Inquisitor [Master Class]
As long as sentience has existed intelligent entities have sought answers, a search that only intensifies once they achieve sapience. Many have managed to refine this search to a keen science that peels back the layers of the world’s mysteries. Some have elevated it to an art. You, however, have learnt to embody it.
Party Role: Specialist. Inquisitors are masters of divining truth from fantasy.
Requirements: Sense Motive 10+ ranks, Black Cat, Breaking Points.
Favoured Attributes: Wisdom, Intelligence, Charisma
Class Skills: Analysis, Bureaucracy, Impress, Intimidate, Investigation, Manipulate, Notice, Resolve, Search, Security, Sneak, Streetwise.
Skill Points: 8 + Int modifier
Vitality: 1d8 + Con modifier per level
Continuity: Choose 3 class skills from other classes you have levels in to become Inquisitor class skills.
Flawless Choice: Solving a mystery can sometimes call for dedicated commitment to a particular skill set. At 1st level, select any 2 class skills. Any time you fail a check with these two skills and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. If you gain another Flawless ability from other classes that includes one of your chosen skills, your relevant class levels are added together before you add 20 to determine the DC against which you automatically succeed.
At 4th level, you may select a 3rd class skill to be covered by this ability.
Spill It: Maybe it’s because you’re unassuming or perhaps you trigger the memory of some childhood tyrant. At 1st level, once per session, you may spend an action die to cause everyone within CQB distance of you to find themselves incapable of committing any deliberate or intentional falsehood. Each potentially affected creature within the area of effect is allowed a single Will save against a DC equal to your Sense Motive bonus. Failure results in them answering without artifice. Success provides enough self awareness to choose to avoid answering questions to which they would normally respond with a lie, or to be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose, but must make another Will save if they again enter your CQB range. The effect is invoked as a free action and lasts until the end of the scene.
If You Recall: At 2nd level, you gain the Photographic Memory feat.
Discern Lies: You’re a human lie detector. At 3rd level, as a free action you may spend and roll an action die. For a number of minutes equal to the result you may concentrate on a single individual within CQB range — including their representation via surveillance device. During this time, you are able to discern if the subject is deliberately and knowingly committing a falsehood. This ability does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
It’s Elementary: At 4th level, you gain an iteration of the Sleuth class ability of this name.
Harsh Light of Truth: Though you may not know the evil that lurks in the hearts of men, not much else is capable of escaping your gaze. At 5th level, a number of time per session equal to your Wisdom modifier you may spend and roll an action die. For a number of rounds equal to the result you see all things in the same location as you within your 1st visual range increment as they actually are, seeing through natural and artificial darkness, noticing the presence of secret doors hidden by magic or super-science, divining the exact location of creatures or objects under blur or displacement effects, seeing invisible creatures or objects normally, seeing through illusions, and discerning the presence of any polymorphed, changed, or transmuted things but not its original form. However, this ability in no way confers X-ray vision or its equivalent, nor does it negate the effects of concealment of any kind. Any disguised or hidden character must re-roll their check when this ability is used, the error range of the check being increased by your Wisdom modifier, but the new result only applies to the user of this ability.
Gear: Low (Tradecraft, Resource)