Inquisitor Inquisitions

The following are new inquisitions available to inquisitors and other classes which may gain inquisitions:

Conquest Inquisition [Conq. HB]

Deities: Any deity with the Tactics, Travel, or War domains.

Granted Powers: Your footprints announce your presence, your cadence imposes upon others, and you move forward towards victory.

Righteous Conquest (Ex): You may use your Wisdom modifier instead of your Charisma modifier when attempting Diplomacy checks. Knowledge (geography) and Knowledge (local) are class skills for you.

Words of Purpose (Su): For a number of minutes per day equal to your inquisitor level, you can understand any spoken languages, as though using comprehend languages.

At 8th level, you can both speak and be understood, as if using tongues. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

For the Cause (Sp): At 8th level, you gain Change of Heart (Martial Arts Handbook pg. 26) as a bonus feat (even if you do not meet the prerequisites for the feat). If you already possess Change of Heart, you gain any feat you qualify for. Whenever you successfully influence an opponent’s attitude using the Change of Heart feat, as an immediate action, you may cast atonement as a spell-like ability, but may only use the “Redemption or Temptation” option against the target. If the target refuses the atonement spell, you gain a +1 sacred or profane bonus bonus on all attack rolls, saving throws, and skill checks against any opponent sharing that target’s nationality, ideology, organization, or community for 1 minute. The type of bonus depends on your alignment—if you are neither good nor evil, you must choose either sacred or profane the first time you receive this bonus, and this choice cannot be changed.

Hunting Party Inquisition [Conq. HB]

Deities: Any deity with the Animal or Community domains.

Granted Powers: You are blessed with the aid of companions, both large and small, to aid you in your endeavors.

Righteous Empath (Ex): You may use your Wisdom modifier instead of your Charisma modifier when attempting Handle Animal checks.

Pack Bond (Ex): You gain an animal companion, treating your inquisitor level as your effective druid level. You may choose to have more than one animal companion, but must divide up your effective druid level between your companions to determine the abilities of each companion. For example, at 4th-level you can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

Each time your inquisitor level increases, you must decide how to allocate the increase among your animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in your service (you must release the companion or wait until the companion dies to allocate its levels to another companion, which you can do the next time you prepare spells or after 8 hours of long rest). The share spells animal companion ability only applies to one animal companion at a time—you cannot use it to cast a one-target spell and have it affect all of your animal companions.

Pack Bane (Su): At 6th level, when you use your bane ability, you may choose one of your animal companions to gain the benefits of your bane with one of their natural attacks.

Special: If you have the Beastmastery sphere, when you use your bane ability, you may instead choose any one of your animal allies to gain the benefit of your bane.

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