
State arcane agents of the Holy Kingdom. Founded ~250 years ago. Broad secular authority; no temple affiliation.
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.
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Authority of the Seal, Arcane Forensics |
| 2 | +1 | +0 | +0 | +3 | — |
| 3 | +1 | +1 | +1 | +3 | Keen Insight +2 |
| 4 | +2 | +1 | +1 | +4 | — |
| 5 | +2 | +1 | +1 | +4 | Interrogator’s Focus 1/day |
| 6 | +3 | +2 | +2 | +5 | Keen Insight +4 |
| 7 | +3 | +2 | +2 | +5 | Piercing Insight 1/day |
| 8 | +4 | +2 | +2 | +6 | — |
| 9 | +4 | +3 | +3 | +6 | — |
| 10 | +5 | +3 | +3 | +7 | Unmask (1/day, SLA) |
| 11 | +5 | +3 | +3 | +7 | — |
| 12 | +6/+1 | +4 | +4 | +8 | Keen Insight +6 |
| 13 | +6/+1 | +4 | +4 | +8 | — |
| 14 | +7/+2 | +4 | +4 | +9 | — |
| 15 | +7/+2 | +5 | +5 | +9 | Final Inquisition 1/day |
| 16 | +8/+3 | +5 | +5 | +10 | Keen 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 | +12 | Supreme Authority, Keen Insight +10 |
Spellcasting: As Wizard (0–9th level spells). Inquisitors cannot specialize in a school.
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.
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.)
+2 bonus on Sense Motive and Gather Information at 3rd level; increases by +2 at 6th, 12th, 16th, and 20th levels (max +10).
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.
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.
At 10th level, you may use Unmask 1/day as a spell-like ability (caster level = class level) without expending a spell slot.
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.
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).
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.
As Arcane Vestment, but you may also ignore arcane spell failure from medium armor and light shields. If removed, the effect ends.
Full spell access remains “as Wizard.” These are add-on options representative of Inquisitor training.