Horrifically Overpowered Class Features for Pathfinder 1e - The Inquisitor (Patreon)
Content
In the continuing series of Horrifically Overpowered class features for 1st-edition Pathfinder 1e, which started with Horrifically Overpowered Fighter Class Features, we've reached the Inquisitor base class. (That fighter article covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features.)
Paying members of this Patreon also receive exclusive articles that have covered all the Hybrid classes, and are now going through the Occult Classes. They also get access to the Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up, be that for Pathfinder 1e, Starfinder 1e, or any other system.
The Inquisitor is one of the two base classes I have played most often (along with the oracle). I personally think it's the most successful of the official Pathfinder classes to be a combat-focused class without having a full base attack bonus (followed closely by the hunter, and then certain builds for the warpriest). It has a number of unique mechanics to help it do this, but they all add to its typical combat abilities, so an Inquisitor gets as much use out of common magic items as, say, fighters and clerics do (unlike the Kineticist, which really needs at least some class-specific magic items).
It is also, for similar reasons, SUPER easy to make Horrifically Overpowered versions of its class features.
Horrifically Overpowered Inquisitor Class Features
You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).
(When the Horrifically Overpowered Inquisitor begins to glow, it's already too late. Art by warmtail.)
Horrifically Overpowered Inquisitor Class Skills (Horrifically Overpowered): Whenever you have a judgement active, you gain a bonus to all class skill checks equal to your Wisdom bonus, +1 per 3 class levels.
Horrifically Overpowered Inquisitor Weapon and Armor Proficiencies (Horrifically Overpowered): Whenever you have a judgement active if you make an attack with a simple weapon, hand crossbow, longbow, repeating crossbow, shortbow, or the favored weapon of her deity, you automatically gain the benefits of the destruction and justice judgements. Additionally, when you have a judgement active and are wearing light or medium armor or using a shield (other than tower shield), you automatically gain the benefits of the protection and resiliency judgements.
Horrifically Overpowered Domain (Horrifically Overpowered): You gain three domains or inquisitions. they otherwise work normally for the Inquisitor domain class feature.
Horrifically Overpowered Judgement (Horrifically Overpowered): For all level-based calculations with the judgement class feature, treat your class level as being 5 higher. You can change what judgment is active as a move or immediate action. If done as an immediate action in response to an attack, damage, or effect, you get the benefit of the new judgement against the trigger.
Additionally, you can activate a judgement as a move action without it counting against your number of judgements per day, even if you have no uses of judgement left. A judgement activated in this way lasts until the beginning of your next turn.
You gain access to a new judgement, Swiftness.
Swiftness: This judgement grants you a +5 haste bonus to any one movement type. This increases by +5 feet every 5 class levels. If applied to land speed, the bonus speed of this judgement is doubled.
Horrifically Overpowered Monster Lore (Horrifically Overpowered): As a move action you can take 20 with Knowledge skill checks made to identify the abilities and weaknesses of creatures. You are always considered trained in Knowledge checks made to identify the abilities and weaknesses of creatures.
Horrifically Overpowered Stern Gaze (Horrifically Overpowered): You can make an Intimidate check to demoralize one foe as part of any attack, full attack, or spellcasting action. You can make a Sense Motive to gain a hunch or detect an enchantment as a move action.
Horrifically Overpowered Cunning Initiative (Horrifically Overpowered): You can take an extra bonus move action at the beginning of each round, before anyone else goes. If multiple creatures have Horrifically Overpowered cunning initiative, they take these bonus move actions in initiative order. A character with Horrifically Overpowered Improved Initiative can choose to go before or after the bonus move of creatures with Horrifically Overpowered cunning initiative.
Horrifically Overpowered Detect Alignment (Horrifically Overpowered): You can use this ability, and concentrate on it, without taking an action.
Horrifically Overpowered Track (Horrifically Overpowered): As long as a creature leaves tracks on the ground, you cannot fail to track it. You can also track creatures moving through water (-10 to your Survival check), air (-20 to your Survival check), and even teleporting or changing planes (-30 to your Survival check).
Anytime you successfully track a creature, you can also make a check to identify the creatures and it's special powers of vulnerabilities. The DC for this check is calculated as it is for Knowledge kills, but you can use either the appropriate Knowledge skill or Survival to make the check, whichever is better. If using Survival, you are also allowed to add any appropriate bonuses from favored enemy and favored terrain.
Horrifically Overpowered Solo Tactics (Horrifically Overpowered): As a move or swift action you can grant all your allies within 60 feet one of your teamwork feats as a bonus feat they do not have to meet the prerequisites for. this lasts for one minute, or until you replace it with a new teamwork feat. This is a language-dependent extraordinary ability.
Horrifically Overpowered Teamwork Feats (Horrifically Overpowered): You gain an additional bonus teamwork feat at 2nd level and every 3 class levels thereafter. Each take when you meditate to regain your spell slots, you can also change out all of your teamwork feats (though you still must meet all feat prerequisites).
Horrifically Overpowered Bane (Horrifically Overpowered): While active this ability applies to all attacks you make. You can activate it as a move or swift action. You add your Wisdom score (not modifier) to the number of rounds of bane you receive per day.
Horrifically Overpowered Discern Lies (Horrifically Overpowered): This ability is permanent. If dispelled, it begins again the next round.
Horrifically Overpowered Second Judgement (Horrifically Overpowered): When your judgement would normally end or the bonuses be suspended (because the combat is over, or because you are not currently participating in a combat), only one of your judgements ends or has its bonuses suspended. All your other judgements keep going for 1 minute. If you are engaged in combat before that 1 minute duration ends, your remaining judgements keep going as long as you participate in the new combat.
Horrifically Overpowered Stalwart (Horrifically Overpowered): You gain Spell Resistance equal to 11 + your inquisitor level + your Wisdom bonus against all spells that are not harmless, have no saving throw, and are not cast by you.
Horrifically Overpowered Greater Bane (Horrifically Overpowered): The extra 4d6 damage from your greater bane can be acid, cold, electricity, fire, or sonic damage. It is treated as ongoing damage for purposes of forcing spellcasters to make concentration checks to cast spells. Additionally, it can make any attack it applies to a force effect.
Horrifically Overpowered Exploit Weakness (Horrifically Overpowered): If your attack is a critical hit, it ignores all miss chances from mirror image, cover, concealment, invisibility, you being blind, and affects incorporeal and ethereal foes normally.
Horrifically Overpowered Third Judgement (Horrifically Overpowered): You can now, if you wish, select the same judgment twice, as two of your three judgements. This doubles any numerical bonuses or values it grants you.
Horrifically Overpowered Slayer (Horrifically Overpowered): While you have any judgement active, all your attacks are vorpal. Even attacks made at range, and those that deal bludgeoning or piercing damage. Yes, that means you can decapitate someone with a mace.
Horrifically Overpowered True Judgement (Horrifically Overpowered): You do not have to take a swift action to activate this ability. You can simply apply it to one attack you make each round. You do not have to wait 1d4 rounds between such attacks.
Welcome New Patrons!
I'm currently running a Patreon Pledge Drive, and it's going great! If you're new and have questions, leave a comment or send me a comment. I'm always happy to engage with supports. :)