Members of the inquisitor class usually serve one of three factions: the Church of the Silver Flame, the Order of the Emerald Claw, or the Dreaming Dark; members of the latter usually use the Inspired Inquisitor archetype. Aside from this, most governments include some inquisitors in their intelligence divisions.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||1||2||3||4||5||6|
|1st||+ 0||+ 2||+ 0||+ 2||Domain, Judgement 1/day, Monster Lore, Orisons, Stern Gaze||1||–||–||–||–||–|
|2nd||+ 1||+ 3||+ 0||+ 3||Cunning Initiative, Detect Alignment, Track||2||–||–||–||–||–|
|3rd||+ 2||+ 3||+ 1||+ 3||Solo Tactics, Teamwork Feat||3||–||–||–||–||–|
|4th||+ 3||+ 4||+ 1||+ 4||Judgement 2/day||3||1||–||–||–||–|
|5th||+ 3||+ 4||+ 1||+ 4||Bane, Discern Lies||4||2||–||–||–||–|
|6th||+ 4||+ 5||+ 2||+ 5||Teamwork Feat||4||3||–||–||–||–|
|7th||+ 5||+ 5||+ 2||+ 5||Judgement 3/day||4||3||1||–||–||–|
|8th||+ 6/+ 1||+ 6||+ 2||+ 6||Second Judgement||4||4||2||–||–||–|
|9th||+ 6/+ 1||+ 6||+ 3||+ 6||Teamwork Feat||5||4||3||–||–||–|
|10th||+ 7/+ 2||+ 7||+ 3||+ 7||Judgement 4/day||5||4||3||1||–||–|
|11th||+ 8/+ 3||+ 7||+ 3||+ 7||Stalwart||5||4||4||2||–||–|
|12th||+ 9/+ 4||+ 8||+ 4||+ 8||Greater Bane, Teamwork Feat||5||5||4||3||–||–|
|13th||+ 9/+ 4||+ 8||+ 4||+ 8||Judgement 5/day||5||5||4||3||1||–|
|14th||+ 10/+ 5||+ 9||+ 4||+ 9||Exploit Weakness||5||5||4||4||2||–|
|15th||+ 11/+ 6/+ 1||+ 9||+ 5||+ 9||Teamwork Feat||5||5||5||4||3||–|
|16th||+ 12/+ 7/+ 2||+ 10||+ 5||+ 10||Judgement 6/day, Third Judgement||5||5||5||4||3||1|
|17th||+ 12/+ 7/+ 2||+ 10||+ 5||+ 10||Slayer||5||5||5||4||4||2|
|18th||+ 13/+ 8/+ 3||+ 11||+ 6||+ 11||Teamwork Feat||5||5||5||5||4||3|
|19th||+ 14/+ 9/+ 4||+ 11||+ 6||+ 11||Judgement 7/day||5||5||5||5||5||4|
|20th||+ 15/+ 10/+ 5||+ 12||+ 6||+ 12||True Judgement||5||5||5||5||5||5|
Hit Dice: d8
Class Skills: 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 Points per Level: 6 + Int modifier.
Weapon and Armor Proficiency: An 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).
Starting Gold: 4d6 × 10 gp (average 140 gp).
Spells: An 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 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. Her base daily spell allotment is given above. In addition, she receives bonus spells per day if she has 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, she gains one or more new spells as indicated here. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an 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.
A number of options in Eberron are especially intriguing for inquisitors.
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