +6 +3 +3 +5
10th +7 +3 +3 +5 Intuitive logic

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