Syndicate Inquisitor (Apath)

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Unofficial rules compendium

Some wealthy merchant syndicates sponsor inquisitors, security agents who defend them from both internal and external threats.

Class Information

This is a prestige archetype.

Prestige Class: Aspis agent from Pathfinder Campaign Setting: Paths of Prestige.

Build Class: Inquisitor.

Role: Syndicate inquisitors are able to uncover and defeat plots and intrigues threatening their syndicate and eliminating troublemakers. They also act as scouts and hit men in strike teams.

Alignment: Any. Most syndicate inquisitors are usually either chaotic or evil but rarely both. Chaotic syndicate inquisitors are loose cannons; their initiative makes them useful, but their actions don't always benefit the syndicate as a whole.

Hit Die: d8.

Class Skills

The Syndicate inquisitor's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (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), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

The syndicate inquisitor has all inquisitor class features, except as follows.

Weapon and Armor Proficiency

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


Add the following spell to the syndicate inquisitor's spell list at its sorcerer spell level: magic aura, shrink item.

Mask Alignment (Su)

At 3rd level, as a standard action, a syndicate inquisitor can alter her alignment aura to deceive effects that detect alignment. She may choose to be detected as any specific alignment she chooses or as no alignment. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment. This effect lasts until she dismisses it or changes her alignment aura again. Mask alignment replaces solo tactics.

At 14th level, a syndicate inquisitor targeted with an effect that detects alignment or with any alignment-based effect can automatically identify the effect by making a Spellcraft check. If successful, she can assume a false alignment as an immediate action. This replaces exploit weakness.

At 16th level, when a syndicate inquisitor assumes a false alignment, she is treated as having that alignment for all effects of magic items, spells, and spell-like or supernatural effects (such as forbiddance, sympathy, or an unholy weapon), including magical traps based on alignment. While masking her alignment, she ignores these types of effects that relate to her true alignment. This replaces slayer.

Syndicate Secrets

At 8th level and every three levels thereafter, a syndicate inquisitor gains one of the following syndicate secrets. Unless noted a syndicate inquisitor can't select an individual syndicate secret more than once. Syndicate secrets replaces teamwork feats.

Bluster (Ex): a syndicate inquisitor takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against her.

Bonus Feat: a syndicate inquisitor may choose one of the following as a bonus feat: Antagonize, Combat Expertise, Enforcer, Greater Dirty Trick, Improved Dirty Trick, Improved Whip Mastery, Intimidating Prowess, Skill Focus (Intimidate), Whip Mastery. She must meet the prerequisites of the selected bonus feat. This syndicate secret can be selected multiple times.

Conceal Thoughts (Su): a syndicate inquisitor targeted with detect thoughts or a similar effect may choose what thoughts are detected, while her true thoughts remain private. This does not affect mind-affecting effects other than thought-reading.

Hidden Stash (Ex/Sp): a syndicate inquisitor gains a bonus equal to half her class level on Sleight of Hand checks to hide small objects on her person.

Rogue Talent: a syndicate inquisitor can select one rogue talent for which she qualifies. Her Syndicate inquisitor levels stack with rogue levels for any rogue talents she possesses with level-dependent effects, whether they were gained from this or another class. She cannot pick talents relevant to sneak attacks or advanced talents,. This syndicate secret can be selected multiple times.

Uncanny Dodge (Ex): This is the same as the rogue's uncanny dodge ability. Syndicate inquisitor levels count as rogue levels for this ability.

Crucial Taunt (Ex)

At 11th level, a syndicate inquisitor can combine infuriating smugness and sneering mockery with Bluff checks to feint, Intimidate checks to demoralize, and dirty trick combat maneuvers. She may then delay the effect of the successful check for up to 1 day per class level, spending an immediate action to trigger it later. The Syndicate inquisitor must be within 60 feet to use or trigger a crucial taunt. She can only have one crucial taunt delayed against any particular target. This is a language-dependent effect and replaces stalwart.

Table: Syndicate Inquisitor

Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Domain, judgment 1/day, monster lore, orisons, stern gaze 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2
3rd +2 +3 +1 +3 Syndicate secret, mask alignment 3
4th +3 +4 +1 +4 Judgment 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies 4 2
6th +4 +5 +2 +5 Syndicate secret 4 3
7th +5 +5 +2 +5 Judgment 3/day 4 3 1
8th +6/+1 +6 +2 +6 Second judgment 4 4 2
9th +6/+1 +6 +3 +6 Syndicate secret 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1
11th +8/+3 +7 +3 +7 Crucial taunt 5 4 4 2
12th +9/+4 +8 +4 +8 Greater bane, syndicate secret 5 5 4 3
13th +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1
14th +10/+5 +9 +4 +9 Mask alignment (immediate) 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Syndicate secret 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Mask alignment (magic) 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Syndicate secret 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 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 Proficiency
  • Solo Tactics
  • Teamwork Feats (all)
  • Stalwart
  • Exploit Weakness
  • Slayer
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