Advanced Options: Inquisitors' Judgments (PFRPG) PDF

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The inquisitor represents a common trope found in fantasy stories, mythology, and to a lesser extent history—the driven warrior fighting for a religious cause. From Samson and the judges of the Old Testament to the Twelve Peers of Charlemagne, the Knights of the Round Table, Saladin, Gochiin no Tajima, and Saito Musashibo Benkei, stories of the religious warrior are commonplace. Modern fantasy stories and roleplaying games pick up on this tradition, which can be seen as the source of the paladin class, and the martial feel of the cleric class.

In many ways the inquisitor is a midstep between the spellcasting cleric and the fighting paladin, with lower attack bonuses and hit point totals than the paladin but fewer spells than the cleric, though augmented with more powers that aid her in combat. Much like the other class that has spontaneous spellcasting up to 6th-level spells, the bard, the inquisitor also can’t be pinned down easily in terms of her role in a group. She can serve as a fine back-up warrior, but she will never outshine barbarians, fighters, paladins, or rangers. She has access to a good range of spells for both healing and damage, but lacks the spell slots to do either for long and doesn’t have enough good buffing spells to be much help aiding other classes in fulfilling their roles.

However, the inquisitor is remarkably self-reliant. She isn’t likely to need other classes to protect or augment her, leaving her free to act on her own in most conflicts. And while she has neither the fighting prowess or spell power to make a major impact with those roles alone, she also has sole access to a fascinating brand new mechanic: the judgment. Judgments are special supernatural bonuses an inquisitor can call upon a limited number of times per day. They provide combat advantages that last for an entire combat, and as an inquisitor gains levels she can call on them more often and more at once. Although judgments don’t allow an inquisitor to surpass her fellow adventurers in their specialties, they do give her the flexibility to react to a wide range of situations in combat. Depending on the foe she faces, an inquisitor can enhance her accuracy, damage, resilience, or healing power with her judgments. They are the unique element of the class, and serve as the main thing that keeps an inquisitor from being a cleric with fewer spells.

It would makes sense, then, if the inquisitor had access to a large list of judgments from which a player could customize and focus the character. Alas, a lack of space makes a long list of judgments impractical in the Advanced Player’s Guide (especially given that the inquisitor already has new spells and teamwork feats that take up considerable room). To broaden the utility of judgments, Advanced Options: Inquisitors’ Judgments present several new judgments, a judgment-heavy alternative inquisitor class, and a few new judgment-focused feats.

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****½ (based on 4 ratings)

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Inquisitor Options

*****

What can I say I like the Super Genius products I buy.
I always get my moneys worth when I pick them up. This
is no exception. I get New Judgements, New Feats and a New Base Class: The Justicar.

Some did not like the CMB/CMD based judgements I however thought they were a good addition.

The Base Class was well done a non caster Inquisitor cool options and can bring a lot to the Fantasy Horror monster hunter type.

Nothing over powered, most of it useful, very flavorful, and left me wanting more.

If you like Inquisitors this is well worth the 4 times it price.
My rating 4.5 but I'll bump it up to a 5 mainly because I like the base class a lot.


Awesome new tools for the Inquisitor

*****

This pdf is 8 pages long, 2/3 of a page front cover, 1 page SRD &editorial, leaving 6 1/3 pages of content for the new tools for the Inquisitor, so let’s check them out.

After a short discussion on the nature of the rather interesting Inquisitor base-class, we are introduced to a central question that needs to be answered prior to integrating the new material: Seeing there are not that many judgments in the core rules of the APG, a new mechanic needs to be introduced to clarify how access to more judgments is handled. In a concise discussion, several options along their pros and cons are presented, with the easiest alternative being restricting any Inquisitor to 9 judgments and the most complex being a suggestion to have judgments earned in game by association with different orders in a given campaign setting.

15 new judgments await the perusal of inquisitors, from minor bonuses to reach and movement rates to improved capabilities with regards to certain combat maneuvers and the ability to make weapons feature a quality to bypass certain kinds of DR, a nice and balanced roster of abilities is presented. The true stars of this pdf, though, are the 7 greater judgments: Those of you following my reviews know that I’m always excited about iconic abilities and the greater judgments deliver: The ability to see invisible foes via blazing eyes, the power to banish summoned creatures to sickening and weakening strikes, the offensive judgments rock. The defensive ones are also quite cool, enabling you to play the deadly, unstoppable driven inquisitor via regeneration and SR – all the while balancing these at times powerful abilities within the rules. Great work!

The pdf does not stop there, though, as it delivers the alternate Inquisitor-class of the Justicar, a judgment-focused variant sans spellcasting. The Justicar gets d10, 6+Int skills, full BAB, good fort and will saves. The class feels balanced and interesting, though personally I’d prefer the spellcasting variant. I still think the class offers a cool alternative for many campaigns.

Finally, we get 7 new feats: Executioner lets you sacrifice a judgments use for a single strike with additional damage, the ability to use judgments more often per day, a feat to learn an additional judgment (depending on how you manage the acquisition of new judgments, this is necessary), a focus on a single judgment (+5 levels with regards to that judgment), the ability to make a judgment that last up to 15 minutes. My favorite one, though, would be Jury, which lets an ally benefit from your judgment. One of the feats, though, felt potentially problematic to me: Judgments Surge is rather strong, as it lets you use an additional judgment simultaneously. I’m not entirely sure whether I’d allow this feat, as my instinct yells that this might make for a certain power-boost.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to the 3-column standard and the artwork is stock-art and ok. The pdf has no bookmarks. The new judgments presented herein feel balanced and add a nice plethora of abilities to the Inquisitor’s repertoire, the Justicar is nice. The Greater Judgments and the new feats, though, are what really shone for me and offer the abilities I love to see for the class, as it enhances the unique feel of the class. The Judgments per se and the one feat I didn’t like left a bit of a stale taste in my mouth and would necessitate some playtesting/extensive math for me prior to allowing it in my campaign. Thus, due to a lack of true gripes and only minor problems, my final verdict for this installment of advanced options will be 4.5 stars, rounded up to 5.

Endzeitgeist out.


Almost there

****( )

For the most part, I agree with Dark_Mistress, so I'm going to just expand on that review.

A lot of the new judgments are too CMB/CMD-focused, but there are a few that are awesome enough to warrant getting this book.

Move faster, overcome DR, grant AC bonuses... you got it.

The book suggests that you have an inquisitor select 9 judgments and is limited to those choices. This is a good mechanic, but I don't think most people would pick some of the CMB-centric ones. A better option (which isn't suggested) is that you could allow all judgments, but only allow switching between X number judgments (i.e. once you use a judgment, the first X judgments you switch to out of the whole list are the only ones you can keep swapping between for the duration), or perhaps (more simply) only allow access to 9 judgment types per day, and make you choose at the start of the day.

The Justicar class is pretty cool, and after hearing about it, it was one of the main reasons I got the PDF. I have to say I'm somewhat disappointed, though. It's basically an Inquisitor with a full BAB, no spells, and at level 20, 1 extra Judgment/day. They also have written in that you "learn" new judgments every 3 levels after 4th. If you're not playing with this mechanic, you have an empty level at 4 & 7. I just feel like regular Inquisitor gets more "bang for your buck" as far as the level progression goes. Full BAB is great, but the net gain of +5 to attack at level 20 isn't worth giving up your entire spellcasting ability.

I would have liked to see other class variations; stuff like: full BAB but delayed spellcasting progression (kinda like a Paladin), etc.

The Judgment Feats are pretty cool - I especially like the Executioner feat, which lets you use expend judgment with a single attack to gain bonus to attack/damage.


Advanced Options: Inquisitor's Judgments

****( )

Advanced Options: Inquisitor's Judgments by Super Genius Games

This product is 8 pages long. It starts with a cover, and intro. (2 1/2 pages)
This also gets into how to use more judgments with the inquisitor and keep it balanced.

New Judgments (1 page)
Accuracy – increases range increments of ranged attacks.
Alacrity – Increases movement.
Alliance – bonus to hit and dmg when flanking.
Concealment – bonus to stealth.
Felling – bonus to trip.
Forceful – bonus to bull rush.
Freeing – bonus to escape artist rolls.
Guarding – bonus to adjacent allies AC.
Mysticism – bonus to caster level when casting spells.
Relentless – bonus to CMD.
Sagacity – can make knowledge checks to learn of monsters special abilities or flaws.
Striking – can help overcome DR.
Theurgy – bonus to caster level checks and concentration checks.
Unarming – bonus to disarm.
Warding – bonus to saves to adjacent allies.

Greater Judgments (1 page)
Banishment – protection against summoned creatures and can banish them.
Durability – reduces the effect of ability drain and ability damage.
Inexorability – gain spell resistance.
Regeneration – gains regeneration ability.
Revelation – can see invis and bonus to perception.
Torment – when hit by weapon target must save or be sickened from pain.
Weakening – causes ability score damage from attacks.

The Justicar (2 pages)
Variation of the Inquisitor. D10, 2 good saves, 6 skills, full BaB, all weapons and armor but tower shields. Basically trades spells for more judgments, full BaB and a few other class abilities. A nice spell-less version to the class.

New Feats (1 ½ pages)
There is 7 new feats.

It ends with a 1 page OGL. (1 page)

Closing thoughts. The layout, editing are good as you would expect from SGG. The artwork inside is nice black and white artwork. Most of the new judgments where good to very good, I wasn't a fan of the ones that add bonuses to things like trip though, I found them kinda meh personally. The new feats are well done, the class is a interesting variation of a spell-less version of the inquisitor. Not sure it was needed but for those that wanted such it is a nice addition. Taken as a whole it is a solid SGG product. I am giving it a 4 star review.


Paizo Employee Starfinder Design Lead

Super Genius Games' weekly PDF is up! It includes numerous new inquisitor judgments, a few greater judgments, an alternate inquisitor class (the non-spellcasting justicar), and several judgment-related feats. Pick it up now!

Dark Archive

I could have sworn i just bought something from you last week.

Paizo Employee Starfinder Design Lead

Dark_Mistress wrote:
I could have sworn i just bought something from you last week.

I sure hope you did! Everyone should, don'cha'know?

Sczarni

amazing, i'm glad i didn't read the description before buying since seeing the damn justicar was just an amazing surprise. Pure win.

Paizo Employee Starfinder Design Lead

Frerezar wrote:
amazing, i'm glad i didn't read the description before buying since seeing the damn justicar was just an amazing surprise. Pure win.

I'm glad you like it!


Pathfinder Companion Subscriber
Owen K. C. Stephens wrote:
Super Genius Games' weekly PDF is up! It includes numerous new inquisitor judgments, a few greater judgments, an alternate inquisitor class (the non-spellcasting justicar), and several judgment-related feats. Pick it up now!

So, does this mean that I should expect a Summoner's Eidolon evolutions book soon?


Mathewd2 wrote:
Owen K. C. Stephens wrote:
Super Genius Games' weekly PDF is up! It includes numerous new inquisitor judgments, a few greater judgments, an alternate inquisitor class (the non-spellcasting justicar), and several judgment-related feats. Pick it up now!
So, does this mean that I should expect a Summoner's Eidolon evolutions book soon?

+1 for Summoner support! I would buy it.

Dark Archive

Reviewed, here, at ENworld and Drivethru.

Paizo Employee Starfinder Design Lead

Dark_Mistress wrote:
Reviewed, here, at ENworld and Drivethru.

Thanks, DM!

Paizo Employee Starfinder Design Lead

Mathewd2 wrote:
So, does this mean that I should expect a Summoner's Eidolon evolutions book soon?

It's on the list. I only have about 500 words written to-date, but it'll definitely be out Q1 for 2011.


Reviewed!

Must say, I'm far happier with this than I was with the Divine Archetypes book.

As I said on the other forum post...

"Feel free to make full use of the suggestions I made in my review - I waive any legal or financial right, yada yada. (I.e. if you use my ideas, which I would love to see you make a revision based on it, you can take credit)"

Paizo Employee Starfinder Design Lead

Quirken wrote:
Reviewed!

Thanks!


Found a small error: The justicar class gets the slayer ability twice - on level 10 and 17. Which one is right? What is the other one supposed to be?

I have two ideas for possible fixes:

Either you just get rid of the level 10 ability - the inquisitor gets it at level 17, so 10 seems a bit early.

The alternative would be slayer at 10 and greater at 17 (and nothing at 19).

Paizo Employee Starfinder Design Lead

You're right, that's an error. I had to go back to my original notes to figure out what happened, and the right answer to "What the heck did Owen mean" isn't any of your very reasonable answers.

It should work like this (and I'll put in for an errata)

10th Level: Lesser Slayer
At 10th level, a justicar learns to focus his judgment. Whenever a justicar uses his judgment ability, he may select one type of judgment to focus on. He is treated as if he is two levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.

17th level: Slayer
At 17th level, when a justicar opts to focus on a judgment, he is treated as if he is five level higher for purposes of determining the bonus granted by the judgment. This ability replaces lesser judgment,m and is otherwise identical to it.

19th Level: Greater Slayer
Greater Slayer (Ex): At 19th level, a justicar can focus on multiple judgments at once. He can select two judgments to gain the benefit of the slayer ability, and once a round can change even a slayer-focused judgment as a swift action.


Reviewed here and sent to GMS magazine. Cheers!

Dark Archive

Nice review End.


Thank you very much, D_M! I hope to have more up soon!

Dark Archive

Endzeitgeist wrote:
Thank you very much, D_M! I hope to have more up soon!

It's been 5 mins since your post... so where are they? :)

Paizo Employee Starfinder Design Lead

Endzeitgeist wrote:
Reviewed here and sent to GMS magazine. Cheers!

Thanks for the review!


Does the justicar have the "domain/inquisition" ability or am i just overlooking it?


A better choice of judgments is ok (but same limited number), btw it is not true that inquisitor can't do great damage. A ranged one (better with guns) has a heavy damage per round.


AlecStorm wrote:
A better choice of judgments is ok (but same limited number), btw it is not true that inquisitor can't do great damage. A ranged one (better with guns) has a heavy damage per round.

And inquisitor with a longbow will be doing more damage than with a gun.


Probably, but you need also strenght.

Paizo Employee Starfinder Design Lead

Many thanks to Realmwalker for the review!


And another hole filled in the collection, now if only they would add those extra two hours to the day so I had time to review everything....Owen, wanna get on that for us, see if you can work your magic and get us a few more hours to work with every day? No? OK, was worth a try...


Question:
Some of the Greater Judgements say they count as 2 or 3 Judgements, does that mean you *need* to be able to call forth that many at a time?

For example the Greater Judgement Weaking says it counts as three Judgements. So you would need to actually be 16th level, as that's when you can use three Judgements at one?

Paizo Employee Starfinder Design Lead

Monkeygod wrote:

Question:

Some of the Greater Judgements say they count as 2 or 3 Judgements, does that mean you *need* to be able to call forth that many at a time?

For example the Greater Judgement Weaking says it counts as three Judgements. So you would need to actually be 16th level, as that's when you can use three Judgements at one?

Sorry if that's unclear. No, you can always have one greater judgement up if you are high enough level to select (each has its own level restriction). However if it counts as three judgments for purposes of the second judgment and third judgment abilities then it's the only judgment you can have up at once.

So a 12th level inquisitor can select the weakening judgment, and use it. However even though he already has Second Judgment as an ability, he can't use weakening and another judgment at the same time. Even when he reaches 16th level and gains Third Judgment, he won't be able to have weakening up at the same time as any other judgment.

Conversely if an inquisitor selects the durability judgment at 9th level, when he already has Second Judgment, he is still restricted to just durability when he has it active. But when he reaches 16th level and gains Third Judgment, he could have durability and destruction active at the same time (though not durability and inexorability, if he had selected it).

It is only for purposes of the Second and Third Judgement abilities that these count as more than one judgment. As far as the base judgment ability works, they are just one judgment.


Thanks Owen for a quick reply!!


I'd like to see an Inquisitions book with an inquisition-focused archetype too^^

Paizo Employee Contributor; Developer, Super Genius Games

Bardess wrote:
I'd like to see an Inquisitions book with an inquisition-focused archetype too^^

I would too!

Right now most of my "spare" design time is going into the Talented Class line of pdfs -- which of course will (eventually) include the Talented Inquisitor.

But I'll keep an eye out for freelancers with good inquisitor archetype ideas. :)


The Ghost Knight wrote:
Does the justicar have the "domain/inquisition" ability or am i just overlooking it?

Any word on this?

If the Justicar does not recieve the domain/inquisition ability could you explain why you decided to clip the ability Mr Stephens?

I think it would be unfortunate the Justicar loses the domain/inquisition ability.

Paizo Employee Contributor; Developer, Super Genius Games

So, Advanced Options: Inquisitors' Judgements was released in December of 2010. At the time I did not include any domains because the Justicar is a nonspellcasting class, and most domain abilities aren't particularly useful for nonspellcasters with a full attack progression.

A few are, but that meant if you played an inquisitor and took a "bad" domain you were punished, compared to one who happened to select a useful domain.

Ultimate Magic, which introduced inquisitions, didn't come out until April 2011. So we *couldn't* include the idea back when we released this.

It's balanced and playtested as-is, so if I add inquisitions to it now, I'll have to remove something. I haven't had a chance to do that it.

this is most likely to be addressed in a more flexible version of the class in The Genius Guide to the Talented Inquisitor, which will eventually be written.


I wait eagerly for it. ^^


Owen K. C. Stephens wrote:

So, Advanced Options: Inquisitors' Judgements was released in December of 2010. At the time I did not include any domains because the Justicar is a nonspellcasting class, and most domain abilities aren't particularly useful for nonspellcasters with a full attack progression.

A few are, but that meant if you played an inquisitor and took a "bad" domain you were punished, compared to one who happened to select a useful domain.

Ultimate Magic, which introduced inquisitions, didn't come out until April 2011. So we *couldn't* include the idea back when we released this.

It's balanced and playtested as-is, so if I add inquisitions to it now, I'll have to remove something. I haven't had a chance to do that it.

this is most likely to be addressed in a more flexible version of the class in The Genius Guide to the Talented Inquisitor, which will eventually be written.

Thank you for the clarification! Barring any nerfing by my DM I will be kicking the tires on a Tiefling Inquisitor dedicated to Iuz using the Hawk of Vengence Archetype from RiP. Justicar was a close second, as I was really looking for a more Marshall Inquisitor. I second the notion for eagerly awaiting The Genius Guide to the Talented Inquisitor! ^_^


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber

Great product; I have a couple of clarification questions:

Question the first:
The first sentence of the Banishment Greater Judgment suggest that it's supposed to work against all opposed alignments, (e.g. a LG inquisitor should be protected from a chaotic summon as well as an evil one). Yet later the text also has the line "Summoned creatures that are not evil are immune to this effect". Which is right (or have I misunderstood)?

Question the second:
The Revelation Greater Judgment doesn't have a level prerequisite. What should it be?


Elro the Onk wrote:
The first sentence of the Banishment Greater Judgment suggest that it's supposed to work against all opposed alignments, (e.g. a LG inquisitor should be protected from a chaotic summon as well as an evil one). Yet later the text also has the line "Summoned creatures that are not evil are immune to this effect". Which is right (or have I misunderstood)?

The sentence "Summoned creatures that are not evil are immune to this effect". Is a case of fairly sloppy cut-and-paste from me. It should be struck entirely.

Elro the Onk wrote:
The Revelation Greater Judgment doesn't have a level prerequisite. What should it be?

9th.

Sovereign Court

Do these work in Pathfinder Society?


Alyssa Branch wrote:
Do these work in Pathfinder Society?

Nope. Not from Paizo. Rogue Genius is a 3PP even though now Owen works for Paizo.


1 person marked this as a favorite.

Sethvir is correct. And, of course, they aren't on the list of allowed resources for PFS.

Of course, feel free to contact Paizo and try to convince them to allow Rogue Genius content in PFS. :D


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber
Owen KC Stephens wrote:
Elro the Onk wrote:
The first sentence of the Banishment Greater Judgment suggest that it's supposed to work against all opposed alignments, (e.g. a LG inquisitor should be protected from a chaotic summon as well as an evil one). Yet later the text also has the line "Summoned creatures that are not evil are immune to this effect". Which is right (or have I misunderstood)?

The sentence "Summoned creatures that are not evil are immune to this effect". Is a case of fairly sloppy cut-and-paste from me. It should be struck entirely.

Elro the Onk wrote:
The Revelation Greater Judgment doesn't have a level prerequisite. What should it be?
9th.

Thanks Owen! Super-quick turnaround much appreciated.

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