Nobody expects the Inquisition of any nation; not on these agents’ watch. With the tools of fear, surprise, ruthless efficiency, their unflappable devotion to their deity and their nice red uniforms, the Inquisitor uses trickery and guile to root out the enemies of their faith. Answering solely to their deity and their own sense of justice, these divine-blessed Red Mages are willing to take extreme measures to meet their goals.
Inquisitor is an archetype of Red Mage
Weapon Proficiency
The Inquisitor adds light and one-handed firearms to their proficiencies.
Divine Inspiration
Inquisitors cast spells in a slightly different way than Red Mages. Though they spend MP and augment as normal, they do not learn spells at the start of their play or at each level. Instead, at the start of each day, an inquisitor prepares a number of spells equal to twice her red mage level + her charisma modifier. An inquisitor may prepare and cast any spell on the red mage list. Preparing spells in this way requires an hour spent in prayer and reading from a holy text. Red mage spells an inquisitor casts are considered divine spells, rather than arcane, and thus do not suffer from ASF but otherwise function identically. An Inquisitor can prepare spells up to the highest base MP they can cast.
Inquisitors must select a deity to worship and derive their spells from. The Inquisitor must be within one alignment step of their deity. Inquisitors are not restricted in regards to what spells they can prepare. (For example, an inquisitor of shiva can learn and cast fire spells without issue.)
This ability modifies Spellcasting.
Unflappable Devotion (Su)
The Inquisitor’s fury guides their actions, and allows them to pronounce judgement upon their foes.
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of elemental resistance against one elemental damage type (Earth, Fire, Ice, Lightning, Water, or Wind) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
This ability replaces Spell Proficiency.
Power of Fear (Ex)
The Inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to half their Inquisitor level (minimum +1).
Red Mage Paths
You may take any Red Mage path of your choosing. However, you may prepare 1 Black Mage and 1 White Mage spell per 2 levels when you take the Path of the Wizard.
Inquisitor’s Spellstrike
You may choose to use any melee/ranged touch attack with either a weapon spellstrike or as a special ranged spellstrike, using a firearm.
This ability modifies Spellstrike.
Inquisitor’s Spell Combat
One handed firearms do not count against Spell Combat or Red Mage features that call for empty hands (such as Precise Strike).
This ability modifies Spell Combat.
Element of Surprise (Su)
At 4th level, an Inquisitor can spend 1 point from their Arcane Pool to act in the surprise round, even if she would not normally be able to.
Additionally, the inquisitor gains a bonus on initiative checks equal to her charisma bonus.
This ability replaces Adrenaline.
Ruthless Efficiency (Ex)
At 5th level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Additionally, the inquisitor gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat.
This ability replaces Duelist Weapon Training.





