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Agent of the Inquisition (D20 Modern Advanced Class)

59 bytes added, 17:07, 6 December 2010
Class Features
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== Twilight Werewolf Agent of the Inquisition ==
This is a Character 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.
Often seen as one of Inquisitors police the weakest of Night and Day Watches much in the Dark Others due to their lack of Magical Prowess, Werewolves are unmatched in Physical prowess in Combat. Due to their natural Hardiness, way that the Twilight seems less taxing upon themtwo Watches police normal others. Although they will never attain They make sure that the Twilight Mastery that Vampires Enjoy, they can still comfortably exist in almost any level of treaty is followed to the Twilightletter by observing investigations and launching their own investigations for particularly heinous crimes. And no Magician ever expects It is not uncommon for an Inquisitor to be asked to track down a pair of fangs in their throatparticularly powerful, renegade Other.
===Making a Twilight Werewolfan Agent of the Inquisition===
Inquisitors can come from any class, From the ranks of Werewolves are powerful warriors in their own right. But when they shift into their Wolf formsand Vampires, they become even stronger or Warlocks and faster than any Magician using spellsMagicians. While Any class can Benefit from taking levels in the Twilight, they become Stealthy Assassins, much like their Vampire Brethrenthis class.
'''Abilities:''' Strength, Dexterity, Constitution, and Wisdom are Charisma is important to the Werewolf. Strength makes them hit harder. Dexterity allows them any Inquisitor who is attempting to avoid attacksgather information on an investigation, or uses Magic Items frequently. Wisdom and Constitution allows allow them to take more hits and resist be hardier to the pull effects of tracking Powerful Others through the Twilight. Finally, Wisdom allows them to stay in the Twilight Longer.
'''Alignment:''' Any
{| class="zebra d20"
|+
<div>{{Anchor|Table: The Twilight WerewolfAgent of the Inquisition}}</div>
Hit Die: d8
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st||class="left" | +1 0 || +1 2 || +1 2 || +02| class="left" | Word of the Inquisition, Caster Level
|1
|-
|2nd||class="left" | +2 1 || +2 3 || +2 3 || +03
| class="left" | Advanced Learning/Bonus Feat
|1
|-
|3rd||class="left" | +3 2 || +2 3 || +2 3 || +13
| class="left" | Efficient Item Use
|2
|-
|4th||class="left" | +4 3 || +2 4 || +2 4 || +14
| class="left" | +2 Charisma
|2
|-
|5th||class="left" | +5 3 || +3 4 || +3 4 || +14
| class="left" | Advanced Learning/Bonus Feat
|3
|-
|6th||class="left" | +6/+1 4 || +3 5 || +3 5 || +25
| class="left" | Magic Item Mastery
|3
|-
|7th||class="left" | +7/+2 5 || +4 5 || +4 5 || +25
| class="left" | +2 Charisma
|3
|-
|8th||class="left" | +86/+3 1 || +4 6 || +4 6 || +26
| class="left" | Advanced Learning/Bonus Feat
|4
|-
|9th||class="left" | +96/+4 1 || +4 6 || +4 6 || +36
| class="left" | Greater Magic Item Mastery
|4
|-
|10th||class="left" | +107/+5 2 || +5 7 || +5 7 || +37
| class="left" | Greater Word of the Inquisition
|5
'''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/Attack Rolls 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 or and Illusion Spells.
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