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Church Inquisitor

(Complete Divine, page 26, DnD 3.5)


The church inquisitor uncovers taint within the church and cuts it away.

Requirements

Alignment: Lawful good or lawful neutral

Skills required: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks

Base Save Bonus: Will +3.
Spells: Able to cast zone of truth as a divine spell.
Special: Must be a member of a lawful good church or religious order, and must have already uncovered some corruption within that organization.

Hit die

d8

Skill points

Skillpoints per level: 4 + intelligence modifier.

Class features

Weapon and Armor Proficiency: Church inquisitors gain no weapon or armor proficiencies.

Detect Evil (Sp): A church inquisitor can use detect evil at will as a spell-like ability.

Inquisition Domain: Upon adopting the church inquisitor class, a character gains access to the Inquisition domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (a +4 bonus on dispel checks) and can choose the spells in that domain as his daily domain spells.

Spells per Day/Spells Known: A church inquisitor continues advancing in divine spellcasting ability as well as learning the skills of inquisition. Thus, when a new church inquisitor level is gained, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that he adds the level of church inquisitor to the level of another divine spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one divine spellcasting class before he became a church inquisitor, the player must decide which class to assign each level of church inquisitor for the purpose of determining divine spells per day and spells known.

Immune to Charms (Ex): A church inquisitor of 2nd level or higher is immune to all enchantment (charm) spells and effects.

Pierce Illusion (Su): At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.

Pierce Disguise (Ex): The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.

Immune to Compulsions (Ex): A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.

Force Shapechange (Su): A church inquisitor of 6th level or higher can force a creature into its natural form. The church inquisitor must make a successful melee touch attack against the creature. If the attack is successful, the church inquisitor makes a caster level check as if casting dispel magic against the shapechanging effect. The church inquisitor’s +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The church inquisitor can use this ability at will.

Immunity to Possession (Ex): A church inquisitor of 8th level or higher has immunity to magic jar, soul bind, trap the soul, a ghost’s malevolence ability, and all other spells or effects that displace or replace a character’s life force. The character can still travel to the planes via astral projection, if so desired.

Discern Lies (Sp): A church inquisitor of 9th level or higher can use discern lies as a spelllike ability three times per day.

Learn the Truth (Su): By touching a creature that has lied to him, a church inquisitor of 10th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the church inquisitor’s level + the church inquisitor’s Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The church inquisitor can use this ability 3 times/day.

Class Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Detect evil, Inquisition domain +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Immune to charms +2 +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Pierce illusion +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Pierce disguise +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Immune to compulsions +1 level of existing divine spellcasting class
6th +4 +2 +2 +5 Force shapechange +1 level of existing divine spellcasting class
7th +5 +2 +2 +5 +1 level of existing divine spellcasting class
8th +6 +2 +2 +6 Immunity to possession +1 level of existing divine spellcasting class
9th +6 +3 +3 +6 Discern lies +1 level of existing divine spellcasting class
10th +7 +3 +3 +7 Learn the truth +1 level of existing divine spellcasting class

Class Skills

Skill nameUntrained?Key Ability
BluffYesCHA
ConcentrationYesCON
Decipher ScriptNoINT
DiplomacyYesCHA
Gather InformationYesCHA
IntimidateYesCHA
Knowledge (arcana)NoINT
Knowledge (local)NoINT
Knowledge (religion)NoINT
Knowledge (the planes)NoINT
SearchYesINT
Sense MotiveYesWIS
SpellcraftNoINT
SpotYesWIS

Also appears in

  1. Defenders of the Faith: A Guidebook to Clerics and Paladins