S-Class Inquisitor

What Are S-Class Characters?

S-class characters are a request from Kenneth Zike. They are built using the summoner class, as originally presented, as the basis against which all other classes are balanced.

The “S” in this case stands for both summoner and, as a more appropriate in-world reference, superior. If you have played—or GM’d for—a summoner and felt it was fine as is, you should have no problem running with an s-class character.

S-class inquisitors are devout hunters sent by the gods to track and absolve or destroy those who oppose their divine ideals. They are tacticians whose judgment is swift and absolute. When word goes out that an s-class inquisitor is in search of somebody or something, those targets stand little chance to avoiding them.

Role: S-class inquisitors can.

Note: The s-class inquisitor is an alternate, superior version of the inquisitor class. When selecting archetypes, an s-class inquisitor is unchanged and not prevented from selecting inquisitor archetypes.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, an s-class inquisitor begins play with an outfit worth 10 gp or less.

Class Skills

The s-class inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: S-Class Inquisitor
BAB Fort Save Ref Save Will Save Special Extracts per Day
1st 2nd 3rd 4th 5th 6th
1 +0 +2 +2 +0 Domains, judgment 1/day, monster lore, orisons, stern gaze 1
2 +1 +3 +3 +0 Cunning initiative, detect alignment, track 2
3 +2 +3 +3 +1 Bonus teamwork feat, solo tactics, tactician 3
4 +3 +4 +4 +1 Judgment 2/day 3 1
5 +3 +4 +4 +1 1st favored enemy, bane, discern lies 4 2
6 +4 +5 +5 +2 Teamwork feat 4 3
7 +5 +5 +5 +2 Judgment 3/day 4 3 1
8 +6/+1 +6 +6 +2 Second judgment 4 4 2
9 +6/+1 +6 +6 +3 2nd favored enemy, teamwork feat 5 4 3
10th +7/+2 +7 +7 +3 Judgment 4/day 5 4 3 1
11th +8/+3 +7 +7 +3 Stalwart 5 4 4 2
12th +9/+4 +8 +8 +4 Greater bane, teamwork feat 5 5 4 3
13th +9/+4 +8 +8 +4 3rd favored enemy, judgment 5/day 5 5 4 3 1
14th +10/+5 +9 +9 +4 Exploit weakness 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Teamwork feat 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 4th favored enemy, master tactician, slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 5th favored enemy, true judgment 5 5 5 5 5 5

Class Features

All of the following are class features of the s-class inquisitor.

Weapon and Armor Proficiency

An s-class inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells

An s-class inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an s-class inquisitor must have a Wisdom score equal to at least 10 + the spell level.

The Difficulty Class for a saving throw against an s-class inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier

An s-class inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: S-Class Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score.

Spells Known: An s-class inquisitor’s selection of spells is extremely limited. An s-class inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an s-class inquisitor knows is not affected by her Wisdom score. The numbers on Table: S-Class Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an s-class inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Orisons: S-class inquisitors learn a number of orisons, or 0-level spells, as noted on Table: S-Class Inquisitor Spells Known.

These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Domains (or Inquisitions)

Like a cleric’s deity, an s-class 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 s-class 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 s-class inquisitor can select two domains from among those belonging to her deity.

She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an s-class inquisitor can be devoted to an ideal instead of a deity, selecting domains to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An s-class 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, her domain selections must be the same as those she selected as an s-class inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

S-class inquisitors also have access to inquisitions, which are similar to domains but do not include domain spells. Two sample inquisitions can be found at the end of this section.

Table: S-Class Inquisitor Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Judgment (Su)

Starting at 1st level, an s-class 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 s-class 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate.

Neutral inquisitors must select profane or sacred bonuses.

Once made, this choice cannot be changed. Sample judgments include:

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.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, 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 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).

Monster 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.

Stern Gaze (Ex)

S-class inquisitors are skilled at sensing deception and intimidating their foes. An s-class 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 s-class inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)

At 2nd level, at will, an s-class inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex)

At 2nd level, an s-class inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Bonus Teamwork Feats

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.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one.

She can only change the most recent teamwork feat gained.

Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again.

An s-class inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Solo Tactics (Ex)

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 or she grants them access with tactician (see below). The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Tactician (Ex)

At 3rd level, as a standard action, an s-class inquisitor can grant the use of a teamwork feat she knows to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the inquisitor possesses. Allies do not need to meet the prerequisites of these bonus feats. The inquisitor can use this ability once per day at 3rd level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Master Tactician: At 17th level, whenever the inquisitor uses the tactician ability, she grants any two teamwork feats that she knows.

Bane (Su)

At 5th level, an s-class inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed 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 s-class inquisitor can discern lies, as per the spell, 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.

Favored Enemy (Ex)

At 5th level, an s-class inquisitor selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. An s-class inquisitor may make Knowledge skill checks untrained when attempting to identify these creatures.

At 9th, 13th, 17th, and 20th level, the inquisitor may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the inquisitor chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the inquisitor’s bonuses do not stack; she simply uses whichever bonus is higher.

Second Judgment (Ex)

At 8th level, whenever an s-class 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 s-class 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 s-class 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 s-class 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 s-class inquisitor learns to focus her judgment. Whenever an s-class 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 s-class inquisitor can call true judgment down upon a foe during combat. Whenever an s-class 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.

Section 15: Copyright Notice

S-class Characters: The Inquisitor © 2022 – 2023, Samurai Sheepdog. Author: Kevin Glusing

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