I Black Hacked the Pathfinder Inquisitor while I was camping this weekend, sitting around the campfire drinking tasty IPAs.
The Inquisitor is a relentless fighter that uses their wits and prowess against enemies of their faith (or philosophical beliefs). The Inquisitor will not stop until their foe is brought to justice and evil is rooted out.
Starting HP: 1d8+4HP
Per Level/Resting: 1d8
Weapons & Armor: Padded, Leather, Chain, all bow, all swords, all axes
Attack Damage: 1d8/1d6 Unarmed or Improvising
Bravery: Inquisitors are a stout lot. As such, they have Advantage on saves against fear effects.
Comrades: There are usually people in every town or village that are loyal to the Inquisitor’s cause. When coming into a new settlement, roll 1d6. If the result is 4-6, there are people that the Inquisitor can rely on for help or information. For the number of citizens use the following as a guideline: Thorp 1d2; Small village 1d4; Medium village 1d6; Large village 2d4; Small city 2d6; Large city 3d6; Any larger 10+2d6.
The Inquisitor’s Mark: Inquisitors are trained to use divine energies to bolster their strength or hinder their target. An Inquisitor can have one Mark active at a time. Marks last a number of rounds equal to the Inquisitor’s level, unless stated otherwise in the description. An Inquisitor can activate or change a Mark as a movement action.
To use a Mark the Inquisitor must successfully test their WIS. Whether successful or not, once an Inquisitor uses a Mark they must roll a Usage Die associated with their level (see below).
Vindicate: Advantage on damage against target.
Threatening: Gain Advantage on Strength/Charisma rolls when intimidating a target.
Guile: Gain Advantage on rolls when attempting to trick/mislead a target.
Piercing: Ignore target’s armor.
Retribution: Gain an attack in response to successful attack against you.
Healing: Each time you successfully strike the Marked target you regain 1d4HP.
Defiance: Become defensive against target. Gain 4 (2) AP.
Purity: Gain Advantage on all saves against target’s special abilities.
Tracking: Can pick up the tracks of a marked target easily. This lasts a number of turns equal to the Inquisitor’s level.
Smite: Deal 2d6+Inquisitor’s level damage on attack, if successful. Can only be used once per combat.
Defended: Gain Advantage on Defense rolls against target.
Rage: Attack furiously, gaining two attacks per round with Advantage, but suffer Disadvantage on all Defense rolls.
|Inquisitor Mark Usage Die|
Roll to see if attributes increase, roll twice for STR or WIS.