


(Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).Īn inquisitor’s selection of spells is extremely limited. Her base daily spell allotment is given on Table: Inquisitor. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.Īn inquisitor can cast only a certain number of spells of each spell level each day. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. SpellsĪn inquisitor casts divine spells drawn from the inquisitor spell list. She is also proficient with light armor, medium armor, and shields (except tower shields).
#HF PAPPLOC HONGFIRE INQUISITOR PLUS#
Weapon and Armor ProficiencyĪn inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. The following are class features of the inquisitor. Table: Inquisitor Levelĭomain, judgment 1/day, monster lore, orisons, stern gazeĬunning initiative, detect alignment, track The inquisitor’s class skills are Bluff ( Cha), Climb ( Str), Craft ( Int), Diplomacy ( Cha), Disguise ( Cha), Heal ( Wis), Intimidate ( Cha), Knowledge (arcana) ( Int), Knowledge (dungeoneering) ( Int), Knowledge (nature) ( Int), Knowledge (planes) ( Int), Knowledge (religion) ( Int), Perception ( Wis), Profession ( Wis), Ride ( Dex), Sense Motive ( Wis), Spellcraft ( Int), Stealth ( Dex), Survival ( Wis), and Swim ( Str). Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.Īlignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis. As a result, they often travel with others, if for no other reason than to mask their presence. Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. The Risa route revolves more primarily around Risa, Mikan and Silvie, showing more character development, most notably with Risa.Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. The Nadeshiko route revolves around the owner of a nearby pet-store, Nadeshiko, and her pet anthropoid dog, Kotarou. Both routes, however, included development of other characters. The game has two routes, each focusing primarily on one or two characters: The Nadeshiko route, and the Risa route. However, they still retain much of their animal instincts, most notably the urge to mate during the Spring and Fall seasons. They have human form (ears and tails seem to be the only outward changes in appearance) they show some intelligence, and are even allowed to hold special jobs. These pets include cats, dogs and birds, though birds never make appearances in the game. The game is set in Japan, in a world parallel to reality, with the exception being that there exist a variety of pets known as Anthropoid animals.
