Inquisitor

​The Inquisitor has devoted his life to finding and eliminating practitioners of evil magic. A scholar as well as a warrior, he is unyielding in his efforts to thwart the clerics and wizards who have aligned with the forces of darkness. Inquisitors are the watch warden of infestation from within - they must identify and purge the corrupt and keep the Church and, by proxy, Xanthios clean of the influence of Al Vingaar. Such a heavy burden allows an amazing amount of latitude and only inquisitors have the right to second guess or countermand orders from superior officers or government officials. The inquisitor is given a wide berth and they have few restraints save their own adherence to the moral code. ​

Ministration: ​Personal and to the Order. ​

  --Role::​To an Inquisitor, magic is a sacred force, and he detests those who use it for evil. An evil spellcaster who refuses to renounce his corrupt ways invites the Inquisitor's wrath. The typical Inquisitor is intense and analytical, more interested in quiet reflection than small talk. Though private by nature, an Inquisitor establishes deep friendship in those he comes to trust, particularly good-aligned wizards and clerics.​--  
Distinctive Appearance
Symbol: Three burning nails. ​
 
Special Benefits
​An Inquisitor can Detect Magic radiating from any being, object, or location enchanted by an evil being. This ability functions at will, subject to the same limitations and restrictions as his ability to Detect Evil Intent. He may also perceive the intensity of the magic (faint, moderate, strong, overwhelming). A protective spell cast by an evil necromancer upon himself could be detected in this manner, as could a magical trap set by an evil priest.​
At 3rd level, an Inquisitor acquires the ability to cast Dispel Magic. The spell requires no verbal or somatic components, but affects only evil spells and spell-like effects. The spell has a base success chance of 100% and is cast at the level of the Inquisitor. Aside from these qualifications, it operates exactly like the third-level priest spell. The number of times he can cast this spell increases as he advances in level (see Table 19).​

An Inquisitor has an 80% plus 1%/level immunity to illusion spells of all levels. This immunity has a limit of 95%. (A 12th-level Inquisitor as a 92% immunity; a 16th-level Inquisitor has a 95% immunity.)

     

Inquisitors of all levels have a 90% immunity to all possession and mental-control spells, including Charm, Domination, Hold Person,Hypnotism, Magic Jar, and Suggestion. ​

 
Special Hindrances
An Inquisitor has fewer of the special abilities normally associated with paladins:
  • He can't restore hit points by laying on hands.
  • He can't ever learn or cast priest spells.
  • He can't turn undead.
  • He can't cure diseases in others, though he himself is immune to all forms of disease. ​
  • Class
    Templar
     
    Attribute Requirements
    Intelligence of 11. ​
     
    Barred Beliefs
    None
     
    Race Requirement
    None
     
    Bonus Weapon Proficiencies
    None​
     
    Required Weapon Proficiencies
    None
     
    Recommended Weapon Proficiencies
    None
     
    Barred Weapon Proficiencies
    None
     
    Bonus Non-Weapon Proficiencies
    Spellcraft, Religion
     
    Recommended Non-Weapon Proficiencies
    Astrology, Language (Ancient), Language (Modern), Reading/Writing
     
    Equipment
    None
     
    Wealth Options
    None
     
    Homeland Terrain
    None
     
    Economic System
    ​None​

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