The church cannot be everywhere, but the sacred order of the inquisition does all it can to make sure it’s will is felt and followed throughout the lands. While clerics are the holy warriors and militant branch of the church, inquisitors are the ecclesiastic investigators tasked with maintaining and defending the integrity of the faith. The majority of inquisitors work internally, investigating the ecclesiarchy itself, but the more visible inquisitors are those who seek to defend the integrity of the faith far and wide.
While inquisitors are often viewed with fear, they are also welcomed for their skills in dealing with matters of magical controls, demonology and curses. Outside of these fields however, the spellcasting abilities of the inquisitor are minor at best.
The prime requisites for an inquisitor are Wisdom and Charisma. An inquisitor with a 13 in both Wisdom and Charisma receives a +5% bonus on earned experience. An inquisitor with a 16 Charisma and 13 Wisdom receives a +10% bonus.
Lacking the militant training of the clerical orders, inquisitors can wear leather and chain mail armour, are not trained in the use of shields, and can wield any weapon a cleric can. They attack in combat as a cleric does.
Spellcasting: Inquisitors must prepare spells each day, and like their clerical kin, they do so from the full list of spells available for their class and level. Inquisitors do not need to learn spells as all the spells on the inquisitor spell list are made available to them through their faith. Thus inquisitors do not require a spell book to prepare their spells, merely time to contemplate the divine.
Authority: The intimidating authority of the inquisition provides inquisitors the ability to command respect through intimidation, tone of voice, and the fear of retribution from the ecclesiarchy and even the gods themselves. In game terms this is almost identical to the clerical ability to turn undead – the inquisitor demands the respect and subjugation of civilized people, and then consults the table below. This ability only works on humans and demi-humans in (or from) “civilized” environments. On the Authority table, there will be a dash, a T, a D, or a number corresponding to the HD or level of the target person(s) and the level of the inquisitor.
- A dash means that the inquisitor has not attained high enough level to command the person in question.
- A “T” means that the inquisitor automatically tells theperson what to do
- A “D” means that the person is dominated by the authority of the inquisitor.
- A number indicates that the player must roll that number or higher on 2d6 in order to tell the person what to do.
If this roll is successful, or there is a “T” in the chart, the player rolls 2d6 again and the result equals the number of total hit dice or levels of persons who will do as Told by the inquisitor for a single action. A “D” in the chart requires the same roll to determine how many HD or levels of people Dominated by the will of the inquisitor as long as he or she maintains concentration and takes no other actions. No matter what the dice roll result, at least one person will always be Told or Dominated, as appropriate, on a successful authority attempt.
When attempting to use authority on a group of mixed levels and hit dice, the inquisitor rolls against the highest level person present, but the Hit Dice of persons Told or Dominated is taken first from those of lower hit dice or level. Thus a strong leader provides moral support to those in his presence, but a powerful inquisitor will cause division inside the ranks.
As an important footnote, the idea of using a variant of the turning undead tables for the inquisitor’s control of “civilized” persons is drawn from Stuart Robertson’s Bene Gesserit class for B/X Dungeons & Dragons.
The Inquisitor, along with 9 other variant spellcasting classes, is available in Magical Theorems & Dark Pacts – a full book dedicated to Labyrinth Lord spellcasters and magic.