The Radical- an inquisitor archetype


Homebrew and House Rules


So, I’ve been toying with making an archetype for the inquisitor in the theme of using the enemies powers against them-The Radical.

In my mind, it’s a mix of final fantasy’s blue mage, and radical (hence the name) inquisitors from warhammer 40k; basically a monster hunter that utilizes their enemies tricks and powers against them, learning as they go.

I think this would make a good inquisitor archetype, as they already have monster hunting and knowledge bonuses, they have good mechanics for at will/adjustable bonuses, spells, etc. There are already archetypes that change the play style of inquisitors in significant ways (sanctified slayer, sacred huntmaser, etc), and a few abilities that I think could be poached/altered to make it possible to emulate monster abilities in a balanced way.

Psychodermist occultist and flesheater barbarian seem like good starting points. Psychodermist gets its manifest ability pretty late. I wish it had a scaling ability. Flesheater barbarian is great, but only works with certain types and gives limited abilities.

Mostly curious if anyone has any ideas on this. I’ve searched the boards some, and have found a multitude of home brews, 3pp, etc, but many seem to have too many moving parts, balance issues, etc.


Radical- An Inquisitor archetype/alternate class

A Radical is an inquisitor who turns to methods, tools, and ideologies normally forbidden, choosing instead to turn the darkness of the abyss, hell, and other enemies against themselves.

The Radical:

This is an alternate class, and may also be taken as an ex-class by fallen inquisitors; an inquisitor may trade classes on a 1:1 basis in a manner similar to anti-paladin and paladins.
(Or archetype? Not sure where the divide is on that. Some archetypes change things just as much as alternate classes, so really not sure how to label this, but being available as ex-class maybe pushes it into alternate?)

Stare into the abyss, and the abyss stares back - Whether from repeated exposure, accidental witness, or intentional exploration, Radicals have stared into the abyss, and the abyss has stared back-inducing changes in the Radical that set them apart from the rest of their kind.

By studying their enemies, the Radical gains a preternatural understanding of their gifts, such that they can replicate many of the powers of the enemy; the crux is that they must suffer at the hands of their enemy before truly kenning the ability.

Starting at first level, the Radical gains the ability to learn any extraordinary, supernatural, or spell-like ability that they have been a direct victim to. To learn an ability, they need not be the only target of an ability, but they must be a target, not nearly a witness or bystander; as a free action that can be taken in reaction to being targeted, the Radical may attempt the appropriate knowledge check to identify the creature (the requisite knowledge can be done prior to falling victim to an ability, but can not be used to gain an ability after the fact). If successful, then the Radical may learn add the ability to their spells known. Radicals may replace the normal inquisitor spells they know, with an ability learned of the appropriate spell level, they may choose to leave new spell known slots open when attaining a new level, in the hopes of uncovering new radical powers.

To determine the spell’s level for this ability, use the the spell’s highest spell level, or half the hit dice of the creature using it (minimum 1) if no such spell exists. Abilities with limited uses (1/day, every 1d4 rounds, etc…) are similarly limited, in addition to requiring a spell slot. Any ability learned this way counts as a spell when used by the Radical, using their spell casting modifiers. Constant abilities last a number of minutes equal to the Radical’s class level before they must be cast again. Abilities with no spell equivalent are mimicked exactly as they were used, except that any save DCs are replaced by the Radical’s spell save DC for the level used to cast them.

At 8th level, constant abilities can be used for hours per level before they must be cast again.

Due to their divided focus, Radicals know one fewer spell per level, though their spells per day remain unchanged. And having crossed the rubicon, Radicals may cast no stones, hence they may not use any judgments, nor choose a domain, as their own personal ideologies supersede any doctrine.

This alters spell casting, and replaces judgements and domain.

By any means- So sure of their righteousness, the Radicals convictions protect them the repercussions normal lapses in faith may cause those of less stout heart. The Radical can use spells and abilities of opposing alignment without restriction, and their own alignment may be more than within one step of their deities alignment.

This alters alignment.

What I’m working on. Taking a little from blue mage, battle augur, psychodermist, flesheater, and warhammer.

I would love any ideas or critiques. Maybe develop this more as an alternate class?

I think the fact that inquisitor is limited to six spell levels keeps things from going overboard. Really trying to get the flavor at early levels (looking at you psychodermist), while maintaining balance.

I think all the other monster hunter bits in the inquisitor kit fit perfectly- monster lore, bane, stalwart, etc are just *muah*

Not sure if replacing judgements, domain, and reducing spells is too much, but some monster abilities are going to be pretty great? I think it’s a flavorful replacement.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Radical- an inquisitor archetype All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules