You labor to enforce laws and recapture escaped criminals. You command the respect of the common people, either through your good works, or through fear.
Inquisitor Dedication (Feat 2)
Archetype | Dedication | Auditory |
Prerequisites trained in Intimidation
You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.
Your voice can be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. Additionally, on the first round of combat, creatures that haven't acted yet are flat-footed to you.
Special You can't select another dedication feat until you have gained two other feats from the shootist archetype.
4th Level Inquisitor Feats
Executioner Weapon Training (Feat 4)
Archetype |
Prerequisites Inquisitor Dedication
Your inquisitor training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, great axe, and scimitar. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.
Harsh Judgement [A] (Feat 4)
Archetype |
Prerequisites Inquisitor Dedication
Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a –1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe.
You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter.
6th Level Inquisitor Feats
Discerning Gaze (Feat 6)
Archetype |
You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive.
If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).
Frightful Condemnation [FA] (Feat 6)
Archetype | Emotion | Magical | Fear |
Prerequisites Inquisitor Dedication, Harsh Judgement
Trigger You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgement
Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is frightened 1, or frightened 2 if the triggering Strike was a critical hit.
8th Level Inquisitor Feats
Accurate Swing (Feat 8)
Archetype |
Prerequisites Inquisitor Dedication
You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.
Inquisitor's Resolve [R] (Feat 8)
Archetype |
Inquisitors are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success instead of a failure.
10th Level Inquisitor Feats
Strident Command (Feat 10)
Archetype |
Prerequisites Inquisitor Dedication; master in Intimidation
The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast command once every 10 minutes as a 1st-level occult innate spell.
14th Level Inquisitor Feats
Execution [AA] (Feat 14)
Archetype |
Requirements You have condemned a foe with Harsh Judgement
You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.
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