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Jaethal

Inquisitor is a class in Pathfinder: Kingmaker.

Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

Gameplay[ | ]

Role: 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: 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: d8

Skill Ranks per Level: 4 + 1/2 Intelligence modifier

Class Skills: All

Progression Table[ | ]

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4 5 6
1 +0 +2 +0 +2 Spellcasting, Deity, Domain, Orisons, Detect Magic, Stern Gaze, Judgment 1/day 1 - - - - -
2 +1 +3 +0 +3 Cunning Initiative 2 - - - - -
3 +2 +3 +1 +3 Solo Tactics, Teamwork Feat 3 - - - - -
4 +3 +4 +1 +4 Judgment 2/day 3 1 - - - -
5 +3 +4 +1 +4 Bane 4 2 - - - -
6 +4 +5 +2 +5 Teamwork Feat 4 3 - - - -
7 +5 +5 +2 +5 Judgment 3/day 4 3 1 - - -
8 +6/+1 +6 +2 +6 Second Judgment 4 4 2 - - -
9 +6/+1 +6 +3 +6 Teamwork Feat 5 4 3 - - -
10 +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1 - -
11 +8/+3 +7 +3 +7 Stalwart 5 4 4 2 - -
12 +9/+4 +8 +4 +8 Greater Bane, Teamwork Feat 5 5 4 3 - -
13 +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1 -
14 +10/+5 +9 +4 +9 Exploit Weakness 5 5 4 4 2 -
15 +11/+6/+1 +9 +5 +9 Teamwork Feat 5 5 5 4 3 -
16 +12/+7/+2 +10 +5 +10 Third Judgment, Judgment 6/day 5 5 5 4 3 1
17 +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18 +13/+8/+3 +11 +6 +11 Teamwork Feat 5 5 5 5 4 3
19 +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20 +15/+10/+5 +12 +6 +12 True Judgment 5 5 5 5 5 5


Spells Known per Level[ | ]

Level Spells Known
1 2 3 4 5 6
1 2 - - - - -
2 3 - - - - -
3 4 - - - - -
4 4 2 - - - --
5 4 3 - - - -
6 4 4 - - - -
7 5 4 2 - - -
8 5 4 3 - - -
9 5 4 4 - - -
10 5 5 4 2 - -
11 6 5 4 3 - -
12 6 5 4 4 - -
13 6 5 5 4 2 -
14 6 6 5 4 3 -
15 6 6 5 4 4 -
16 6 6 5 5 4 2
17 6 6 6 5 4 3
18 6 6 6 5 4 4
19 6 6 6 5 5 4
20 6 6 6 6 5 5


Base Features[ | ]

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Inquisitor Proficiencies

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).




Spellcasting

An inquisitor casts divine spells drawn from the inquisitor spell list. Inquisitors are spontaneous casters and do not need to prepare their spells ahead of time.

An inquisitor uses her Wisdom score as her spellcasting modifier.

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing all 0-level inquisitor spells and two 1st-level spells of his choice. At each new inquisitor level, he gains one or more new spells from the inquisitor spell list, as indicated on the Spells Known per Level table.




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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane (typically an Outer Sphere plane).




Bless

Domain Selection

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her deity's alignment matches that domain.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.




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Orisons

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.




TrueSeeing

Detect Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.




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Stern Gaze

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).




JudjemntJustice

Judgment

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.




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Cunning Initiative

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.




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Solo Tactics

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.




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Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.




HolyWeapon

Bane

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.




JudjemntDestruction

Second Judgment

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.




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Stalwart

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 reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.




HolyWeapon

Greater Bane

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.




JudjemntPiercing

Exploit Weakness

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 on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.




JudjemntResiliency

Third Judgment

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.




PowerAttack00a

True Judgment

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.



Selectable Features[ | ]

Judgments[ | ]

Judgment Effect Extra Effects
Destruction +1 sacred bonus on weapon damage rolls / 3 levels
Healing fast healing 1 / 3 levels
Justice +1 sacred bonus on attack rolls / 5 levels 10th level: doubled on all attack rolls made to confirm critical hits
Piercing +1 sacred bonus on concentration checks and caster level checks against SR / 3 levels
Protection +1 sacred bonus to AC / 5 levels 10th level: doubled against attack rolls made to confirm critical hits against the inquisitor
Purity +1 sacred bonus on saving throws / 5 levels 10th level: doubled against curses, diseases, and poisons
Resiliency DR 1/magic / 5 levels 10th level: DR changes to an alignment opposite the inquisitor's
Resistance 2 points of energy resistance against all elements / 3 levels
Smiting weapon counts as magic for bypassing DR 6th level: weapon counts as one alignment type matching inquisitor's
10th level: weapon counts as adamantine

Each time an inquisitor uses their judgment ability, they may select one or more of the following judgments.

JudjemntDestruction

Judgment - 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.




JudjemntHealing

Judgment - 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.




JudjemntJustice

Judgment - 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.




JudjemntPiercing

Judgment - 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.




JudjemntProtection

Judgment - 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.




JudjemntPurity

Judgment - 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.




JudjemntResiliency

Judgment - 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.




JudjemntResistance

Judgment - Resistance

The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against all elements (acid, cold, electricity, fire, and sonic). The protection increases by 2 for every three inquisitor levels she possesses.




JudjemntSmiting

Judgment - 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).



Archetypes[ | ]

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