Blessed Script (Defending Bone) At 5th level, a living grimoire can permanently tattoo one spell of 2nd level or lower from his holy book onto his body. The tattooed spell cannot have an expensive material component or focus. The living grimoire can prepare any tattooed spell without needing his holy book, and can cast his tattooed spells as a spell-like ability once per day. At 8th level, the living grimoire can tattoo one additional spell of 3rd level or lower upon himself. At 12th level, he can tattoo one additional spell of 4th level or lower upon himself, and at 16th level he can tattoo a final additional spell of any level upon himself. When the living grimoire uses these spell-like abilities, the tattooed holy script associated with the spell-like ability glows as per light for a number of rounds equal to the spell’s level. This ability replaces bane, greater bane, second judgment, and third judgment.
Detect Alignment 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.
Discern Lies 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.
Hand of the Acolyte You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Holy Book At 1st level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon. When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon. He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
Sacred Word At 1st level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage). At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.
Solo Tactics 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. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Spells A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers. The living grimoire receives the same number of spell slots per day as a warpriest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book. At 1st level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book. This ability alters orisons and spellcasting and replaces cunning initiative.
Stern GazeInquisitors 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).
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.
Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Gear Iron Bound Tome +1, +2 Breastplate, Cloak of Resistance +1, Cleric's Vestments, Belt Pouch, Bedroll, Backpack, Dagger, Ink pen, Ink, Spell Component Pouch, Waterskin, Wand of Cure Light Wounds (46 charges), Alchemist Fire Flask x 2, Acid Flask x 2, Headband of Vast Intelligence +2
Money 6395 GP 0 SP 0 CP
BACKGROUND:
Mathos' childhood was unremarkable. He attended school and, following in his father's footsteps became a lawyer. He worked for his father's firm, McNaught and Crus, in their medium sized Chelaxian town. Mathos was bored by the day-to-day tasks assigned to him, but he loved writing contracts. His skill at crafting written documents of devilish complexity soon drew the attentions of the Church of Asmodeus. After spending a short while serving in the temple Mathos set his sights wider. He knew that the Pathfinder Society sent agents all over Golarion, and what better way to find new clients than to travel the world. Now he and his iron bound Asmodean Monograph are seeking to build a reputation.
APPEARANCE & PERSONALITY:
Mathos stands 6 feet tall. His bearing is that of one used to dominating the conversation. He is dressed fashionably and has a large book with him.
A great believer in rules, Mathos always follows the letter of the law, and expects others to do the same even if it takes a contract to ensure it. He is arrogant and self interested. Mathos has joined the Pathfinder Society, and specifically the Dark Archive, as a way of gathering power to himself. He expects to return home to Cheliax very shortly with a cart-load full of secret knowledge and powerful artifacts which he can use to expedite his rise within Chelaxian society.
PFS CAREER:
Quest - Phantom Phenomena - 2PP
5-10 The Confirmation - 2PP (GM Credit)
Emerald Spire - 4PP
Slave Pits of Absalom - 2PP (GM Credit)
Mists of the Mwangi - 2PP (GM Credit)
Eye of the Crocodile King - 2PP
Trial by Machine - 2PP (GM Credit)
Treason's Chains - 2PP
Storms the Diamond Gate - 2PP
Mist of the Mwangi - 2PP
Voice in the Void - 2PP
Hydra's Fang Incident - 2PP
Silent Tide - 2PP
Siege of Gallowspire - 2PP
Beyond the Halflight Path - 2PP
Debt to the Quah - 2PP (GM Credit)