Occult Sadist (Inquisitor Archetype)

Alignment: Any non-good.

Bind Spirit: An occult sadist may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the occult sadist must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit for more information on this process. An occult sadist begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice that belongs to her chosen constellation (see lore of the wicked).

Each day, an occult sadist may bind one spirit to her soul using pact magic; see Performing a Pact Ritual. The spirit’s level may not exceed the occult sadist’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three inquisitor levels thereafter, the occult sadist’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level.

An occult sadist possesses a binder level equal to her level. The DC to resist an occult sadist’s supernatural powers is equal to 10 + 1/2 the occult sadist’s level + the occult sadist’s Charisma modifier.

This ability replaces judgment 1/day.

Diminished Spellcasting: An occult sadist possesses 1 fewer spell per day at each spell level. An occult sadist who would receive 0 spells per day only receives bonus spells earned at that level as a result of a high Wisdom score.

Lore of the Wicked: At 1st level, an occult sadist may only seal pacts with spirits with an evil alignment component (Chaotic Evil, Lawful Evil, or Neutral Evil). All other spirits are barred to her. Additionally, the inquisitor adds the following spells to the inquisitor spell list: howling agonyUM, mass pain strikeAPG, pain strikeAPG, piercing shriekUM, and symbol of pain (as 3rd-level, 5th-level, 3rd-level, 2nd-level, and 5thlevel spells, respectively). These spells are not automatically added to the occult sadist’s list of spells known, she must select them as she would any other spell.

Touch of Pain (Su): Beginning at 2nd level, an occult sadist can wreck a creature’s body with mind-splitting pain that manifests as real wounds across the creature’s body. Each day, she can use this ability a number of times equal to 1/2 her inquisitor level + her Wisdom modifier. As a touch attack, the inquisitor can cause 1d6 points of damage, plus 1d6 additional points of damage for every three inquisitor levels beyond 2nd that she possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Touch of pain deals untyped lethal or nonlethal damage. The inquisitor chooses whether the damage is lethal or nonlethal when this ability is used. Touch of pain is a pain effect. Nonliving creatures, such as constructs or undead, are immune to touch of pain. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an occult sadist 2 additional uses of the touch of pain class feature.

This ability replaces solo tactics and the inquisitor’s teamwork feats.

Cruelty: At 4th level and every three levels thereafter, an occult sadist can select one cruelty, as an antipaladinAPG. Each cruelty adds an effect to the occult sadist’s touch of pain ability. Whenever the occult sadist uses touch of pain to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the occult sadist. This choice is made whenever the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the occult sadist’s level + the occult sadist’s Charisma modifier. An occult sadist treats her inquisitor level as her effective antipaladin level when selecting cruelties.

This ability replaces the later iterations of the judgment ability.

Craft Crystallized Pain: At 8th level, an occult sadist receives Craft Crystallized Pain† as a bonus feat.

This ability replaces second judgment.

Channel Pain (Su): When an occult sadist reaches 16th level, she gains the ability to channel pain, as a cleric channeling energy except her channel pain deals untyped lethal or nonlethal damage. Using this ability consumes two uses of her touch of pain ability. When using channel pain, the occult sadist rolls her channel energy dice as normal. Affected creatures take damage equal to half of the amount rolled and are sickened until the end of your next turn, plus one round for every five inquisitor levels you possess. Additionally, one affected target becomes nauseated in addition to the other effects of channel pain. An occult sadist uses her level as her effective cleric level when channeling pain. Channel pain is a Wisdom-based pain effect.

This ability replaces third judgment.

Pain Harvester (Su): At 17th level, whenever a creature fails a saving throw against channel pain or one of the occult sadist’s cruelties, it suffers 1 point of ability damage to its Strength, Dexterity, or Constitution score (the occult sadist’s choice) in addition to that ability’s other effects. The occult sadist cannot deal more than 1 point of ability damage to a creature per turn.

This ability replaces slayer.

True Pain (Su): At 20th level, an occult sadist can cripple a target with true pain. Whenever the occult sadist uses her touch of pain ability, that target must succeed on a successful Will save or be reduced to a negative number of hit points equal to the occult sadist’s Wisdom bonus (minimum –1). A successful Will save causes touch of pain to deal its damage as normal instead. The occult sadist can modify true pain with her cruelties as usual and if her target fails its saving throw against a cruelty that imposes any negative conditions upon it (such as sickened or nauseated), the condition becomes permanent unless removed by heal or a similarly powerful effect. The inquisitor can use this ability a number of times per day equal to her Wisdom modifier. Once this ability has been used, it cannot be used again for 1d4 rounds.

This ability replaces true judgment.

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