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Potential Class Conversion - Inquisitor

Started by Vincent07, May 20, 2022, 12:39 AM

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Vincent07

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
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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.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

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Inquisitor Spells:
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0 Level:
Acid Splash
Cure Minor Wounds
Daze
Disrupt Undead (New)
Inflict Minor Wounds
Light
Resistance
Virtue

1st Level:
Bane
Bless
Comprehend Languages
Cure Light Wounds
Detect Chaos/Evil/Good/Law
Divine Favor
Doom
Exeditious Retreat
Inflict Light Wounds
Magic Weapon
Protection from Alignment
Remove Fear
Sanctuary
Scare
Shield of Faith
True Strike

2nd Level:
Aid
Cure Moderate Wounds
Darkness
Elemental Weapon
Find Traps
Hold Person
Inflict Moderate Wounds
Invisibility
Knock
Lesser Restoration
Remove Paralysis
Resist Energy
See Invisibility
Silence
Tongues
Ultravision
Undetectable Alignment

3rd Level:
Clairaudience/Clairvoyance
Continual Flame
Cure Serious Wounds
Dimensional Anchor
Dispel Magic
Glyph of Warding
Greater Magic Weapon
Inflict Serious Wounds
Invisibility Purge
Keen Edge
Magic Circle vs Alignment
Magic Vestment
Nondetection
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light

4th Level:
Cure Critical Wounds
Death Ward
Dismissal
Divine Power
Fear
Freedom of Movement
Hold Monster
Holy Smite
Inflict Critical Wounds
Improved Invisibility
Mass Daze (New)
Neutralize Poison
Recitation
Restoration
Stoneskin
Unholy Blight

5th Level:
Banishment
Break Enchantment
Flame Strike
Greater Command
Spell Resistance
True Seeing

6th Level:
Blade Barrier
Blasphemy
Circle of Death
Dictum
Greater Dispel Magic
Harm
Heal
Holy Word
Legend Lore
Litany of Madness (New)
Undeath to Death
Word of Chaos
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

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New Spells:
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Disrupt Undead
School: Necromancy
Level: Inquisitor 0, Sorcerer/Wizard 0
Components: V, S
Range: Short
Target: Single
Duration: Instantaneous
Saving Throw: none
Spell Resistance: yes

You direct a ray of positive energy.
You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of positive energy damage to it.

Mass Daze
School: Enchantment (Compulsion) [mind-affecting]
Level: Bard 4, Inquistor 4, Sorcerer/Wizard 4
Components: V, S
Range: Medium
Target: Single
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

As Daze, but an AoE.


Litany of Madness
School: Enchantment
Level: Inquisitor 6
Components: VS
Range: Close
Target: 1 creature
Duration: 1 or more rounds (see below)
Saving Throw: no, see below
Spell Resistance: yes

The litany is a sermon of madness. The target is confused. At the start of each of its turns it can make a will saving throw against the confused effect (DC of the spell.) If the target fails the save, it continues to be confused. If it makes the save, the effect ends. (DEV: May require slightly different implementation.)



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New Feats:
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Practiced Inquisitor:
Use: Automatic
Requirements: Inquisitor level 1, and 4 ranks in Spellcraft

Adds up to +4 additional levels to your Inquisitor Caster Level, not to exceed your Hit-Dice.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel

Vincent07

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Update Notes:
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Updated as of 5/22/22:
-Corrected various ability descriptions and cleaned up others.
-Added ability description for True Judgment.
-Added bonus feats in lieu of missing Teamwork Feats and other abilities NWN just cannot do.
-Added Epic level progression notes.
-Added some missing spells to the spell list.
-Added more new spells: Flames of the Faithful, and Litany of Madness.
-Corrected errors in existing new spell descriptions.
-Added new feat and description.
"You think any of it matters? The things we did? The lives we destroyed. That's all that's ever gonna count. So, yeah, surprise. You're going to hell. We both are." -Angel