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.