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'''Efficient Item Use:''' Activating a Magical Item is reduced by one Action Step. (Full Round Action>Standard Action>Move Action>Swift Action>Free Action)
 
'''Efficient Item Use:''' Activating a Magical Item is reduced by one Action Step. (Full Round Action>Standard Action>Move Action>Swift Action>Free Action)
   
'''Magic Item Mastery:''' The Save DCs/Attack Rolls of any spells cast from a Magical Item are increased by 2
+
'''Magic Item Mastery:''' The Attack Rolls/Save DCs of any spells cast from a Magical Item are increased by 2
   
 
'''Greater Magic Item Mastery:''' When using a Magic Item that has charges, the Inquisitor may make a Concentration Check equal to 15+(Caster Level of the Item's Creator) as a free action. If he succeeds, the item activates as normal, but the charge is not expended
 
'''Greater Magic Item Mastery:''' When using a Magic Item that has charges, the Inquisitor may make a Concentration Check equal to 15+(Caster Level of the Item's Creator) as a free action. If he succeeds, the item activates as normal, but the charge is not expended
   
 
'''Greater Word of the Inquisition:''' The Bonus from Word of the Inquistion increases by an additional
 
'''Greater Word of the Inquisition:''' The Bonus from Word of the Inquistion increases by an additional
+2, in addition, the Inquisitor gains a +4 bonus to will saves against Enchantment or Illusion Spells.
+
+2, in addition, the Inquisitor gains a +4 bonus to will saves against Enchantment and Illusion Spells.
   
 
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Latest revision as of 11:29, 20 January 2010

Created By
STDoc (talk)
Date Created: January 17
Status: Complete
Editing: None

{{#set:Summary= An Inquisitor is the unequivocated master of Magical Items. Not in creating them, but in using them. |Length= 10 |Base Attack Bonus Progression= Good |Fortitude Save Progression= Good |Reflex Save Progression= Good |Will Save Progression= Poor |Class Ability= Magical Item Mastery |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Agent of the Inquisition[]

This is an Advanced Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Inquisitors police the Night and Day Watches much in the way that the two Watches police normal others. They make sure that the treaty is followed to the letter by observing investigations and launching their own investigations for particularly heinous crimes. It is not uncommon for an Inquisitor to be asked to track down a particularly powerful, renegade Other.

Making an Agent of the Inquisition[]

Inquisitors can come from any class, From the ranks of Werewolves and Vampires, or Warlocks and Magicians. Any class can Benefit from taking levels in this class.

Abilities: Charisma is important to any Inquisitor who is attempting to gather information on an investigation, or uses Magic Items frequently. Wisdom and Constitution allow them to be hardier to the effects of tracking Powerful Others through the Twilight.

Alignment: Any

Requirements: Knowledge (Others) 10 Ranks, Knowledge (Twilight) 10 Ranks, Use Magic Device 10 ranks.

Wealth Bonus: +3

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The Agent of the Inquisition

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +2 +2 +2 Word of the Inquisition 1
2nd +1 +3 +3 +3 Advanced Learning/Bonus Feat 1
3rd +2 +3 +3 +3 Efficient Item Use 2
4th +3 +4 +4 +4 +2 Charisma 2
5th +3 +4 +4 +4 Advanced Learning/Bonus Feat 3
6th +4 +5 +5 +5 Magic Item Mastery 3
7th +5 +5 +5 +5 +2 Charisma 3
8th +6/+1 +6 +6 +6 Advanced Learning/Bonus Feat 4
9th +6/+1 +6 +6 +6 Greater Magic Item Mastery 4
10th +7/+2 +7 +7 +7 Greater Word of the Inquisition 5

Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the Twilight Werewolves.

Weapon and Armor Proficiency: The Agent of the Inquisition Gains no Weapon or Armor Proficiencies.

Word of the Inquisition: When dealing an Other, an Inquisitor gains a +2 bonus to Bluff, Intimidate, Diplomacy, and a +4 bonus to Sense Motive Checks.

Advanced Learning: If the Inquisitor can cast spells, they learn two additional spells of any level they can cast

Bonus Feat: Instead of a Bonus Spell, the Inquisitor may instead choose a Bonus Feat that they qualify for.

Efficient Item Use: Activating a Magical Item is reduced by one Action Step. (Full Round Action>Standard Action>Move Action>Swift Action>Free Action)

Magic Item Mastery: The Attack Rolls/Save DCs of any spells cast from a Magical Item are increased by 2

Greater Magic Item Mastery: When using a Magic Item that has charges, the Inquisitor may make a Concentration Check equal to 15+(Caster Level of the Item's Creator) as a free action. If he succeeds, the item activates as normal, but the charge is not expended

Greater Word of the Inquisition: The Bonus from Word of the Inquistion increases by an additional +2, in addition, the Inquisitor gains a +4 bonus to will saves against Enchantment and Illusion Spells.