Warhammer RPG: Old Night
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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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 Inquisitor

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Posts : 41
Join date : 2015-12-01

Inquisitor Empty
PostSubject: Inquisitor   Inquisitor I_icon_minitimeTue Dec 08, 2015 2:48 am

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (warp) (Int),Knowledge (wastelands) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis),Pilot (Dex),Sense Motive (Wis), Psyke (Cha), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.
Table: Inquisitor

Level  Base Attack BonusFort SaveRef SaveWill SaveSpecialSpells/Day1st2nd3rd4th5th6th
1st+0+2+0+2Judgment 1/day, monster lore, orisons, stern gaze1
2nd+1+3+0+3Cunning initiative, detect warp, track1
3rd+2+3+1+3Bonus Feat2
4th+3+4+1+4Judgment 2/day, Ability Point2     —
5th+3+4+1+4Bane, discern lies31
6th+4+5+2+5Bonus Feat31
7th+5+5+2+5Judgment 3/day421
8th+6/+1+6+2+6Second judgment, Ability Point421
9th+6/+1+6+3+6Bonus Feat432
10th+7/+2+7+3+7Judgment 4/day4321
11th+8/+3+7+3+7Stalwart5431
12th+9/+4+8+4+8Greater bane, Ability Point, Bonus Feat5532
13th+9/+4+8+4+8Judgment 5/day55421
14th+10/+5+9+4+9Exploit weakness55431
15th+11/+6/+1+9+5+9Bonus Feat55532
16th+12/+7/+2+10+5+10Judgment 6/day, third judgment, Ability Point555421
17th+12/+7/+2+10+5+10Slayer555432
18th+13/+8/+3+11+6+11Bonus Feat 555543
19th+14/+9/+4+11+6+11Judgment 7/day555544
20th+15/+10/+5+12+6+12True judgment, Ability Point555555

Weapon and Armor Proficiency

An inquisitor is proficient with all simple weapons, plus the short firearms, long firearms, and bolters. She is also proficient with light armor, and medium armor.
Psyke Powers

Inquisitors have access to Psyke powers.
Table: Inquisitor Powers Known
LevelPowersKnown 0th1st2nd3rd4th5th6th
1st42
2nd53
3rd64
4th642
5th643
6th644
7th6542
8th6543
9th6544
10th65542     —
11th66543
12th66544
13th665542
14th666543
15th666544
16th6665542
17th6666543
18th6666544
19th6666554
20th6666655

Judgement

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. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

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.

Destruction: The inquisitor is filled with inspired wrath, gaining a +1 bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

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.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 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.

Piercing: This judgment gives the inquisitor great focus and makes her psyke powers more potent. This benefit grants a +1 bonus on Psyke checks and power level checks made to overcome a target’s psyke resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 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.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 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.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/psyke. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from psyke to any disposition that is opposite the inquisitor’s. This translates to Damage Reduction of 1, and increases by 1 for every five levels she possesses.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, force, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in warp energy. The inquisitor’s weapons count as a warp weapon for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one energy type (acid, cold, electricity, fire, force, or sonic) for the purpose of bypassing damage reduction.  At 10th level, the inquisitor’s weapons also count as a tech weapon for the purpose of overcoming damage reduction(but not for reducing hardness).
Extended Warp Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures of the warp or Mutants.
Orisons

Inquisitors learn a number of orisons, or 0-level Psyke powers, as noted on Table: Inquisitor Powers Known. These Powers are cast like any other psyke power, but they are not expended when cast and may be used again. Orisons prepared using other power slots, such as those due to warp feats, are expended normally.
Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Warp (Sp)

At will, an inquisitor can use detect chaos.
Track (Ex)

At 2nd level, an inquisitor adds half her level on Survival skill checks or Gather Information skill checks made to follow her quarry or identify tracks.
Bane

At 5th level, an inquisitor can imbue one of her weapons with the Warp Bane enhancement (it receives a +2 better than its actual bonus. It also deals an extra 2d6 points of damage against creatures of the Warp) as a swift action. 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.
Discern Lies (Sp)

At 5th level, an inquisitor can discern lies, as per the Psyke power, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Discern Lies: Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The power does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different target.
Second Judgment (Ex)

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.
Stalwart (Ex)

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. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)

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.
Exploit Weakness (Ex)

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. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgment (Ex)

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.
Slayer (Ex)

At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.
True Judgment (Su)

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 melee (or ranged attack, if the foe is within 30 feet) against the target. 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. Once this ability has been used, it cannot be used again for 1d4 rounds.
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