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SPECIAL ABILITIES
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Hunters Blood: The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Justice Judgement: 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 she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Night Hunter: As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
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).
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.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Scent: +4 tracking
Trip: A werewolf in hybrid form can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the werewolf is not tripped in return.