Undercover Inquisitor (Apath)

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Unofficial rules compendium

Inquisitors generally are at least tolerated in the areas they operate, and do not need to hide their identities or conceal their actions except in exceptional cases. The undercover inquisitor on the other hand, operates in hostile territory where her very presence would lead to retribution or infiltrates organizations who do not respect her authority.

Class Information

This is a prestige archetype. The undercover inquisitor is an inquisitor that uses infiltration skills instead of tactics.

Prestige Class: Master spy from Pathfinder Roleplaying Game: Advanced Player's Guide.

Build Class: Inquisitor.

Role: Undercover inquisitors gather information, infiltrating enemy positions alone or fronting for a full team infiltration.

Alignment: Any, but tending away from neutral. The wherewithal to stay undercover for a long time requires either a strong loyalty, or an implacable personal drive.

Hit Die: d8.

Class Skills

The undercover inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class Features

The undercover inquisitor has all the class features of the inquisitor, except as follows:

Art of Deception (Ex)

An undercover inquisitor adds half her class level (minimum +1) to all Bluff, Disguise, and Sense Motive checks. This replaces stern gaze.

Master of Disguise (Ex)

An undercover inquisitor can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1. This replaces domain.

Superficial knowledge (Ex)

A 5th level, an undercover inquisitor also add her wisdom bonus (in addition to Intelligence bonus) to Knowledge checks pertaining to her cover or assumed identity, and can make such Knowledge checks unskilled. For example, an undercover inquisitor masquerading as a noblewoman can make untrained Knowledge (history) checks about the kingdom and Knowledge (nobility) checks about its noble and royal families as if she were trained, but she cannot make untrained Knowledge (nature) skill checks to identify herbs. This replaces the teamwork feat gained at level 12.

Mask Alignment (Su)

An undercover inquisitor of 2nd level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect. This replaces track.

Glib Lie (Su)

An undercover inquisitor of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the undercover inquisitor must succeed on a caster level check against a DC of 15 + the undercover inquisitor’s class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn’t detect the undercover inquisitor’s lies or force her to speak only the truth. This ability does not give the undercover inquisitor the glibness spell’s bonus on Bluff checks. This replaces solo tactics.

Nonmagical Aura (Sp)

At 4th level, add magic aura (1st) and nondetection (3rd) to the undercover inquisitor's spell list and spells known at the indicated levels. These spells can be cast as soon as the inquisitor can cast spells of that level. This replaces the teamwork feat gained at level 3.

Concealed Thoughts (Su)

A 6th-level master spy can conceal her schemes from mind-reading magic. When a creature is using detect thoughts or similar magic to read her mind, she decides what surface thoughts her opponent detects, and her true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. This replaces the teamwork feat gained at level 6.

Elude Detection (Sp)

At 9th level, an undercover inquisitor can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the undercover inquisitor cannot resume the nondetection for 1d4 rounds. This replaces the teamwork feat gained at level 9.

Slippery Mind (Su)

At 11th level, an undercover inquisitor can slip away from mental control. If a spy with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. This replaces stalwart.

Fool Casting (Su)

An undercover inquisitor of 15th level or higher can trick an opponent into believing that she has been charmed or dominated. When the undercover inquisitor succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire’s dominate ability), she can allow the spell to take partial effect. To the caster, it appears that the undercover inquisitor failed her saving throw, but the undercover inquisitor is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the undercover inquisitor is under no obligation to follow the caster’s commands. The undercover inquisitor can dismiss a fooled spell as a standard action. Fooled casting can be used when the undercover inquisitor succeeds at a subsequent saving throw against an ongoing effect, such as that granted by slippery mind. This replaces the teamwork feat gained at level 15

Shift Alignment (Su)

Starting at 17th level, an undercover inquisitor’s control over her aura improves. When she assumes a false alignment, she can choose to have all spells and magic items affect her as though she were that alignment; this includes helpful and harmful effects. For example, a neutral good undercover inquisitor can shift her aura to lawful evil so she can pass through a doorway that shocks creatures that aren’t lawful evil; if hit by holy smite with this shifted aura, she takes damage as if she were evil. An undercover inquisitor can change her alignment aura from a masked alignment (as per her 2nd-level class feature, where effects still function based on her actual alignment) to a shifted alignment (as per this ability, where effects function based on her assumed alignment) as a standard action. Shifting her alignment aura is a standard action, and lasts until she changes it again or ends the effect. This replaces slayer.

Hidden Mind (Sp)

At 18th level, an undercover inquisitor gains the benefit of a constant mind blank spell at a caster level equal to her character level. The undercover inquisitor can suppress or resume this protection as a standard action. If dispelled, the undercover inquisitor cannot resume the mind blank for 1d4 rounds. This replaces the teamwork feat gained at level 18.

Assumption (Su)

The ultimate ability of the undercover inquisitor is to take over another persona entirely, making it her own. As a full-round action, a 20th level undercover inquisitor can touch a helpless creature and shift her aura to that of her target. This confuses divination effects and spells, even ones as powerful as discern location, such that they register the undercover inquisitor as being the creature she has touched. This ability is not proof against the actions of deities or similarly powerful beings. The assumption of an identity lasts until the undercover inquisitor ends it (a standard action) or she uses the ability on another creature. This replaces true judgement.

Table: Undercover Inquisitor

Base Attack
Special Spells per Day
1 2 3 4 5 6
1st +0 +2 +0 +2 Art of deception, judgment 1/day, master of disguise, monster lore, orisons 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, mask alignment 2
3rd +2 +3 +1 +3 Glib lie 3
4th +3 +4 +1 +4 Judgment 2/day, Nonmagical aura 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies, superficial knowledge 4 2
6th +4 +5 +2 +5 Concealed thoughts 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 Elude detection 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1
11th +8/+3 +7 +3 +7 Slippery mind 5 4 4 2
12th +9/+4 +8 +4 +8 Greater bane 5 5 4 3
13th +9/+4 +8 +4 +8 Judgment 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 Fool casting 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 Shift alignment 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Hidden mind 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 Assumption 5 5 5 5 5 5

Summary of Changed Class Abilities

  • Class Skills
  • Domain
  • Stern gaze
  • Track
  • Solo Tactics
  • Teamwork Feats (all)
  • Stalwart
  • Slayer
  • True Judgment
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