Agent of the Inquisition (D20 Modern Advanced Class)

Agent of the Inquisition
This is an Advanced Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Inquisitors police the Night and Day Watches much in the way that the two Watches police normal others. They make sure that the treaty is followed to the letter by observing investigations and launching their own investigations for particularly heinous crimes. It is not uncommon for an Inquisitor to be asked to track down a particularly powerful, renegade Other.

Making an Agent of the Inquisition
Inquisitors can come from any class, From the ranks of Werewolves and Vampires, or Warlocks and Magicians. Any class can Benefit from taking levels in this class.

Abilities: Charisma is important to any Inquisitor who is attempting to gather information on an investigation, or uses Magic Items frequently. Wisdom and Constitution allow them to be hardier to the effects of tracking Powerful Others through the Twilight.

Alignment: Any

Requirements: Knowledge (Others) 10 Ranks, Knowledge (Twilight) 10 Ranks, Use Magic Device 10 ranks.

Wealth Bonus: +3

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Class Features
All of the following are class features of the Twilight Werewolves.

Weapon and Armor Proficiency: The Agent of the Inquisition Gains no Weapon or Armor Proficiencies.

Word of the Inquisition: When dealing an Other, an Inquisitor gains a +2 bonus to Bluff, Intimidate, Diplomacy, and a +4 bonus to Sense Motive Checks.

Caster Level: An Agent of the Inquisition's class levels stack with all spellcasting levels to determine caster level. This does not increase spells per day or spells known.

Advanced Learning: If the Inquisitor can cast spells, they learn two additional spells of any level they can cast

Bonus Feat: Instead of a Bonus Spell, the Inquisitor may instead choose a Bonus Feat that they qualify for.

Efficient Item Use: Activating a Magical Item is reduced by one Action Step. (Full Round Action>Standard Action>Move Action>Swift Action>Free Action). This ability is usable once per round.

Magic Item Mastery: The Attack Rolls/Save DCs of any spells cast from a Magical Item are increased by 2

Greater Magic Item Mastery: When using a Magic Item that has charges, the Inquisitor may make a Concentration Check equal to 15+(Caster Level of the Item's Creator) as a free action. If he succeeds, the item activates as normal, but the charge is not expended

Greater Word of the Inquisition: The Bonus from Word of the Inquistion increases by an additional +2, in addition, the Inquisitor gains a +4 bonus to will saves against Enchantment and Illusion Spells.