Delphic Blade (Inquisitor/Fighter)
Delphic blades are often given the divine charge of protecting powerful oracles and prophets from zealous enemies. As such, they are granted a small portion of the foresight that these visionaries to augment their combat skills. While they serve as bodyguards to the living, they also serve as guardians for the burial sites of these great seers. (Original Concept by Browman)
Primary Class: Inquisitor.
Secondary Class: Fighter.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The delphic blade may select three fighter skills to add to her class skills in addition to the normal inquisitor class skills. The delphic blade gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The delphic blade is proficient with all simple and martial weapons, with light and medium armor, but not with shields.
Spellcasting: The delphic blade casts divine spells drawn from the inquisitor spell list and adds the following spells to that list at the indicated spell level: 1st–anticipate peril, detect secret doors, see alignment; 2nd–share language, share memory; 3rd–clairaudience/clairvoyance, unravel destiny; 4th–locate creature, scrying, symbol of revelation; 5th–contact other plane; 6th–analyze dweomer. She otherwise prepares and casts spells as an inquisitor of equal level.
Judgment (Su): This is exactly like the inquisitor’s judgment ability, except that the delphic blade is restricted to the destruction, justice, protection, purity, resiliency, and smiting judgments.
Forewarned (Su): At 1st level, a delphic blade can always act in the surprise round even if she fails to make a Perception roll to notice a foe, but she is still considered flat-footed until she takes an action. In addition, the delphic blade receives a bonus on initiative checks equal to 1/2 her Delphic blade level (minimum +1). At 20th level, anytime the delphic blade rolls initiative, assume the roll resulted in a natural 20. This ability and foretell replace domain.
Armor Training (Ex): At 5th level, an delphic blade gains the fighter’s armor training ability. Whenever she is wearing armor,she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every six levels thereafter (11th and 17th), these bonuses increase by +1 each time, to a maximum –3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed. In addition, a delphic blade can also move at his normal speed while wearing medium armor. This ability replaces solo tactics, stalwart, and slayer.
Foretell (Su): At 6th level, a delphic blade can utter a prediction of the immediate future. While a delphic blade’s foretelling is in effect, she emits a 30-foot aura of fortune that aids her allies or hinders her enemies, as chosen by the delphic blade at the time of prediction. If the delphic blade chooses to aid, the delphic blade and her allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If a delphic blade chooses to hinder, the delphic blade’s enemies take a –2 penalty on those rolls instead. A delphic blade can use this ability for a number of rounds per day equal to her delphic blade level. These rounds do not need to be consecutive.
Weapon Training (Ex): At 8th level, a delphic blade gains the fighter’s weapon training ability. A delphic blade can select one group of weapons, as noted in the fighter’s weapon training description. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls. At 14th level, a delphic blade becomes further trained in another group of weapons. She gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by the previous weapon group increases by +1. This ability replaces bane and greater bane.
True Visionstrike (Su): At 20th level, a delphic blade can select a third group of weapons, as noted in the fighter’s weapon training description. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls. The bonuses granted by the previous weapon groups increase by +1. Also, when using exploit weakness, if the target has regeneration, the creature loses regeneration for 2 rounds following the critical hit and can die normally during both rounds. Creatures whose regeneration always functions lose their regeneration for 1 round. In addition, if the delphic blade deals energy damage to a creature with vulnerability to that energy type, she deals +2 points of damage per die rolled. This ability replaces true judgment.
Table: Delphic Blade