The Monastic Inquisitor: A New Archetype


Homebrew and House Rules


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In our talks about the monk recently, it came up that the Inquisitor is so much better than the monk can ever be. Judgement, bane weapons, spells--they just simply outclass the monk across the board. So, I thought to myself, why not an Inquisitor archtype that combines the two classes?

Let me know what you think!

Saving Throws: A monastic inquisitor has all good saving throws (Fortitude, Reflex, and Will).

Class Skills: Add Acrobatics (Dex) to the monastic inquisitors list of skills.

Weapon and Armor Proficiency: A monastic inquisitor is proficient with all simple weapons and all monk weapons. A monastic inquisitor is not proficient with any type of armor or shield. This replaces the inquistitor's normal weapon and armor proficiency.

Improved Unarmed Strike: A monastic inquisitor receives Improved Unarmed Strike as a bonus feat. A monastic inquisitor's attacks may be with fist, elbows, knoees, feet, and hands. There is no such thing as an off-hand attack for a monastic inquisitor striking unarmed. A monastic inquisitor may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually, a monastic inquisitor's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monastic inquisitor's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monastic inquisitor also deals more damage with her unarmed strikes than a normal person would. At 1st level, a monastic inquisitor deals 1d6 points of damage. This increases to 1d8 at 4th level, to 1d10 at 8th level, to 2d6 to 12th level, to 2d8 at 16th level, and to 2d10 at 20th level. These values are for Medium monastic inquisitors. A Small monastic inquisitor deals less damage than the amount given here with her unarmed strikes, while a Large monastic inquisitor deals more damage (see Monk class for details).
Starting at 4th level, a monastic inquisitor's unarmed strikes are treated as magical weapons for the purpose of affecting incorporeal creatures and bypassing damage reduction. The number of defenses that a monastic inquisitor's unarmed strikes can bypass increases as the monastic inquisitor gains levels. At 8th level, the monastic inquisitor's unarmed strikes are treated as lawful weapons for the purpose of bypassing damage reduction. At 12th level, they are treated as cold iron and silver weapons for the purpose of bypassing damage reduction. At 16th level, they are treated as adamantine weapons for the purpose of bypassing damage reduction and the monastic inquisitor can ignore all hardness of less than 20. At 20th level, th ey bypass all alignment based damage reduction.
This replaces Monster Lore and Detect Alignment.

AC Bonus: When unarmored and unencumbered, the monastic inquisitor adds her Wisdom bonus (if any) to her AC and his CMD. In addition, a monastic inquisitor gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monastic inquistitor levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monastic inquisitor is flat-footed. She loses these bonsues when she is immobilized or helpless, when she wears any armor, when she wields or otherwise equips a shield, or when she carries a medium or heavy load.
This replaces Stern Gaze and Solo Tactics.

Fast Movement: At 2nd level, a monastic inquisitor gains a bonus of +10' to her movement.
This replaces Track.

Bonus Feat: At 3rd level, and every three levels gained thereafer, a monastic inquisitor gains a bonus feat from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Trip, Mobility, Snatch Arrows, Spring Attack, and Stunning Fist. A monastic inquisitor may select any of these feats even if she does not meet the prerequisities. If the feat selected contains special rules that apply to the Monk class, those rules also apply to a monastic inquistor.
This replaces Teamwork Feats.

Evasion: At 5th level, the monastic inquistior gains Evasion.
This replaces Discern Lies.

Improved Evasion: At 14th level, the monastic inquisitor gains Improved Evasion.
This replaces Exploit Weakness.

Spell List: Add feather fall and jump to the 1st level spell list. Add spider climb to the 2nd level spell list. Add water walk to the 3rd level spell list. Add dimension door to the 4th level spell list. Add air walk to the 6th level spell list.

Master Arminas


That's interesting.
I'd play that. Actually try it out on an NPC here in the near future.

I need to review the spell list. There are some awful nice touch spells on the cleric list that mesh well with monks. I wonder how many have ported over.

Scarab Sages

Maybe it's just me, but fusions like this seem like they belong more in the Prestige Class category rather than an Archetype.

Prereq. Still Mind class feature; Judgment class feature.

I like the name, even if it is a little obvious. Just find a way to blend the two well and it'd work out just fine.


Yeah the name is clunky.
But I'm failing on an alternative.


Also I like that it's not an Inquisitor or a monk.
Judgement is unnecessary.
It's nice that evasion has been delayed some.

The inquisitor is actually giving up some good stuff for far more generic offerings, but I find that pleasant compared to the powerhouse before.


For my games, I tend to not allow the new spells and stay with the ones in the CRB. I do make exceptions, but really, the Inquisitor doesn't need any of the spells introduced. So this is what the spell list for this archetype would look like in my game:

Zero-level Spells: Acid splash, bleed, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, stabilize, virtue

1st-level spells: Alarm, bane, bless, bless water, cause fear, command, comprehend languages, cure light wounds, curse water, detect alignment, detect undead, disguise self, divine favor, doom, expeditious retreat, feather fall, hide from undead, inflict light wounds, jump, magic weapon, protection from alignment, remove fear, sanctuary, shield of faith, true strike

2nd-level spells: aid, align weapon, clam emotions, consecrate, cure moderate wounds, darkness, death knell, delay poison, descrate, detect thoughts, enthrall, find traps, hold person, inflict moderate wounds, invisibility, knock, resist energy, lesser restoration, see invisibility, shield other, silence, spider climb, spiritual weapon, tongues, undetectable alignment, whispering wind, zone of truth

3rd-level spells: arcane sight, continual flame, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, glyph of warding, halt undead, heroism, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. alignment, magic vestment, greater magic weapon, nondetection, obscure objectk, prayer, protection from energy, remove curse, remove disease, searing light, speak with dead, water walk

4th-level spells: chaos hammer, cure critical wounds, death ward, detect scrying, dimension door, discern lies, dismissal, divination, divine power, fear, freedom of movement, lesser geas, hold monster, holy smite, inflict critical wounds, greater invisibility, neutralize poison, order's wrath, restoration, sending, spell immunity, stoneskin, unholy blight

5th-level spells: atonement, banishment, break enchantment, greater command, commune, mass cure light wounds, dispel alignment, disrupting weapon, flame strike, geas/quest, hallow, mass inflict light wounds, mark ofjustice, righteous might, spell resistance, telepathic bond, true seeing, unhallow

6th-level spells: air walk, blade barrier, blasphemy, circle of death, mass cure moderate wounds, dictum, greater dispel magic, find the path, forbiddance, greater glyph of warding, harm, heal, heroe's feast, holy word, mass inflict moderate wounds, legend lore, repulsion, undeath to death, word of chaos

And remember, the Inquisitor can't pick and choose what spells to prepare: she has spells known like a sorcerer. So she only gets a small number of those listed that she can use. She can, however, use a wand or scroll without problem.

Master Arminas


zagnabbit wrote:
Yeah, the name is clunky. But I'm failing on an alternative.

It is a place holder. I came up with it on the spur of the moment.

Quote:

Also I like that it's not an Inquisitor or a monk.

Judgement is unnecessary.
It's nice that evasion has been delayed some.

The inquisitor is actually giving up some good stuff for far more generic offerings, but I find that pleasant compared to the powerhouse before.

Well, not exactly. She keeps access to spells domain, judgement, cunning initiative, bane, second judgement, stalwart, greater bane, third judgement, slayer, and true judgement.

From the monk side, she loses flurry of blows, stunning fist (although she can pick it as a bonus feat, but doesn't gain the additional conditions), fast movement (past +10', but I've made it so that additional speed is NOT an enhancement bonus), maneuver training, still mind, ki pool (but she retains a version of ki strike), slow fall, high jump, purity of body, wholeness of body, diamond body, abundant step, diamond soul, quivering palm, timeless body, tongue of the sun and moon, empty body, and perfect self.

Many of those powers she can replicate with her spells, however. She can't really do everything an Inquisitor can, and she can't do exactly what a Monk does either. But, she is a good blend between the two. And the synergy between her unarmed strike and judgements more than make up for the loss of flurry for extra attacks.

In my opinion.

Master Arminas


And a new judgement:

Celerity: The monastic inquisitor moves with a speed and precision that few mortals can acheive. Divine insight allows her to gain an additional attack at his highest base attack bonus when she makes a full-attack. This additional attack does not stack with those granted by the spell haste or weapons with the speed property.
At 7th level, when the Monastic Inquisitor makes a full-attack, she gains a second bonus attack, for a total of two additional attacks at her highest base attack bonus.
At 13th level, when the Monastic Inquisitor makes a full-attack, she gains a third bonus attack, for a total of three additional attacks at her highest base attack bonus.
At 10th level, the Monastic Inquisitor gains one additional attack, at her highest attack bonus, when she charges, makes an attack as a standard action, or when she uses the Spring Attack feat.

Master Arminas


Potential name changes:

Hand of Judgement

Cloistered Inquisitor

or flipped the other way...

Way of Judgement monk

The Godhammer

then just some silly ones...

Fistspeaker

White-knuckled Gavel

The Punisher (all these monastic inquisitors wear a death's head insignia on their chest and their last names are all changed to Castle...)


master arminas wrote:

And a new judgement:

Celerity: The monastic inquisitor moves with a speed and precision that few mortals can acheive. Divine insight allows her to gain an additional attack at his highest base attack bonus when she makes a full-attack. This additional attack does not stack with those granted by the spell haste or weapons with the speed property.
At 7th level, when the Monastic Inquisitor makes a full-attack, she gains a second bonus attack, for a total of two additional attacks at her highest base attack bonus.
At 13th level, when the Monastic Inquisitor makes a full-attack, she gains a third bonus attack, for a total of three additional attacks at her highest base attack bonus.
At 10th level, the Monastic Inquisitor gains one additional attack, at her highest attack bonus, when she charges, makes an attack as a standard action, or when she uses the Spring Attack feat.

Master Arminas

You should just change the wording to not be allowed to stack with things like Haste, so it catches spells like Blessings of Fervor. I know you don't allow the spell as it's not CRB, but others may allow the spell in their game.

I noticed that the additional attacks are made at no penalty and at their highest BAB, how will the Judgment interact with TWF?

Interesting idea, I must say, though I'm not fond of the Inquistor class. I dislike the fact that in order to allow the Inquisitor, I also need to allow Teamwork Feats, or the Inquistor lose


Good idea, Tels. I can't edit it anymore, but I will change in my copy. TWF works like normal. Get the feat and a light off-hand, and an extra attack at your highest -2, and all your attacks at -2. So a 20th level monastic inquisitor using Celerity would be at 15/15/15/15/10/5.

Add TWF, ITWF, and GTWF, it would look like 13/13/13/13/13/8/8/3/3.

Before Strength or magic or feats.

No teamwork feats in this version.

Master Arminas


Consider this stolen.
Great work!


How about Templar? I am thinking more of the old school Dark Sun templar than the Knights Templar.

Master Arminas


I cleaned it up and reposted it as an Alternate Class instead of an archetype. And I made a few small changes, so to not render either the monk or inquisitor obsolete. Feel free to comment. Templar

Master Arminas

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