Difference between revisions of "Agent of the Inquisition (D20 Modern Advanced Class)"

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== Twilight Werewolf ==
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== Agent of the Inquisition ==
  
This is a Character Class for [[Step into the Gloom - Nightwatch (3.5e Sourcebook)]]
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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.
 
This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.
  
Often seen as one of the weakest of the Dark Others due to their lack of Magical Prowess, Werewolves are unmatched in Physical prowess in Combat. Due to their natural Hardiness, the Twilight seems less taxing upon them. Although they will never attain the Twilight Mastery that Vampires Enjoy, they can still comfortably exist in almost any level of the Twilight. And no Magician ever expects a pair of fangs in their throat.
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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 a Twilight Werewolf===
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===Making an Agent of the Inquisition===
  
Werewolves are powerful warriors in their own right. But when they shift into their Wolf forms, they become even stronger and faster than any Magician using spells. While in the Twilight, they become Stealthy Assassins, much like their Vampire Brethren.
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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:''' Strength, Dexterity, Constitution, and Wisdom are important to the Werewolf. Strength makes them hit harder. Dexterity allows them to avoid attacks, Constitution allows them to take more hits and resist the pull of the Twilight. Finally, Wisdom allows them to stay in the Twilight Longer.
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'''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
 
'''Alignment:''' Any
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{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Twilight Werewolf}}</div>
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<div>{{Anchor|Table: The Agent of the Inquisition}}</div>
 
Hit Die: d8
 
Hit Die: d8
 
|-
 
|-
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]  
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]  
 
|-
 
|-
|1st||class="left" | +1 || +1 || +1 || +0
+
|1st||class="left" | +0 || +2 || +2 || +2
| class="left" | Word of the Inquisition
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| class="left" | Word of the Inquisition, Caster Level
 
|1
 
|1
 
|-
 
|-
|2nd||class="left" | +2 || +2 || +2 || +0
+
|2nd||class="left" | +1 || +3 || +3 || +3
 
| class="left" | Advanced Learning/Bonus Feat
 
| class="left" | Advanced Learning/Bonus Feat
 
|1
 
|1
 
|-
 
|-
|3rd||class="left" | +3 || +2 || +2 || +1
+
|3rd||class="left" | +2 || +3 || +3 || +3
 
| class="left" | Efficient Item Use
 
| class="left" | Efficient Item Use
 
|2
 
|2
 
|-
 
|-
|4th||class="left" | +4 || +2 || +2 || +1
+
|4th||class="left" | +3 || +4 || +4 || +4
 
| class="left" | +2 Charisma
 
| class="left" | +2 Charisma
 
|2
 
|2
 
|-
 
|-
|5th||class="left" | +5 || +3 || +3 || +1
+
|5th||class="left" | +3 || +4 || +4 || +4
 
| class="left" | Advanced Learning/Bonus Feat
 
| class="left" | Advanced Learning/Bonus Feat
 
|3
 
|3
 
|-
 
|-
|6th||class="left" | +6/+1 || +3 || +3 || +2
+
|6th||class="left" | +4 || +5 || +5 || +5
 
| class="left" | Magic Item Mastery
 
| class="left" | Magic Item Mastery
 
|3
 
|3
 
|-
 
|-
|7th||class="left" | +7/+2 || +4 || +4 || +2
+
|7th||class="left" | +5 || +5 || +5 || +5
 
| class="left" | +2 Charisma
 
| class="left" | +2 Charisma
 
|3
 
|3
 
|-
 
|-
|8th||class="left" | +8/+3 || +4 || +4 || +2
+
|8th||class="left" | +6/+1 || +6 || +6 || +6
 
| class="left" | Advanced Learning/Bonus Feat
 
| class="left" | Advanced Learning/Bonus Feat
 
|4
 
|4
 
|-
 
|-
|9th||class="left" | +9/+4 || +4 || +4 || +3
+
|9th||class="left" | +6/+1 || +6 || +6 || +6
 
| class="left" | Greater Magic Item Mastery
 
| class="left" | Greater Magic Item Mastery
 
|4
 
|4
 
|-
 
|-
|10th||class="left" | +10/+5 || +5 || +5 || +3
+
|10th||class="left" | +7/+2 || +7 || +7 || +7
 
| class="left" | Greater Word of the Inquisition
 
| class="left" | Greater Word of the Inquisition
 
|5
 
|5
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'''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.
 
'''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.
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 +
'''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
 
'''Advanced Learning:''' If the Inquisitor can cast spells, they learn two additional spells of any level they can cast
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'''Bonus Feat:''' Instead of a Bonus Spell, the Inquisitor may instead choose a Bonus Feat that they qualify for.
 
'''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)
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'''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 Save DCs/Attack Rolls of any spells cast from a Magical Item are increased by 2
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'''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 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  
 
'''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 or Illusion Spells.
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+2, in addition, the Inquisitor gains a +4 bonus to will saves against Enchantment and Illusion Spells.
  
 
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Latest revision as of 17:07, 6 December 2010

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Author: STDoc (talk)
Date Created: January 17
Status: Complete
Editing: None
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"Magical Item Mastery" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Agent of the Inquisition[edit]

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[edit]

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

Table: The Agent of the Inquisition

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +2 +2 +2 Word of the Inquisition, Caster Level 1
2nd +1 +3 +3 +3 Advanced Learning/Bonus Feat 1
3rd +2 +3 +3 +3 Efficient Item Use 2
4th +3 +4 +4 +4 +2 Charisma 2
5th +3 +4 +4 +4 Advanced Learning/Bonus Feat 3
6th +4 +5 +5 +5 Magic Item Mastery 3
7th +5 +5 +5 +5 +2 Charisma 3
8th +6/+1 +6 +6 +6 Advanced Learning/Bonus Feat 4
9th +6/+1 +6 +6 +6 Greater Magic Item Mastery 4
10th +7/+2 +7 +7 +7 Greater Word of the Inquisition 5

Class Skills (5 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[edit]

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.


Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
AuthorSTDoc +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
IdentifierD20 Modern Advanced Class +
Length10 +
RatingUndiscussed +
Reflex Save ProgressionGood +
Skill Points5 +
SummaryAn Inquisitor is the unequivocated master of Magical Items. Not in creating them, but in using them. +
TitleAgent of the Inquisition +
Will Save ProgressionPoor +