The following is my initial layout for a possible conversion of Pathfinder's Inquisitor class for CD.
This is obviously still heavily WIP and prone to changes upon implementation. This would come after Warlock goes in, in a later hak update.
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Inquisitor – NWN Conversion from Pathfinder for CD
==================================================Source, as well as reference for Spells per Day and Spells Known tables:
www.d20pfsrd.com/classes/base-classes/inquisitor/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.
Alignment: Must be within one step of their deity's alignment.
Hit Dice: d8
Saves: Fort, Will
BAB: Mid (¾)
Skills: 8 + Int mod
Proficiency: Light Armor, Medium Armor, Shields, Simple Weapons, Bard Weapons
Class Skills: Bluff, Diplomacy, Discipline, Disguise, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Listen, Move Silently, Sense Motive, Spellcraft, Spot, Tumble
Spellcasting:
An inquisitor casts divine spells drawn from the Inquisitor spell list. They can cast any spell they know at any time without preparing it ahead of time, assuming they have not yet used up their allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Their base daily spell allotment is given on Table: Inquisitor. In addition, they receive bonus spells per day if they have a high Wisdom score.
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, they gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by their Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Chaotic, Evil, Good, and Lawful Spells:
An Inquisitor can't cast spells of an alignment opposed to their own or their deity. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors.
Ex-Inquisitors:
An Inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the Judgment ability. They cannot take any further levels in Inquisitor until they atone.
Abilities:
Level:
1: Domain, Monster Lore, Stern Gaze, Judgment
2: Detect Alignment, Improved Initiative
3: Bonus Feat
4: Judgment 2/day
5: Bane, Discern Lies
6:
7: Judgment 3/day
8: Second Judgment
9: Bonus Feat
10: Judgment 4/day
11: Slippery Mind
12: Greater Bane
13: Judgment 5/day
14:
15:
16: Judgment 6/day, Third Judgment
17: Slayer
18: Bonus Feat
19: Judgment 7/day
20: True Judgment
Epic Levels:
Bonus Feats on Inquisitor level 23 and 26.
Judgment uses/day increases on level 22, 25, and 28.
Domain: The Inquisitor selects a domain from among those belonging to their deity.
(DEV: Inquisitors aren't supposed to gain the spells from this, just the domain powers. Don't think we can limit it in that way. Also unsure how domain spells will interact with a spont caster. Will need to test.)Monster Lore (Ex): The Inquisitor adds their Wisdom modifier on Knowledge skill checks in addition to their Intelligence modifier, when making skill checks to identify the weaknesses of creatures.
(DEV: RP/Event ability)Orisons: Inquisitor cantrips are infinite.
(DEV: Possible via script catch within the spell script?)Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. Gain ½ their Inquisitor level to Sense Motive and Intimidate. (Minimum +1)
Cunning Initiative (Ex): Bonus to Initiative.
(DEV: Implement as Improved Initiative feat.)Detect Alignment (Sp): At 2nd level, an Inquisitor can use Detect Alignment at will.
Bane (Su): At 5th level an inquisitor can imbue a weapon with the Bane weapon special ability as a swift action. They must select a creature type when using this ability. Lasts 1 round per Inquisitor level.
Discern Lies (Sp): Can cast discern lies, per the spell, for a number of rounds per day equal to their inquisitor level.
(DEV: RP/Event ability.)Greater Bane (Su): Bonus damage from Bane increases to 3d6. Increases ability use amount.
Slayer (Ex): Increases the level calculation for Judgment by 5.
Second Judgment: Judgment gains a Tier 2 effect. See Judgment.
Third Judgment: Judgment gains a Tier 3 effect. See Judgment.
True Judgment: At 20th level an Inquisitor can call down true judgment down upon a foe during combat. While Offensive Judgment is active, the Inquisitor can invoke true judgment upon a foe as a swift action. Once declared, the Inquisitor can make a melee touch attack against the target. If the attack hits, it deals 1d6 + 1d6 / level divine damage and the target must make a fortitude save or die. The DC of this save is equal to 10 + ½ the Inquisitor's level + the Inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the creature is immune to the Inquisitor's True Judgment for 24 hours. True Judgment has a 4 round cooldown.
Judgment (Su):
An Inquisitor can pronounce judgment upon their foes as a swift action. Judgment may be either Offensive or Defensive. Uses of Judgment are consumed on use, and shared across both types. Judgment is considered a supernatural ability, and thus not susceptible to being dispelled. Effects vary by Judgment type, and are improved as the Inquisitor levels up.
Judgment bonuses are calculated based on Inquisitor levels only, and increased only by the Slayer feat acquired at level 17.
Offensive Judgment:
Tier 1: Justice - +1 attack bonus, + 1/5 Inquisitor levels.
Tier 2: Destruction - +1 divine damage bonus, +1/3 Inquisitor levels.
Tier 3: Smiting – Increase bonuses by X?
Defensive Judgment:
Tier 1: Protection - +1 Dodge AC, +1/5 Inquisitor levels.
Tier 2: Resistance – 5/- Resistance to Elemental damage. 10/- at 16th.
Tier 3: Healing - +1 Regeneration, +1/3 Inquisitor levels.