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weird-wizard:paths:expert_paths:inquisitor [2026/01/21 04:31] – removed - external edit (Unknown date) 127.0.0.1weird-wizard:paths:expert_paths:inquisitor [2026/01/21 04:31] (current) – ↷ Page moved from weird-wizard:inquisitor to weird-wizard:paths:expert_paths:inquisitor lwelyk
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 +====== Inquisitor ======
  
 +Evil infects the world with a darkness that lingers to haunt the lives of the just and innocent. It seeks to corrupt people, turn them against their communities, cast down the idols of their gods, and condemn them to the horrors of the Netherworld. Left unchecked, such wickedness could throw all that is noble and good into ruin, and thus it falls to you and others like you to seek this evil and stamp it out. Many religions have sects dedicated to purging their ranks of apostates and heretics, and many of these expand their purview to include anyone they deem an evildoer. 
 +
 +===== Level 3 Inquisitor =====
 +
 +**Attributes:** Increase two attributes by 1 each.
 +
 +**Health:** +8
 +
 +**Traditions:** One
 +
 +**Spells:** One novice
 +
 +//**Dire Attention (Magical):**// If you are not confused, controlled, stunned, or unconscious at the start of your turn, you can target one enemy you can see within 5 yards. The enemy makes a luck roll with 1 bane. On a failure, the enemy is cursed and vulnerable (luck ends both). You can see through any ordinary or magical disguise that conceals the enemy’s true appearance, and you can tell when the enemy knowingly tells a lie, even a lie of omission. Once you use this talent, you lose access to it (luck ends).
 +
 +===== Level 4 Inquisitor =====
 +
 +**Health:** +8
 +
 +**Bonus Damage:** +1d6
 +
 +**Spells:** One novice
 +
 +//**Castigation (Magical):**// You can use an action to target any number of enemies within 10 yards. You deliver a fiery rebuke to the targets. Each target makes a luck roll. A demon, faerie, fiend, spirit, or undead rolls with 1 bane. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target takes 1d6 damage and becomes cursed and weakened (luck ends both). The damage increases to 2d6 at level 6 and to 3d6 at level 9. Once you use this talent, you lose access to it for 1 minute.
 +
 +===== Level 6 Inquisitor =====
 +
 +**Health:** +8
 +
 +**Bonus Damage:** +1d6
 +
 +**Spells:** One expert
 +
 +//**Flames of Judgment (Magical):**// You can use an action to target any number of cursed creatures within 10 yards. Each target makes a luck roll. On a success, the target becomes immune to this talent for 24 hours. On a failure, the target catches fire until it is no longer cursed.
 +
 +===== Level 9 Inquisitor =====
 +
 +**Health:** +8
 +
 +**Spells:** One master
 +
 +//**Condemn to Perdition (Magical):**// You can use an action to target one cursed enemy you can see. The target takes 20d6 damage, falls prone, and becomes weakened for 24 hours. If the target becomes incapacitated as a result of this damage, flames engulf the target’s body and its soul plummets into the Netherworld where it becomes a prisoner of the fiends forever. Once you use this talent, you lose access to it until after you rest.