Syndicate Inquisitor (Apath)

From Action
Revision as of 15:36, 15 February 2014 by Starfox (talk | contribs) (→‎Class Information: wk)
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

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

Class Information

This is a prestige class archetype.

Prestige Class: guild agent.

Build Class: inquisitor.

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

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

Hit Die: d8.

Class Skills

The Guild 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 guild inquisitor has all inquisitor class features, except as follows.

Weapon and Armor Proficiency

A guild 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).

Mask Alignment (Su)

At 3rd level, as a standard action, a guild 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 and guild secrets replaces solo tactics.

At 14th level, a guild 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 guild 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.

Spells

Add the following spell to the guild inquisitor's spell list at its sorcerer spell level: shrink item.

Guild Secrets

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

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

Bonus Feat: a guild 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 guild secret can be selected multiple times.

Conceal Thoughts (Su): a guild 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 guild inquisitor gains a bonus equal to her class level on Sleight of Hand checks to hide small objects on her person. In addition, once per day she can hide the magical properties of one item as magic aura.

Rogue Talent: a guild inquisitor can select one rogue talent for which she qualifies. Her Guild 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 advanced talents, but this guild secret can be selected multiple times.

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

Crucial Taunt (Ex)

At 11th level, a guild 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 Guild 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: Guild Inquisitor

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
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 Guild 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 Guild 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 Guild 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, guild 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 Guild 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 Guild 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