Chained Spirit

Dysfunction's page

Organized Play Member. 229 posts (246 including aliases). 1 review. No lists. No wishlists. 5 Organized Play characters.


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The Exchange

I just noticed the word doc has been updated, its now 136 pages!!

The Exchange

I guess my question is regarding if enhancement bonuses or temporary increases from spells would be limited by the Archetype.

in other words, is this limitation written to cap the Int increase that familiar's gain for being bonded or is this cap intended as a global cap for everything

The Exchange

The Mauler Familiar limits the familiar's Int as per below:

Familiar Folio wrote:

Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result

of this ability, the familiar’s Intelligence score remains 6; a
mauler can never have an Intelligence score higher than 6.

what happens if it uses a headband of intellect - would it have a 6+2=8 or would it be 6+2=6?

The Exchange

also, is the familiar considered an animal or is it a construct?

The Exchange

Resurrecting this thread.
With Occult Adventures out now, would that affect/change any of your choices for this class?

The Exchange

Sounds like I will need a different direction if I'm trying to recreate an Attack on Titan - Recon Corps/Scout Legion character build.

The Exchange

As the blast only has a range of 30', does that mean that you are essentially looking at 4pts of burn just for 30' of movement?

I know Extended Range and Extreme Range can increase that 30' limitation, but as these are form infusions, you wouldn't be able to apply them if you are already applying Force Hook.

The Exchange

khadgar567 wrote:
Dysfunction wrote:

I know homebrew rules are always available. but, what about adding options within the document for applying these rules to advanced core classes?

a promethean alchemist - instead of a homunculus, it's a bonded mech.
an aegis - instead of an astral suit, they get a bonded mech

Additionaly, to expand on the feats/modifications, what about any class that has inherent options like discoveries, talents, or revelations - could instead take modifications or a select available mech feats (cybernetic integration)

I dont think aegis gets bounded mech as main feature with out blending in to class smoothly in my idea aegis gets something like

astral frame When formed into astral frame, an astral suit resembles mech chassis of aegises choosing and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a move action. The aegis gains the following free customizations: mech augmentation

my question was more in line of if there was (un)official rules on swapping out the class features where instead of a eidolon/companion/familiar/pet that would be gained they would gain a bonded mech.

in my above example for the aegis, instead of a companion that would be swapped it would be the class's ability to gain an astral suit. the class would get the bonded mech feature instead of the suit.

this was just similar thinking to the other archetype updates that the word document has in it.

The Exchange

I know homebrew rules are always available. but, what about adding options within the document for applying these rules to advanced core classes?

a promethean alchemist - instead of a homunculus, it's a bonded mech.
an aegis - instead of an astral suit, they get a bonded mech

Additionaly, to expand on the feats/modifications, what about any class that has inherent options like discoveries, talents, or revelations - could instead take modifications or a select available mech feats (cybernetic integration)

The Exchange

for those that still play with this, shouldn't the below:

Superior Arcforged Armor- The mech increases its Hardness by 5. This stacks with the increase granted by the Advanced Armor Plating enhancement. The mech must have the Advanced Armor Plating enhancement and must be at least 13th level to take this enhancement.

actually read:

Superior Arcforged Armor- The mech increases its Hardness by 5. This stacks with the increase granted by the Arcforged Armor enhancement. The mech must have the Arcforged Armor enhancement and must be at least 13th level to take this enhancement.

The Exchange

I know there have been several conversations about this topic, and everyone seems to have their own opinions.

Can someone provide the source of where it says that if a Hybrid class meets all the requirements, it can/can't take an archetype of the parent class?

The Exchange

Saethori wrote:

1) The sword sticks around. You started play with it, and so it is in play. The cost benefit for getting it for free do not outweigh the cost of retraining.

2) You can still modify/enhance it as if it were a masterwork sword (because it is one), but you do not gain the ability to act as if you had Craft Magic Arms and Armor for free, as those only apply to Arcane Bonded items, which it is not.

3) See 1/2. For note, nothing says the wizard crafted the sword to begin with; he very easily could have bought it, received it as a family heirloom, stole it, etc.

so, how is that sword any different than starting play with a homunculus from an archetype, then retraining to a different archetype?

the homunculus is still there, the bond as the master is still there.
it's still a construct that can be improved both as standard construct and as the specific rules to enhance a homunculus.

the only thing that changes is the archetype's level advancement/progression of the homunculus.

The Exchange

Lets take a different approach.

If I were to take a level of wizard, and bond with a sword.
Under the class description, I begin play with a masterwork sword:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality.

No where in this description talks about the crafting of said masterwork item or the specifics on how to improve it.

Now, lets say I retrain the whole level of wizard to fighter.
1. Does the sword just disappear?
2. Would I lose the capabilities of modifying/ enhancing that sword?

Or to link back to an earlier point, lets keep the wizard level.
3. Because there's no crafting rules on how the masterwork bonded item is formed, does that mean the wizard wouldn't be able to modify/enhance the sword either?

The Exchange

loyal...how would you describe a master/slave relationship?

as the homunculus description states: "The person whose blood is used to form a homunculus's body becomes its master"

The Exchange

QuidEst wrote:
Dysfunction wrote:
I said stuff
Yep. But you have to choose a normal homunculus, not a homunculus companion.

Can you quote the source that states the homunculus companion is not considered a homunculus? or that the homunculus companion doesn't qualify as a homunculus?

The Exchange

Saethori wrote:
I would suggest making your own thread on that question rather than necro year old threads for the purpose.

I'm sure you obviously missed that this thread was last responded to in 2016...

The Exchange

it doesn't mean that the homunculus disappears. it still exists. and is still tied to you the same way that any other homunculus would be tied to you.
or the same way that if someone else created a homunculus but used your blood in its creation.

Bestiary wrote:
"The person whose blood is used to form a homunculus's body becomes its master; it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood"

when you retrain, you loose the ability for the homunculus to advance in level.

The Exchange

with all the ways to qualify for familiars, I'm not going to debate how one could qualify for improved familiar.
A different example would be for the character to take Eldritch Heritage, take the Arcane bloodline and gain the ability to qualify for familiars.

either way, at 7th level equivalent, the PC then takes improved familiar and gains access to the ability to choose a Homunculus.

The Exchange

Saethori wrote:
Dysfunction wrote:
take the archetype, make the companion, then retrain the archetype to what ever you choose.

I'm very sure you don't get to cheat the system by giving up an archetype and yet keeping permanent benefits from it.

While the rules are generally vague on what actually happens to retained-away familiars / animal companions / eidolons/ etc., the GM does get a say in the matter.

(And it's my understanding that in PFS, they just vanish into not existing anymore.)

does that mean, that if I take a crafting feat, make a magic item, then retrain the feat into some other feat - I lose the magic item I just created?

The Exchange

Also, under the Promethean description, it states that it's just a specialized homunculus.

Where is everyone getting or assuming, that its not a homunculus or that it's rules apply differently and doesn't apply any sources homunculus additional rules/modifications?

The Exchange

ShieldLawrence wrote:

Alchemist extracts only. The investigator extracts are not your alchemist extracts. The homonculus knows what you know, but it doesn't have the ability to create investigator extracts that your class levels in investigator grant you.

Infusion discovery from Investigator levels works, but the homonculus is still considered a construct for those extracts, so no Enlarge Person, etc.

Except under Investigator, it states that the extracts are like the Alchemist's. and uses the same rules for governing them.

The Exchange

most people will say that your animal companion can not be your familiar.
luckily for you, the homunculus companion is not an animal companion.
as the class description states, its a specialized version of homunculus.
which means that if your alchemist took the tumor discovery to gain a familiar, then took improved familiar at 7th level, dismissed the tumor, he could select the homunculus companion to be the familiar.

the downside to that would be, your companion/familiar would be gimped on HP, since a familiar only gets half the master's HP.
where the companion gains d10 HD, bonus HP for size, and you can increase it's HD for only 2k gold/ HD.

The Exchange

take the archetype, make the companion, then retrain the archetype to what ever you choose.

The Exchange

Saethori wrote:

Except the target is the rope... does the rope make the save?

There's no obvious sign how this is supposed to work. My best guess is, as Diego says, that the rope tries to trip automatically for anybody who moves into or through its guarded area.

oh, good call!

since the target is the rope, it would get the save, and since its an un-attended object it fails

The Exchange

did you notice this spell offers a save?

does that mean that the opponent gets a reflex save first, and then if they fail it, there's a trip check?

The Exchange

So, basically the verdict is that the best one could do, would be to have one PC carry the other.

Even though one of the PCs would be a skin-sack.

Maybe ride checks if a battle started.
Maybe encumbrance would apply.

But, no wearing the skinsend as a skin suit.

The Exchange

Dave Justus wrote:

1) You cannot wear another creature. Another creature cannot occupy you space (except for mounts, and the rules for riding anything other than a mount are non-existant) If it was a small skin, or the skin creature had undersized mount feat, and your GM allowed you to ride another PC, it would be just like any other mount.

2) You might not be recognizable as yourself, it is difficult to imagine though when looking like an animated skin would be better than looking like yourself.

3) The PC that was attacked would take the damage. The skin is not armor of anykind.

4) Normal encumbrance rules would apply. A GM might give a circumstance bonuses for concealing things with slight of hand, although when such a thing would ever apply is hard to imagine.

5) The spell ends, and the skinsender dies. The other PC would be left with a human skin, which does nothing as far as game mechanics are concerned. It certainly isn't leather armor, even a cow skin isn't leather armor. Leather armor is treated and crafted to become a) leather and b) armor.

6) Theoretically if someone had craft construct, then new abilities could be added at the rate of 1 day/1000 gp of cost. Since skinsend last 1 hour/level this is unlikely to be useful. If the spell ends then any progress would be lost and if a construct modification was completed it would be gone, as the skin is no longer a construct.

1. you absolutely can wear another creature.

look at Cassisian or the Spirit Oni as just two examples.
as the skin is considered a construct, you could also take a look at modifying it into Construct Armor

All of that is not even dipping into the fact that intelligent items are considered constructs - which are creatures.
so, any set of intelligent armor you put on, you are wearing a creature.

5. the spell already states that if it ends, the caster's consciousness automatically goes back to the body. so, your explanation is flawed from the description of the spell.
Typically, if a construct is dispelled or enters an anti-magic area, there's a whole slew of variables that come into effect.
I was asking how one would label the skin construct and what rules should apply for this type of construct.

6. It wouldn't take much to keep casting the spell. At 5th level, it would last 5 hours, get an extend rod and it now lasts 10 hours. Cast the spell again before duration expires and get another 10 hours.
a third time and it lasts all day.
As you are now considered a construct, its not like you would need to sleep.

The Exchange

Murdock Mudeater wrote:
Dysfunction wrote:

I said stuff

1. That would be leather armor. Leather is the Politically correct term for skin when used in manufacturing. I'd add a penalty if the leather/skin isn't made into armor, but is instead the PC slipping into the skin of another creature, I'd use the rules for Leather armor, but applye broken property to represent that it isn't really designed to be armor. Craft armor would be required to make this "suit."

2. The skin wouldn't really qualify as a disguise on it's own, unless you intended to disguise as a zombie version of the original creature. I'd add circumstance bonuses if you disguised as the original and were using other props, like the normal weapons and clothing that the character would wear. Bonus would be along the lines of the result of your craft armor check to make the skin suit, divided by 5. So I'd give a +4 circumstance bonus to the disguise check if you made a DC 20 craft check when making the suit. I'd be applying simliar penalties to any social rolls, as that is a gross idea.

3. Your not wearing the other PC. That one is dead, you are just wearing *creepy* leather armor. Damage dealt to the armor would be as normal per sunder. This is not construct armor,...

You wouldn't be wearing a dead PC. Skinsend allows you to animate your skin and travel as normal, the caster PC is very much alive.

I am asking what the rules would be for wearing an animated skin sack.

The Exchange

Gisher wrote:
In case you haven't run across it yet, you might enjoy the Seamless Skin magic item from Inner Sea Intrigue.

that's cool! makes me feel like I'm not the only morbid player here.

though its too costly, when you can just cast this spell on your cohort or animal companion for free.

The Exchange

As morbid as this sounds, I'm thinking of Silence of the Lambs or Men in Black, when the skin was worn like a body suit.

with that in mind, here are some initial questions:

1. What are the rules if one PC wanted to wear the skin of the other?

2. Would this be a disguise?

3. If the PC was attacked while wearing the other PC, who would take the damage?
Would this be considered to fall under the rules of the 'construct armor' from ultimate magic?

4. Could the PC that has this spell casted on them, put things inside their skin and carry it around like they were one big bag?

5. What happens if the PC's skin goes into an anti-magic area or gets dispel magic casted on them?

6. As your skin is now a construct, can you improve your construct skin following the standard modify construct rules?

The Exchange

1 person marked this as a favorite.

<bump>

also, can I request versioning on the doc, so we know when new content is added?

thank you!

The Exchange

Scenario: I have an animal companion where I have gained 4th level in the class that gave me the companion. the companion is now increased in size, plus I have trained it feats, tricks, and skills.

in regards to the below situations, my question is what happens to the animal's size increase when:

1. I retrain from animal bond to something else

2. I gain a negative level, and am no longer 4th level

3. Dismiss the animal, letting it free

4. Cast awaken on the animal and it's no longer viable to be an animal companion

thanks!

The Exchange

Skylancer4 wrote:
Dysfunction wrote:

I am very passionate about this subject/line of progression, and I would love to see this project completed!

I have been looking for ways to get a progressive rule set in place for a mech style suit/power armor that wasn't just an animated item in place for some time.

Sure, everyone can house rule something, but it's always looked at as breaking/twisting the rules. It would be nice to have something published that can be referenced that is Pathfinder compatible.

Please keep up the good work!!!

To be fair, just because it is published doesn't make it any less 'house ruled', even PFRPG is essentially house rules for 3.5 in the end. It isn't any less (or more) broken or twisted because it is published.

The biggest difference is our DM generally allows published work and very rarely allows house rules.

The Exchange

1 person marked this as a favorite.

I am very passionate about this subject/line of progression, and I would love to see this project completed!

I have been looking for ways to get a progressive rule set in place for a mech style suit/power armor that wasn't just an animated item in place for some time.

Sure, everyone can house rule something, but it's always looked at as breaking/twisting the rules. It would be nice to have something published that can be referenced that is Pathfinder compatible.

Please keep up the good work!!!

The Exchange

Lots of things that I love here and the ideas are amazing!

However, I wanted to start with some of the concerns:
1. Psi-tech is already in the Pathfinder world with their latest release of Occult Realms. There's a whole chapter based on the idea using that naming convention.
2. The cores are used in the NeoExodus core rule structure and Iron Kingdoms - Full Metal Fantasy.
3. Mechs are also already written up in both D20 Mecha and Iron Kingdoms - Full Metal Fantasy.

With that said here is my input on options/ideas for continuing to move this forward:

For leveling purposes of the Mech - which many people have asked about or voiced concern on how it would level, take a look at a lot of the content that has already been published within the Pathfinder Realm:

Synthesist Archetype for Summoner in Ultimate Magic
Construct Rider Archetype for Alchemist in Cohorts and Companions
Promthean Archetype of Alchemist in Occult Adventurers

For Mech modifications, you could take a look at the evolutions that Eidolons choose from, or additions that your Astral Constructs get to choose when they are created.
Another source could be the additions one could add by spending construction points to their animated object first listed in Ultimate Magic.

Also, Sean Reynolds wrote something up for a robot variant of Summoner in his Robomancer guide.

The Exchange

In the technology guide, there are several spells (destroy robot, antitech field, ect) that list they can affect both androids and cyborgs.

where are cyborgs listed, and are they a race or a template?

thanks!

The Exchange

I just GM'd this over the weekend, it didn't really end the way I thought it would go.

in the 10min that the party had, they had already defeated tig0 with the help of the Azer, they removed the drives and were just trying to figure out what to do with the portals.

during the first round of the fight with Jethzerai, one party member flew up, and used the combat maneuver - steal to take the remote.
Using UMD with technologist feat, they shut the portals back off and then they all left.

without really knowing what the control device was, I didn't really see any reason the party couldn't do this.

The Exchange

Scenario wrote:

"As he lands, he uses a remote control to activate the portals..."

"Combat Gear: ..., portal control device, ..."

anyone have any ideas on what this remote portal control device is?

The Exchange 1/5

Scenario says wrote:

"As he lands, he uses a remote control to activate the portals..."

"Combat Gear: ..., portal control device, ..."

anyone have any ideas on what this remote portal control device is?

The Exchange 1/5

Boon wrote:
to repair one item as though you had cast make whole (CL 10th)

So, he's able to perform a spell-like effect...and that's supposed to fix the misforging...got it.

The Exchange 1/5

Season 6 Scenario wrote:
Master Smith’s Service: <...> You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon.

How is this any different than paying 60g to have the Make Whole spell casted on the sword for the same affect?

Guide to PFS organized play, pg 23 wrote:

TABLE 5–2: SAMPLE SPELLCASTING COSTS FOR COMMON SPELLS

Make whole 60 gp
Core Rule book, pg 311 wrote:
Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
Core Rule book, pg 312 wrote:
Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.

It's not destroyed, so you don't need the twice the caster level of the sword to remove the broken condition.

Core Rule book, pg 174 wrote:

Damaged Objects: A damaged object remains functional with the broken condition until the item’s hit points are reduced to 0, at which point it is destroyed.

Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells.
Core Rule book, pg 565 wrote:
Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

Intelligent items are no different than normal magic items. Which means a Make Whole, or Mend should work no problem.

Core Rule book, pg 532 wrote:
Magic items sometimes have intelligence of their own.

So, why does this need to be a PP sink/waste of a boon to fix Gamin?

The Exchange

Bob Bob Bob wrote:

Again, as a player race, as a monster to fight, what? If it's just a monster you can just make one up using the rules I previously posted.

Helmed Horror tells me nothing.
Phantom Armor is already pathfinder and a @#$%ing undead.

Do you want a construct with an Int score? Here's one. There's a few more (Soulbound dolls, any construct with the "brain modification", lots of choices). I already posted the construct player race.

An animated suit of armor? Use Animate Objects. Might even be one of the examples.

Seriously, describe what you actually want, then maybe someone can help you.

Deep breath.

Keep calm, and chive on.

The Exchange

Again. I'm not trying to convert.
I am asking if anyone knows of an equivalent race to the Nimblewright.

this should be regardless of race, creed, or class.
I also do not need the rules for converting.

I am asking if Paizo already has in existence a creature that is similar to the Nimblewright.

The Exchange

Example would be:

3.5 had Helmed Horrors

Pathfinder has Phantom Armor

----

they are not the exact same, but, close enough.

The Exchange

I know there have been many attempts to convert this Construct race over to Pathfinder in the past, but, my question is if there is an equivalent race already in Pathfinder existence that could closely be used as a stand in

The Exchange

Gauss wrote:

You didn't say the rider would get a standard attack? Hmmmmm

Dysfunction's first post wrote:
The way I read this, is that the player uses the full-round action to charge up to an opponent, make a standard attack while the mount gets to perform a full attack, then the player can move again.

(Bold/size is mine)

allow me to correct the context of the sentence:

Standard melee attack.

as per charge rules:

CRB wrote:

Attacking on a Charge

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

The Exchange

Never said the rider would get a standard attack.

I said the rider/mount charges up, the mount pounces, the rider attacks, then the rider continues moving - with a ride check to dismount as a free action - since he has RBA.

The Exchange

By your explanation, the mount wouldn't get to move anymore, and the rider would have to dismount to continue his action?

regardless, I found a thread that answers it in detail: http://paizo.com/threads/rzs2p6qc?Rideby-attack-and-pounce#1

The Exchange

Darksol the Painbringer wrote:
I just noticed that Overrun, per RAW, doesn't work with a Charge, since it takes a Standard Action to perform an Overrun, which cannot be done with a Full-Round Action like Charge in the same turn.

Except, the first line of Overrun talks about how you use it in a charge...

Core Book, pg 201 wrote:


Overrun
As a standard action, taken during your move or as part of
a charge, you can attempt to overrun your target, moving
through its square

The Exchange

Mounted player has the Improved Overrun feat:

Overrun wrote:
Benefit: As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square

and the player's mount has pounce:

Pounce wrote:
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability)

The way I read this, is that the player uses the full-round action to charge through an opponent's square, while the mount pounces the opponent after they are prone.

Full Name

Johann Sharpe

Race

Human

Classes/Levels

Inquisitor of Apsu 1

Gender

Male

About Johann Sharpe

Johann Sharpe
Male Human Inquisitor of Apsu 1
LN Medium humanoid (human)
Init +1; Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d8+2)(Favored Class Bonus: 1hp)
Fort +4, Ref +1, Will +5;
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee Quarterstaff +3 (1d6+3)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 1st; concentration +4)
6/day—Fire of Belief
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day)—Cure Light Wounds (DC 14), Forbid Action (DC 14)
0th (at will)—Detect Magic, Read Magic, Guidence, Virtue
Domain Fervor Inquisition
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Weapon Focus: Quarterstaff, Dazzling Display
Traits Urban Sleuth (Local Dragons), Zealous Striker
Skills (6) Intimidate +6, Knowledge (Arcana) +5 (+8 to identify), Knowledge (Planes) +4 (+7 to identify), Knowledge (Religion) +4 (+7 to identify), Perception +7, Sense Motive +8;
Background Skills Knowledge (Geography) +1, Linguistics +1
Languages Common, Draconic
Other Gear Quarterstaff, Breastplate, Inquisitor's kit (30g) (backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol of Apsu), Wooden Holy Symbol of Iomedae, 69g
--------------------
Special Abilities
--------------------

Urban Sleuth (Local Dragons): Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result.

Local Dragons: Knowledge (arcana)

Zealous Striker: Your zeal is a danger to those of “lesser” faiths. While you have the destruction judgment active, you gain a +1 trait bonus on damage rolls when attacking a foe who can cast divine spells and worships a different deity than you.

To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.

Judgement:Starting at 1st level, an inquisitor can pronounce judgment upon his 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 he 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 he can participate in the combat again.

When the inquisitor uses this ability, he must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, he receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Judgements:
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels he possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels he possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels he possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity[i]: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

[i]Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels he possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If he is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels he possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, he does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze: 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 (minimum +1).

Backstory:
The son of a priest of Iomedae and a silver miner, Johann Sharpe was a spoiled and wicked youth. Forced to get a job in the mine to learn humility, one day his tunnel collapsed and trapped him in the Darklands, where he was found half-dead and starving by a Kobold cleric of Apsu, who saved his life and taught him the ways of the Wayfinder.

The man spent years studying beneath him, choosing to focus his faith on the inquisitor's path and hunt down the wicked dragons that would bring chaos to Golarion. When Johann finished his training and emerged to the surface above, much had changed; his old mine was long abandoned and his parents were dead. After mourning their loss,
he collected his father's holy symbol in remembrance and journeyed to his mother's former home of Kintargo. With Barzillai's rise to power, his abuse of power and ridiculous new laws are bringing chaos to the once orderly city... something Johann is finding less and less tolerable.