Learned Inquisitor (Apath)

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Unofficial rules compendium

Learned inquisitors are studious souls, burning the midnight oil in preparation for their confrontation with heresy and sin. Their magic is learned and they have a spellbook much like a wizard, but they remain divine spellcasters and still use Wisdom to cast their spells.

Class Information

This is a inquisitor archetype

Hit Die: d8.

Class Features

This archetype has all normal class features, except as noted.

Class Skills

Add Knowledge (all) (Int) to the church envoy's list of class skills. Remove Bluff (Cha) and Disguise (Cha) from the list of class skills.

This results in the following list of class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Spells

A learned inquisitor casts divine spells which are drawn from the learned inquisitor spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A learned inquisitor must choose and prepare her spells in advance.

To prepare or cast a spell, a learned inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a learned inquisitor's spell is 10 + the spell level + the learned inquisitor's Wisdom modifier.

Like other spellcasters, a learned inquisitor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on table: inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom.

A learned inquisitor may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the learned inquisitor decides which spells to prepare.

Cantrips: Learned inquisitors can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Inquisitor Spells Known under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Note that the meaning of this table entry has changed from cantrips known to cantrips that can be prepared each day.

Starting Spells: A learned inquisitor begins play with a spellbook containing four 0-level inquisitor plus three 1st-level spells of his choice. The learned inquisitor also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new learned inquisitor level, he gains two new spell of any spell level that he can cast (based on his new learned inquisitor level) for his spellbook. At any time, a learned inquisitor can also add spells like a wizard does. Note that divine spellbooks are rare, most inquisitors do not keep spellbooks. Spells on the inquisitor spell list found in other divine classes spellbooks can be learned normally, but not from alchemist's formula books. Expect to learn most spells from other cooperative divine spellcasters.

This replaces the normal inquisitor's spells ability, as well as stern gaze and teamwork feats gained at level 3, 12, and 18.

Chaotic, Evil, Good, and Lawful Spells

A blessed inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Table: Learned Inquisitor

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6
1st +0 +2 +0 +2 Domain, judgment 1/day, monster lore, orisons 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 3 2
3rd +2 +3 +1 +3 Solo tactics 4 3
4th +3 +4 +1 +4 Judgment 2/day 4 3 1
5th +3 +4 +1 +4 Bane, discern lies 4 4 2
6th +4 +5 +2 +5 Teamwork feat 5 4 3
7th +5 +5 +2 +5 Judgment 3/day 5 4 3 1
8th +6/+1 +6 +2 +6 Second judgment 5 4 4 2
9th +6/+1 +6 +3 +6 Teamwork feat 5 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 5 5 4 3 1
11th +8/+3 +7 +3 +7 Stalwart 5 5 4 4 2
12th +9/+4 +8 +4 +8 Greater bane 5 5 5 4 3
13th +9/+4 +8 +4 +8 Judgment 5/day| |valign="top"| 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 5 5 5 5 5 5 5

Summary of Changed Class Features

The following class features have been changed or replaced in this archetype:

  • Spells
  • Teamwork Feats (level 3, 12, 18)

Despite both modifying spells, the arcane avenger and learned inquisitor archetypes can be combined.

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