Inquisitor is a class in Pathfinder: Wrath of the Righteous. Inquisitors can use magic to buff themselves to fight specific enemies. They can also acquire teamwork feats that buffs companions.
"Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion."
- Alignment Requirement: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
- Hit Die: +5
- Skill Points per Level: 4
- Level 1 Base Attack Bonus: +0
- Domain Selection
- Deity Selection
- Orisons, Stern Gaze
- Detect Magic
- Teamwork Feat
- Proficient with all simple weapons, longbow, shortbow and the favored weapon of their deity. Also, proficient with light armor, medium armor and shields (except tower shields).
Inquisitor Video Guide
Penalty: No Judgment,
Base Attack Bonus
|1||0||+2||0||+2||Domain Selection, Deity Selection, Inquisitor Proficiencies, Orisons, Stern Gaze, Judgment, Detect Magic||1|
|3||+2||+3||+1||+3||Solo Tactics, Teamwork Feat||3|
|12||+9/+4||+8||+4||+8||Teamwork Feat, Greater Bane||5/5/4/3|
|16||+12/+7/+2||+10||+5||+10||Judgment, Third Judgement||5/5/5/4/3/1|
A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster.
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.
At 3rd level, the Sacred Huntsmaster automatically grants her teamwork feats to her animal companion. The companion does not need to meet prerequisites of those teamwork feats.
An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Persuasion skill checks made for intimidation and Perception checks equal to 1/2 her inquisitor level (minimum +1).
At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single attack. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours.
At 6th level, once per day as a swift action, a faith hunter can smite one foe she can see. If the foe is of the faith hunter’s sworn enemy alignment, the faith hunter gains a +4 sacred bonus on attack rolls against that foe and a sacred bonus equal to half her inquisitor level on damage rolls made against the foe. Smites against targets of the faith hunter’s sworn enemy alignment automatically bypass any DR the creature might possess. If the faith hunter targets a creature that is not of her sworn enemy alignment, the smite is wasted with no effect.
The smite effect remains until the foe is dead or the next time the faith hunter rests and regains her uses of this ability. At 10th level and every 4 inquisitor levels thereafter, a faith hunter can smite her enemies one additional time per day, to a maximum of four times per day at 18th level.
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus fez must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action.
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration or the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Tactical leaders are skilled at speaking soothing words that keep the peace and bolster allies' resolve. A tactical leader receives a morale bonus on all Diplomacy checks equal to half his inquisitor level (minimum +1).
At 3rd level, 9th level, and 18th level, a tactical leader gains a Teamwork Feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactical leader can grant these feats to all allies within 30 feet who can see and hear him. Allies retain the use of these bonus feats for 3 rounds plus 1 round for every 2 inquisitor levels the tactical leader has. Allies do not need to meet the prerequisites of these bonus feats.
The tactical leader can use this ability once per day at 3rd level, plus one additional time per day at 6th, 9th, 15th, and 18th level.
At 12th level, a tactical leader can use the tactician ability as a swift action.
At 14th level, a tactical leader can grant his judgment benefits to a single other ally within 30 feet who can see and hear the tactical leader as an immediate action. These benefits last until the beginning of the tactical leader’s next turn. A tactical leader must have a judgment active to use this ability and the benefits granted are the same as those selected by his judgment. A tactical leader can use this ability a number of times per day equal to his Wisdom modifier (minimum 1).
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.
At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against them.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
A faith hunter chooses a single alignment that directly opposes her own along either the law/chaos axis or the good/evil axis. Creatures of this alignment are her sworn enemies.
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
As a Slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a Slayer gains one slayer talent.
Slayer can take Rogue Talents as Slayer Talents, counting his Slayer level as a Rogue level.
After 2nd level, the Slayer can select a ranger combat style (such as archery or two-weapon combat) and gains a combat Feat from the first feat list of that style. He can choose Feats from his selected combat style, even if he does not have the normal prerequisites. After 6th level, he may select this talent again and add the 6th-level Ranger combat Feats from his chosen style to the list. After 10th level, he may select this talent again and add the 10th level Ranger combat Feats from his chosen style to the list.
At 3rd level, Judge gains the ability to share his judgements with all allies in 30 feet radius. He can use this ability as a swift action once plus one time for every six levels thereafter. The bonuses work until the end of combat.
At 5th level, Judge gains the ability to sentence a target. As a swift action, until the end of combat all attacks against the target made by your allies deal additional damage equal to one per three inquisitor levels. You can use this ability once, plus one time for every 5 levels thereafter.
At 12th level, your Sentence ability also make all your attacks ignore Sentence target's concealment.
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
At 5th level, every time a monster tactician casts a summoning spell, all creatures summoned by the spell are treated as if they knew all of the monster tactician's teamwork feats.
Inquisitor replaces following features: Judgment, Second Judgment, Third Judgment, True Judgment.
This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons 1d3 extraplanar redcaps if you are evil or 1d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar axiomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extraplanar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomites if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Starting at 1st level, a monster tactician can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 inquisitor levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A monster tactician cannot have more than one summon monster spell active in this way at a time; if she uses another, any existing summon monster immediately ends.
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Vanguard ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard