Iron Inquisitor (Apath)

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Unofficial rules compendium

Iron inquisitor is an inquisitor archetype with martial arts training. Seen as the ultimate example of discipline in the lands they serve, the iron inquisitor is often both prosecutor and judge. She is a practitioner of the way of the void

Class Information

This is a hybrid class, a combination of inquisitor and monk. It is a martial artist of the way of the void.

Publisher: Purple Duck Games.

Alignment: Any lawful.

Starting Wealth: 2d6 × 10 gp (average 70 gp.)

Hit Die: d8.

Class Features

The iron inquisitor has all the standard inquisitor' class features, except as noted below.

Weapon and Armor Proficiency

Iron inquisitors are proficient with the club, dagger, hand crossbow, quarterstaff, sai, and the favored weapon of her deity. If eastern weapons are in use, they are also proficient with the butterfly sword, fighting fan, and hanbo. They have no proficiency with armor or shields.

AC Bonus (Ex)

When unarmored, unencumbered, and not using a shield, the iron inquisitor adds her Wisdom bonus (if any) as a dodge bonus to her CMD and Armor Class. In addition, an iron inquisitor gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four iron inquisitor levels thereafter.

These bonuses to AC apply even against touch attacks or when the iron inquisitor is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

This ability replaces armor and shield proficiency and track.

Unarmed Fighting (Ex)

A iron inquisitor gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack. A iron inquisitor's attacks may be with fist, elbows, knees, and feet. This means that a iron inquisitor may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a iron inquisitor striking unarmed. A iron inquisitor may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a iron inquisitor's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A iron inquisitor's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A iron inquisitor can use any ability that normally requires a melee weapon with an unarmed attack, specifically the judgement and bane abilities.

The damage of the iron inquisitor increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8. At base attack +8 unarmed damage becomes 1d10, at +12 it becomes 2d6.

This damage is for a Medium character. For Small and Large characters, see martial arts strikes.

This replaces domain.

Table: Iron Inquisitor

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed
Damage
AC
Bonus
Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Judgment 1/day, monster lore, orisons, stern gaze, unarmed fighting 1d6 +0 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment 1d6 +0 2
3rd +2 +3 +1 +3 Solo tactics, teamwork feat 1d6 +0 3
4th +3 +4 +1 +4 Judgment 2/day 1d6 +1 3 1
5th +3 +4 +1 +4 Bane, discern lies 1d6 +1 4 2
6th +4 +5 +2 +5 Teamwork feat 1d8 +1 4 3
7th +5 +5 +2 +5 Judgment 3/day 1d8 +1 4 3 1
8th +6/+1 +6 +2 +6 Second judgment 1d8 +2 4 4 2
9th +6/+1 +6 +3 +6 Teamwork feat 1d8 +2 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 1d8 +2 5 4 3 1
11th +8/+3 +7 +3 +7 Stalwart 1d10 +2 5 4 4 2
12th +9/+4 +8 +4 +8 Greater bane, teamwork feat 1d10 +3 5 5 4 3
13th +9/+4 +8 +4 +8 Judgment 5/day 1d10 +3 5 5 4 3 1
14th +10/+5 +9 +4 +9 Exploit weakness 1d10 +3 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Teamwork feat 1d10 +3 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 2d6 +4 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 2d6 +4 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 2d6 +4 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 2d6 +4 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 2d6 +5 5 5 5 5 5 5

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency
  • Domain


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