Spells/day: unlimited 0-level; 6 first-level; 3 second-level
Orisons (6): Daze, Detect Magic, Detect Poison, Guidance, Light, Read Magic; DC 15
1st (4): Command, Cure Light Wounds, Expeditious Retreat, Shield of Faith; DC 16
2nd (3): Invisibility, Restoration (lesser), See Invisibility; DC 17
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Granted Powers: You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgment (Su): 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.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks to identify abilities and weaknesses of creatures
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level.
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd 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.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
4 (bonus teamwork)
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Focus (glaive)
Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
10 ranks/level (6 for inquisitor + 2 for Int +1 for human +1 for favored class bonus)
+6 Bluff (1 rank, 2 Cha, 3 class skill)
+7 Climb (1 rank, 3 Str, 3 class skill)
+9 Diplomacy (4 ranks, 2 Cha, 3 class skill)
+9 Heal (1 ranks 5 Wis, 3 class skill)
+12 Intimidate (4 ranks, 2 Cha, 3 class skill, 3 stern gaze)
+6# Knowledge (arcana) (1 rank, 2 Int, 3 class skill)
+6# Knowledge (dungeoneering) (1 rank, 2 Int, 3 class skill)
+6 knowledge (local) (1 rank, 2 int, 3 class skill)
+6# Knowledge (nature) (1 rank, 2 Int, 3 class skill)
+10# Knowledge (planes) (5 ranks, 2 Int, 3 class skill)
+6# Knowledge (religion) (1 rank, 2 Int, 3 class skill)
+11 Perception (5 ranks, 3 Wis, 3 class skill)
+12 Profession (gardener) (4 ranks, 5 Wis, 3 class skill)
+7 Ride (1 rank, 3 Dex, 3 class skill)
+15 Sense Motive (4 ranks, 5 Wis, 3 class skill, +3 stern gaze)
+10 Spellcraft (5 ranks, 2 Int, 3 class skill)
+11 Stealth (5 ranks, 3 Dex, 3 class skill)
+12$ Survival (4 ranks, 5 Wis, 3 class skill)
+7 Swim (1 rank, 3 Str, 3 class skill)
* Trained only
$ +2 to follow or identify tracks.
# +5 Monster Lore to identify abilities and weaknesses of creatures
Scouting for fiends: You gain a +1 trait bonus on all attack rolls against foes you know to be evil outsiders. (Second Darkness)
Mendevian crusader: You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.
+2 to One Ability Score: Applied to wisdom
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Aurelian Fache grew up a happy youth in a small Galtan village a short distance outside Isarn, dreaming like may youths his age of one day joining the Gray Gardeners. He woke from that dream the day the masked forces came for his parents, dragging them to the supposed justice of the final blade.
The boy was taken in by a temple of Shelyn (goddess of art, beauty, love and music), where he finished growing up. He eventually joined the order, but couldn't bear to stay in Galt, where he had too many painful memories. He joined a crusade, traveling to Mendev to play a role in ridding the world of the wound marring its beauty.
On first glance, Aurelian is rarely taken seriously at first -- even his most charitable friends would say he is, after all, very, very Galtan -- but he is a fearsome foe in battle against the demonic hordes pouring from the world wound and is a willing, sympathetic ear for those in need of counsel.
He dreams of one day returning to Galt, perhaps followed by a force of his fellow companions, and restoring some order, making it a place where the arts thrive again the way they once did.