Domain - Choose a Domain(Evil Domain)
Judgement 2/Day - Cast Judgements
Monster Lore - Add Wisdom and Int On Monster Identifier Checks
Stern Gaze - Add 1/2 Inquisitor level to Intimidate and Sense Motive Checks
Solo Tactics - Can use teamwork Feats solo
Cunning initiative - Add Wis Mod and Dex Mod to Init
Detect alignment - can cast detect chaos, detect evil, detect good, or detect law
Track - add 1/2 Level to tracking Checks
Bane - Give Weapon Bane as Swift action
Discern Lies - discern lies for a number of rounds per day equal
to inquisitor level
Touch of Evil (Domain Ability) You can cause a creature to become
sickened as a melee touch attack. Creatures sickened by
your touch count as good for the purposes of spells with
the evil descriptor. This ability lasts for a number of
rounds equal to 1/2 your cleric level (minimum 1). You
can use this ability a number of times per day equal to 3 +
your Wisdom modifier.
Darkvision 60ft
Mind blast- 60ft cone, target must succeed a will save (DC 17+ cha mod) or be stunned for 3d4, this is a standard action can be used at will
Psionics- you fain the following spell like abilities: at will- charm monster, detect thoughts, levitate, plane shift and suggestion, DCs are charisma based and count as caster lv8.
Improved grab- tentacles have grab ability which can be used on creatures up to large in size. Mind Flayer can grapple up to Huge creatures as long as it can reach their heads. Mind Flayer with at least one tentacle attached can in a single successful grapple check attach the renaming tentacles. Each tentacle attached gives a +2 bonus to grapple checks
Extract- if a mind flayer begins his turn with all four tentacles attached and makes a successful grapple check and automatically kill a living creature with a single head and brain
4 tentacles- 1d4 + strength mod + grab
Telepathy 100ft