Divine Detective (Inquisitor/Investigator)

Some inquisitors are divinely inspired to investigate ecclesiastical crimes. These divine detectives relentlessly pursue fleeing criminals, gather unseen clues, and employ extreme cunning to solve their case loads. Whether it is on the battlefield or in the courts of law, divine detectives are skilled lawyers who reinforce their divine judgments through cool logic and study. (Original Concept by Bardess)

Primary Class: Inquisitor.

Secondary Class: Investigator.

Alignment: A divine detective’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Dice: d8.

Bonus Skills and Ranks: The divine detective may select three investigator skills to add to her class skills in addition to the normal inquisitor class skills. The divine detective gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The divine detective is proficient with all simple weapons, plus the hand crossbow, longbow, rapier, repeating crossbow, shortbow, short sword, sword cane, and the favored weapon of her deity. She is also proficient with light armor, but not with shields.

Spellcasting: A divine detective adds the following spells to her spell list at the indicated spell levels: 1st level–adjuring step, anticipate peril, blend, blurred movement, detect magic, detect secret doors, identify, illusion of calm, keen senses, negate aroma, see alignment, shield, urban grace; 2nd level–alter self, Aram Zey’s focus, bullet shield, cat’s grace, darkvision, extreme flexibility, investigative mind, protection from arrows, spider climb, squeeze; 3rd level–darkvision (communal), displacement, haste, paragon surge, prehensile pilfer, protection from arrows (communal), spider climb (communal); 4th level–adjustable polymorph, arcane eye, darkvision (greater), echolocation, eyes of the void; 5th level–ancestral memory, contact other plane, defensive grace, resurgent transformation; 6th level–analyze dweomer, borrowed time, eyebite, mislead, transformation, walk through space.

Inspiration (Ex): At 1st level, a divine detective gains an inspiration pool, as the investigator class ability. A divine detective uses her inquisitor level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, dungeoneering, nature, planes, religion), Perception, and Stealth skill checks without spending a use of inspiration, provided she’s trained in that skill. A divine detective’s inspiration pool refreshes each day, usually when she refreshes her spells. A divine detective’s inspiration pool is based on her Wisdom modifier, not Intelligence. This ability replaces judgment 1/day and orisons.

Trapfinding (Ex): At 1st level, a divine detective gains the investigator’s trapfinding ability. This ability replaces monster lore.

Investigator Talents: At 3rd level, a divine detective gains the investigator’s investigator talent ability. She can choose an investigator’s talent at 3rd level and every three levels thereafter. The divine detective must meet the prerequisites for any talent she selects. This ability replaces teamwork feats.

Keen Recollection: At 3rd level, a divine detective gains the investigator’s keen recollection ability. This ability replaces solo tactics.

Observe and Strike (Ex): Starting at 4th level, a divine detective can use a move action to study a single enemy that she can see. Upon doing so, she gains an insight bonus on melee attack rolls equal to 1/2 her divine detective level and a +1d6 on damage rolls against the creature. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. This effect lasts until the combat ends.

At 4th level, a divine detective can use this ability once per day. At 7th level and every three levels thereafter, the divine detective can use this ability one additional time per day. The divine detective 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. This replaces the remaining uses of judgment.

Studied Verdict (Su): At 5th level, when a divine detective uses her observe and strike ability, she imbue her weapon with one verdict of her choice as a swift action. On a successful melee attack, the verdict is bestowed upon the target in addition to the bonuses granted by her observe and strike ability. Only one verdict can be in effect at a time. As a swift action, she can change this verdict to another type. The divine detective may choose from the following verdicts. Unless otherwise noted, each verdict lasts 1 round per level of the divine detective.

Blunt: The target suffers a –1 penalty on concentration checks and caster level checks made to overcome a target’s spell resistance, plus 1 for every three levels of the divine detective.

Defenseless: The target suffers a –1 penalty on all weapon damage rolls, plus 1 for every five levels of the divine detective.

Frail: The divine detective bypasses all the target’s DR. This is an instantaneous effect.

Judged: The target suffers a –1 penalty on all attack rolls, plus 1 for every five levels of the divine detective.

Smitten: The divine detective adds 1/2 her class level to the damage roll made against her target. This is an instantaneous effect.

Stricken: The target cannot benefit from magical healing.

Tainted: The target suffers a –1 penalty to all saving throws, plus 1 for every five levels of the divine detective.

Vulnerable: The target suffers a –1 penalty to Armor Class, plus 1 for every five levels of the divine detective.

Wounded: The target suffers 1 point of energy damage per 2 levels of the divine detective. The divine detective chooses the energy type (acid, cold, electricity, or fire) at the time this verdict is chosen.

This ability replaces bane.

Second Verdict (Su): At 8th level, whenever a divine detective uses her studied verdict ability, she selects two different verdicts to bestow upon her target instead of one. This only consumes one use of her observe and strike ability. This replaces second judgment.

Stalwart (Ex): This is exactly like the inquisitor’s ability of the same name, except that the divine detective replaces the Fortitude save with a Reflex save.

Greater Observe and Strike (Su): At 12th level, whenever a divine detective uses her observe and strike ability, her bonus on damage rolls increases to +2d6. This ability replaces greater bane.

Third Verdict (Ex): At 16th level, whenever a divine detective uses her studied sentence ability, she selects three different sentences to deal to her target, instead of just two. This only consumes one use of her studied sentence ability. This replaces third judgment.

Slayer (Ex): This is exactly like the inquisitor’s ability of the same name, except that it applies to one of the divine detective’s studied verdicts.

Unrelenting Judge (Su): At 20th level, a divine detective can use inspiration on all skill checks (even ones she isn’t trained in) and all ability checks without spending inspiration. In addition, if she expends inspiration on an attack roll against the target of her studied verdict, the attack deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the divine detective’s level + the divine detective’s Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the divine detective’s unrelenting judge ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.

Table: Divine Detective