Helaman
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Limited spells is part of their cons to balance the pros but there is a lot of flavour in those domain spells.
Has anyone tried giving them domain bonus spells? Maybe even a lower powered house rule that the domain spells are added to the list of spells the can choose to learn? Even giving the a choice of domain ability OR domain spells?
It would make the class just a bit more nuanced depending on their god.
Deadmanwalking
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Inquisitor is already a very good Class, giving it more spells known or per day is thus probably a bad call. Adding their Domain spells to the list is reasonable, I suppose, but kinda screws people who grab an Inquisition, or something like Healing with all in-class spells.
Frankly, this just doesn't seem needed.
Dafydd
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I would not. The inquisitions were created to help balance the power of Inquisitor domains with cleric domains.
True, there are domains that are near useless without the spells for an Inquisitor, such as the Sun one. (no channel for the first level power and no spells means it is useless till level 8 when you get nimbus)
| Xethik |
The Divine Hunter archetype does something similar (but for Hunters). If you wanted to homebrew, that may be a good starting point.
Though I'm of the opinion that Inquisitor is a stronger base than Hunter, even with Hunter's very strong animal companion. Adding more power to that needs to be done carefully. I like the spell delay that Divine Hunter has, personally.
| Kelazan |
I modified a home-brew archetype to give some inquisitor domain spells without breaking this already very powerful class ; here it is. It's a more spell oriented inquisitor, with limited proficiency and judgement, plus a specialized Bane ability, in exchange of more spells. It seems balanced to me, especially compared to divine full casters.
Most inquisitors are grim martial hunters of the heretics, some however forgo the usual training in weapons and tracking, focusing instead on their spellcasting and overwhelming presence to impart judgment and strike divine fear upon the unworthy.
Weapon and Armor Proficiency
Grand inquisitors are proficient with all simple weapons, light armor and shields (except tower shields). Grand inquisitors are also proficient with the favored weapon of their deities.
Judgment (Su)
A grand inquisitor's list of judgments is limited. He can only select his available judgments from the following list: Healing, Piercing, Protection, Purity, and Resistance. This ability modifies judgment.
Inquisition Domain
All grand inquisitors start their path with one domain. Unlike common inquisitors, this domain grants grand inquisitors the bonus spells listed as spell known, plus a bonus spell slot of each spell level. The grand inquisitor may not select an inquisition. This ability modifies domain.
Bane Terror (Su)
At 5th level, a grand inquisitor gains the Spell Bane feat. As a swift action, she can imbue her magic with the capacity to overcome the defenses of a creature; she must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
As long as this ability is activated, the grand inquisitor is treated as using the bane class feature against the chosen creature type only for the purposes of the spell bane feat; and once per round, whenever she casts a spell onto such creature, the grand inquisitor may add one of the following effects to her spell as an additional effect. A successful saving throw against the initial spell negates these effects. The save DC against these effects is equal to 10 + the spell level of the base spell + the grand inquisitor's Wisdom modifier.
• A wave of pain strikes the creature. It suffers 1d4 damage per two inquisitor levels + the grand inquisitor's Wisdom modifier (Fortitude half), up to 2d4 per level of the spell used. This is a pain effect.
• The creature is shaken for a number of rounds equal to the spell's level (Will negates).
• Otherworldly silhouettes attempt to hinder the creature, who is entangled for a number of rounds equal to the spell's level (Reflex negates).
This ability replaces the bane and greater bane.
By the way, if you want to talk about homebrew / house rule, this thread should be moved in the appropriate forum.