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Specialists

Inquisitor Arcane Investigator

State arcane agents of the Holy Kingdom. Founded ~250 years ago. Broad secular authority; no temple affiliation.

Role in the World

Inquisitors are the Crown’s arcane watchdogs, empowered to investigate nobles, ministries, garrisons, and guilds. Their magic is forensic, investigative, and coercive—built to uncover truth, pierce disguises, and compel compliance. Mayors, governors, generals, and city guards seldom obstruct an Inquisitor’s lawful writ.

Class Basics

  • Hit Die: d6
  • Base Attack Bonus: Poor (as Wizard)
  • Saves: Good Will; Poor Fort, Reflex
  • Proficiencies: Club, dagger, quarterstaff, short sword, rapier, hand/light crossbow; light armor proficiency
  • Skills per Level: 4 + Int
  • Class Skills: Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (arcana, history, local, nobility, religion), Listen, Search, Sense Motive, Spellcraft, Spot, Tumble

Spellcasting

  • Type: Arcane, prepared (spellbook)
  • Progression: As Wizard (0–9th)
  • Specialization: Not allowed — must remain a generalist
  • Spell Access: Learns/copies any Wizard spell found + Inquisitor unique spells (below)
Armor & Casting: Inquisitors do not innately ignore arcane spell failure. Instead they use the spells Arcane Vestment (1st) and Greater Arcane Vestment (3rd) to safely cast in armor.

Class Features by Level

LevelBABFortRefWillSpecial
1+0+0+0+2Authority of the Seal, Arcane Forensics
2+1+0+0+3
3+1+1+1+3Keen Insight +2
4+2+1+1+4
5+2+1+1+4Interrogator’s Focus 1/day
6+3+2+2+5Keen Insight +4
7+3+2+2+5Piercing Insight 1/day
8+4+2+2+6
9+4+3+3+6
10+5+3+3+7Unmask (1/day, SLA)
11+5+3+3+7
12+6/+1+4+4+8Keen Insight +6
13+6/+1+4+4+8
14+7/+2+4+4+9
15+7/+2+5+5+9Final Inquisition 1/day
16+8/+3+5+5+10Keen Insight +8
17+8/+3+5+5+10
18+9/+4+6+6+11
19+9/+4+6+6+11
20+10/+5+6+6+12Supreme Authority, Keen Insight +10

Spellcasting: As Wizard (0–9th level spells). Inquisitors cannot specialize in a school.

Feature Details

Authority of the Seal (Ex)

While acting under a lawful writ, creatures aligned with or sworn to the Holy Kingdom (guards, officials, officers, crown vassals) must succeed on a Will save (DC 10 + class level + Cha mod) to openly defy a direct, lawful command. This does not compel suicidal acts and does not override magical protection such as mind blank.

Arcane Forensics (Ex)

After resolving a detection or divination you cast (e.g., detect magic, detect secret doors, detect poison), you gain a +2 competence bonus on the next related Search or Sense Motive check made within 1 minute. (At DM discretion the bonus may apply to a thematically linked skill check.)

Keen Insight (Ex)

+2 bonus on Sense Motive and Gather Information at 3rd level; increases by +2 at 6th, 12th, 16th, and 20th levels (max +10).

Interrogator’s Focus (Su)

1/day when casting a single-target spell that compels truth/obedience or reveals information (e.g., detect thoughts, suggestion, detect untruth), add your Int modifier to the spell’s save DC.

Piercing Insight (Su)

1/day as a swift action, ignore the protective effects of nondetection, misdirection, disguise self, alter self, and figment or glamer illusions against your next divination or detection spell cast that round. Duration: 1 round/level.

Unmask (SLA)

At 10th level, you may use Unmask 1/day as a spell-like ability (caster level = class level) without expending a spell slot.

Final Inquisition (Su)

1/day declare a visible target “under investigation” (standard action). For 24 hours, that target suffers –4 penalty on saving throws against your spells and Inquisitor class abilities. This is a mind-affecting effect.

Supreme Authority (Ex/Su)

Creatures with HD ≤ your class level within 30 ft. cannot knowingly speak a lie to you (as continuous detect untruth) unless protected by effects like mind blank or specific divine intervention. Additionally, you may always take 20 on Sense Motive checks (time as normal).

Spellcasting & Spellbooks

  • Preparation & Learning: As Wizard. You start with a spellbook and learn two new Wizard spells at each level. You may copy additional Wizard spells (scrolls, found books, etc.).
  • Generalist Only: You cannot specialize in any school; no barred schools.
  • Unique Inquisitor Spells: The following spells are considered part of the Inquisitor’s “known arcana” and can be learned like any Wizard spell when found or taught.

New Spells (Armor-Casting Toolkit)

Arcane Vestment (Inquisitor 1, Wiz/Sor 1)

  • School: Abjuration | Components: V | Casting Time: 1 standard action | Range: Personal | Target: You | Duration: 10 minutes/level

You imbue your light armor (and any light shield) with arcane flexibility. While active, you ignore arcane spell failure chance for spells you cast from your own spellbook. If the armor is removed, the effect ends.

Greater Arcane Vestment (Inquisitor 3, Wiz/Sor 3)

  • School: Abjuration | Components: V | Casting Time: 1 standard action | Range: Personal | Target: You | Duration: 1 hour/level

As Arcane Vestment, but you may also ignore arcane spell failure from medium armor and light shields. If removed, the effect ends.

Other Signature Inquisitor Spells (examples)

Full spell access remains “as Wizard.” These are add-on options representative of Inquisitor training.

Design & Balance Notes

  • Niche: Wizard-variant for investigative, social, and anti-deception play.
  • Trade-offs: Full 9-level casting but no specialization/bonus feats; gains investigative tools and authority features instead.
  • Armor: Casting in armor is a choice via spells (prep & duration management), not a passive class perk.