Clandestined Enforcer (Rogue/Inquisitor)
(Original Concept by Elghinn Lightbringer)
Primary: Rogue.
Secondary: Inquisitor.
Alignment: A clandestined enforcer’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
Bonus Skills and Ranks: The clandestined enforcer selects three ranger skills to add to her class skills in addition to the normal oracle class skills. The clandestined enforcer gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The clandestined enforcer is proficient with all simple weapons and her deity’s favored weapon, light armor, medium armor, and with shields (except tower shields).
Cunning Initiative (Ex): At 1st level, a clandestined enforcer gains the inquisitor’s cunning initiative ability. This ability replaces trapfinding.
Domain: At 1st level, a clandestined enforcer gains the inquisitor’s domain ability, and may select one domain (or inquisition) belonging to her deity.
Monster Lore (Ex): At 2nd level, a clandestined enforcer gains the inquisitor’s monster lore ability.
Track (Ex): At 3rd level, a clandestined enforcer gains the inquisitor’s track ability.
Clandestined Judgment (Su): Starting at 3rd level, a clandestined enforcer can pronounce judgment her foes as a swift action, once per day. At 9th level and 15th level, she can use this ability an additional time per day. This ability functions like the inquisitor’s judgment ability, except that the clandestined enforcer can only use this ability against the target of a successful sneak attack.
Spell Casting: Beginning at 4th level, a clandestine enforcer gains the ability to cast a small number of divine spells drawn from the inquisitor’s spell list. Only spells inquisitor spells of 4th level or lower are considered part of the clandestined efnorcer’s spell list.
To learn or cast a spell, a clandestine enforcer must have a Wisdom score equal to at least 10 + the spell level. She can cast spells she knows without preparing them ahead of time. The saving throw DC against a clandestine enforcer’s spell is 10 + the spell level + the clandestine enforcer’s Chari Wisdom sma modifier.
Like other spellcasters, a clandestine enforcer can cast only a certain number of spells of each level per day. Her base daily spell allotment is given on Table: Clandestine Enforcer. In addition, she receives bonus spells per day if he has a high Wisdom score. The clandestine enforcer does not need to prepare these spells in advance; she can cast any spell he knows at any time, assuming she hasn’t yet used up his allotment of spells per day for the spell’s level.
The clandestine enforcer’s selection of spells is limited. At 4th level, a clandestine enforcer knows two 1st-level spells of her choice. A clandestine enforcer gains more spells as she increases in level, as indicated on Table: Clandestine Enforcer Spells Known. Unlike spells per day, the number of spells a clandestine enforcer knows is not affected by her Wisdom score, but it is affected by any bonus spells she gains from her bloodline. At 8th level and every 3 levels thereafter, a clandestine enforcer can choose to learn a new spell in place of one she already knows. This swap follows all the same rules as for an inquisitor.
Bane (Su): At 6th level, a clandestined enforcer gains the inquisitor’s bane ability.
Greater Bane (Su): At 12th level, a clandestined enforcer gains the inquisitor’s greater bane ability.
Slayer (Ex): At 18th level, a clandestined enforcer gains the inquisitor’s slayer ability.
Master Judgment (Su): At 20th level, a clandestined enforcer can exact true judgment upon a foe. Whenever a clandestined enforcer makes a sneak attack (melee, or ranged attack, if the foe is within 30 feet) against a foe, she can choose to invoke true judgment upon that target as a swift action. If the sneak attack is successful, it deals sneak attack damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the clandestined enforcer’s level + the clandestined enforcer’s Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the clandestined enforcer’s master judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.
Table: Clandestined Enforcer
Table: Clandestined Enforcer Spells Known