Inquisitors

Inquisitor

=Making an Inquisitor=

Alignment: Any good.

Base Attack: as fighter.
Saving throws: Strong Fort and Will, moderate Ref.
Hit Dice: d10.
Special:
1. Detect Magic at will. Detect Magic replaces the SRD spell of the same name.
Authority +2: Inquisitors are authority figures in most of Europe. Most citizens will do as an Inquisitor asks, as long as it is not overtly dangerous to them. Inquisitors also gain a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks made against NPC citizens.
2. Magical Resistance: the Inquisitor gains a bonus to all saves against magic equal to his Cha.
3. Vigorous Training: the Inquisitor gets +1 HP/level.
4. Weapon Specialization: the Inquisitor gains weapon specialization with a weapon of his choice.
5. Mystic Sensitivity +1: Inquisitors need not concentrate to sense a Magic Class of 20 or more. They also can sense auras as though they were 1 point stronger.
7. The Inquisitor gains Toughness as a bonus feat.
9. Authority +4
10. Mystic Sensitivity +2
13. Improved Critical: Inquisitors gain Improved Critical as a bonus feat with their specialized weapon.
15. Mystic Sensitivity +3
17. Authority +6
20. Mystic Sensitivity +4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).

Inquisitors

The Inquisition Philosophy