Ruins of Adventure
- Races: Any
- Sub-Classes: Paladin
- Ability Requirements: Reason 11
- Alignments: Lawful Good
- Starting Cash: By class
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: By class
- Allowed Armors: By class
- Non-weapon Slots: By class
- Available Categories: By class, plus Sorcerous
- Bonus Non-weapon Proficiencies: Inquisitor, Spellcraft
- Required Proficiencies: none
- Recommended Proficiencies: Alertness, Ancient Languages, Arcanology, Astrology, Bookbinding, Blind-Fighting, Bulwark, Occult Lore, Elemental Resistance, Genie Lore, Literacy, Magic Energy Conservation, Modern Languages, Order of the Light, Religion, Tactics of Magic.
- Forbidden Proficiencies: none
Overview: The Inquisitor has devoted his life to finding and eliminating evil magic. A scholar as well as a warrior, he is unyielding in his efforts to thwart the clerics and wizards who have aligned with the forces of darkness.
Description: Open books, candles, and bonfires feature prominently in an Inquisitor’s heraldry. Inquisitors are seldom found without a book to read…and the tools to burn those that are best left undead.
Role-Playing: To an Inquisitor, magic is a sacred force, and he detests those who use it for evil. An evil spellcaster who refuses to renounce his corrupt ways invites the Inquisitor’s wrath. The typical Inquisitor is intense and analytical, more interested in quiet reflection than small talk. Though private by nature, an Inquisitor establishes deep friendship in those he comes to trust, particularly good-aligned wizards and clerics.
- Unlike other Paladins, the Inquisitor’s vow of non-violence is not absolute. His vow of nonviolence does not apply to spellcasters—defined as any creature able to learn and cast spells, including Wizards, Priests, spellcasting Rogues, and anyone with the Arcane Order proficiency, as well as certain creatures such as Dragons or Rakshasa with innate spellcasting abilities, but not creatures with spell-like abilities; the target must be able to choose and prepare spells in spell slots in order to avoid the prohibition. The Inquisitor must personally witness the target casting a spell and accurately identify the spellcasting activity (requiring a successful Spellcraft check) before he may engage in violence against it.
- An Inquisitor can detect magic radiating from any being, object, or location enchanted by an evil being. This ability functions at will, subject to the same limitations and restrictions as his ability to detect evil intent. He may also perceive the intensity of the magic (faint, moderate, strong, overwhelming). This only applies to spells and magic items created by an evil-aligned caster. A protective spell cast by an evil necromancer upon himself could be detected in this manner, as could a magical trap set by an evil priest.
- At 3rd level, an Inquisitor acquires the ability to cast dispel magic. The spell requires no verbal or somatic components, but affects only evil spells and spell-like effects. The spell has a base success chance of 100% and is cast at the level of the Inquisitor. Aside from these qualifications, it operates exactly like the third-level priest spell. The Inquisitor can use this ability once per day for every three levels he possesses (round down).
- An Inquisitor has an 80% (plus 1% per level) magic resistance against Illusion and Enchantment spells of any level. This immunity also applies to any attempt to possess the Inquisitor (such as through a magic jar spell). This functions exactly as the magic resistance possessed by many monsters.
- An Inquisitor has fewer of the special abilities normally associated with paladins. In exchange for his abilities to combat evil magic, he loses the ability to heal by laying on hands, the ability to turn undead, and the ability to cure diseases.
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