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2013/05/30 19:58:23
Subject: 4E Inquisitor (Essentials Avenger) Just For Dakka - Updated with Epic - All Done
A project I started on but never got a chance to finish the flavor text and, frankly, got busy with other projects to get it ready for Dragon. Just posting the Heroic as it takes some time to format, and I am easily bored. Paragon and Epic will posted later this evening/tomorrow.
I give you the Essentials Avenger.
Inquisitor (Essentials Avenger) - Divine Striker
Starting HP: 12 + Con Mod, +6 HP a level
Healing Surges: 6+ Con Mod
Bonus to Defense: +1 Reflex, +1 Willpower
Armor: Cloth, Leather, Light Shield
Weapons: Simple Military, Simple Ranged, Military Melee
Implement: Torch
Class Skills: Athletics, Endurance, Acrobatics, Religion, History, Dungeoneering, Heal, Insight, Perception, Intimidate, Stealth, Thievery, Streetwise
Trained Skills: Insight + 3 others
Level 1
Spoiler:
Level 1
Favored Enemy (list is Work in Progress): Select an enemy type that the Inquisitor specializes in hunting down from the following list:
Dragons
War (Orcs, Goblins, Hobgoblins)
Undead
Outsiders
While attacking a Favored Enemy the Inquisitor gets the following features:
- When an Inquisitor attacks a Favored Enemy they add their Wisdom value to the damage.
- Invisible Hand: The Inquisitor may roll two dice when attacking a Favored Enemy and choose the highest roll.
- Divine Correction: If a character uses the Invisible Hand and rolls double on the d20's they take damage equal to their Healing Surge value. This damage cannot be reduced in any way, and even if the character may reroll the dice they are still subject to this damage.
Once a Favored Enemy is selected it cannot be changed or retrained.
Tools of the Trade: An Inquisitor treats a Torch as implement having the Off-hand property. When making implement attacks with the torch the Inquisitor uses the enhancement of the weapon they have equipped. It does not gain any of the properties of the weapon, only the enhancement bonus. A torch implement does d6 per enhancement on a critical hit. The character must be wielding a weapon to gain the enhancement bonus. When an Inquisitor purchases or finds Torches he automatically inscribes them with holy markings. When an Inquisitor equips a torch it automatically will become lit. The markings only work on the person making them, and thus if another character uses the torch it will behave as normal.
Favored Weapon: The Inquisitor selects a specific weapon type (Long Sword, Maul, ect). When making attacks with that weapon type they add +2 to the damage.
Inquisitors Fire: Encounter, Divine, Implement, Torch, Free Action, Personal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The Enemy you hit.
Effect: The target takes d8 extra Fire Damage from the attack.
Level 14: 2d8 extra Damage
Level 24: 3d8 extra Damage
Special: If the target is a Favored enemy, the die becomes a d12 instead of d8.
May only be used once per turn.
The Inquisitor gains their first Stance. Choose one from the following list:
Sunder Body At-Will, Divine, Stance, Minor Action, Personal
Effect: You assume the Sunder Body stance. Until the stance ends, whenever you are adjacent to a Favored Enemy their Fortitude is lowered by 1.
Level 11: Fortitude is lowered by 2.
Level 21: Fortitude is lowered by 3.
Sunder Agility At-Will, Divine, Stance, Minor Action, Personal
Effect: You assume the Sunder Agility stance. Until the stance ends, whenever you are adjacent to a Favored Enemy their Reflex is lowered by 1.
Level 11: Reflex is lowered by 2.
Level 21: Reflex is lowered by 3.
Sunder Mind At-Will, Divine, Stance, Minor Action, Personal
Effect: You assume the Sunder Mind stance. Until the stance ends, whenever you are adjacent to a Favored Enemy their Willpower is lowered by 1.
Level 11: Willpower is lowered by 2.
Level 21: Willpower is lowered by 3.
Sunder Armor At-Will, Divine, Stance, Minor Action, Personal
Effect: You assume the Sunder Armor stance. Until the stance ends, whenever you are adjacent to a Favored Enemy they grant Combat Advantage to your allies.
Sunder Speed At-Will, Divine, Stance, Minor Action, Personal
Effect: You assume the Sunder Speed stance. Until the stance ends, whenever an adjacent Favored Enemy starts their turn adjacent to you their speed is reduced by 1 until the end of their turn.
Level 11: Speed is lowered by 2.
Level 2
Spoiler:
Inquisitor selects an Inquisitor Utility power of their choice.
Inquisitor's Focus Encounter, Divine, Immediate Reaction, Personal
Trigger: A non Favored Enemy ends its turn in a square adjacent to you.
Effect: You shift up to your Wisdom modifier, but must not end the movement adjacent to a non Favored Enemy.
Flash Encounter, Divine, Implement, Immediate Interrupt, Personal
Trigger: A Favored Enemy adjacent to you attacks you or an ally.
Target: The triggering enemy.
Effect: The target counts as blinded for the next melee attack.
Inquisitor's Cunning Encounter, Divine, Free Action
Trigger: You make a Diplomacy check.
Effect: You may use Insight to make a Diplomacy Check.
Level 3
Spoiler:
You gain your first Inquisitor's Tactic
Inquisitor's Tactics
Only one Tactic may be used a round.
Intuitive Strike: At-Will, Divine, Move Action, Personal
The next melee basic attack the character makes against a Favored Enemy ignores Cover and Concealment.
Piercing Strike: At-Will, Divine, Move Action, Personal
The next melee basic attack the character makes this turn against a Favored Enemy ignores Insubstantial.
Focused Pursuit: At-Will, Divine, Move Action, Personal
You gain a climb speed and swim speed equal to your movement until the end of your turn.
Flaming Burst: At-Will, Divine, Move Action, Personal
Until the beginning of your next turn, if Inquisitor's Flame is used on a Favored Enemy, it also damages any enemies adjacent to the target for d6+ WIS Fire damage.
Distant Strike: At-Will, Divine, Move Action, Personal
You gain Reach 1 for next melee basic attack you make against a Favored Enemy on this turn.
Target Strength: At-Will, Divine, Move Action, Personal
The next melee basic attack you make before the end of this turn against a Favored Enemy targets Fortitude instead of AC, but you lose the proficiency bonus from your weapon on the attack.
Target Swiftness: At-Will, Divine, Move Action, Personal
The next melee basic attack you make before the end of this turn against a Favored Enemy targets Reflex instead of AC, but you lose the proficiency bonus from your weapon on the attack.
Target Mind: At-Will, Divine, Move Action, Personal
The next melee basic attack you make before the end of this turn against a Favored Enemy targets Willpower instead of AC, but you lose the proficiency bonus from your weapon on the attack.
Level 4
Spoiler:
Gain an Addition use of Inquisitors Fire.
Level 5
Spoiler:
You gain the Test of Faith Daily Power.
Test of Faith: Encounter, Divine, Free Action, Bust 10, an Enemy you can see.
The enemy is treated as a Favored Enemy. You cannot willingly attack other creatures, excluding Attacks of Opportunity, until the selected target drops to 0 Hit Points. The chosen target rolls 2d20 when making attacks against you and chooses the highest roll.
Level 6
Spoiler:
You select an Inquisitor Utility Power.
Empowered Torch: Encounter, Divine, Implement, Torch, Standard Action, Blast 3
Target: Each Creature inside blast
Targets takes d8+WIS Fire Damage from the attack.
Special: If the target is a Favored Enemy, the die becomes a d12 instead of d8.
Inquisitor's Fortitude: Encounter, Divine, Immediate Interrupt, Personal
Trigger: A Favored Enemy hits you with an attack.
Effect: You gain resistance equal to your WIS against the attack.
Cautious Mind: Encounter, Divine, Free Action
Trigger: You make an Insight check and do not like the result.
Effect: You may reroll the check, but must take the result of the second roll.
Level 7
Spoiler:
You gain the Unrelenting Harrier Class Feature.
Unrelenting Harrier: Whenever an adjacent Favored Enemy shifts or moves away from you, you may shift up to your WIS as a free action toward the target. You must end adjacent to the target, if you cannot end adjacent to the target you must be as close as you can.
Level 8
Spoiler:
You gain an additional Inquisitor's Stance.
Level 9
Spoiler:
You gain an additional Inquisitor's Tactic.
Level 10
Spoiler:
You gain an addition Inquisitor's Utility power.
Cauterize Wound: Encounter, Divine, Implement, Torch, Minor Action
Target: You or an adjacent ally
Target takes 5 damage that cannot be reduced in any way.
Effect: You select one of the following conditions to immediately end: Ongoing Damage, Stunned, Dazed, or Dominate.
Instinctual Pursuit: At-Will, Divine, Free Action
You roll two dice for Perception checks to spot Hidden or Invisible Favored Enemies.
Inquisitor's Intuition: Encounter, Divine, Standard Action
Trigger: You make an Arcana check.
Effect: You may use Insight to make an Arcana Check.
This message was edited 2 times. Last update was at 2013/05/31 14:50:41
Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
2013/05/31 08:01:52
Subject: Re:4E Inquisitor (Essentials Avenger) Just For Dakka
You gain an additional Inquisitor's Tactic
Additional Use of Inquisitor's Fire
Powers that use the Torch Implement now do Radiant damage as well.
You gain the Unflappable Foe class feature.
Unflappable Foe: You add your Wisdom to your Healing Surge Value.
Level 12
Spoiler:
You gain the Celestial Power.
Celestial Celerity : Encounter, Divine, Move Action, Personal
Trigger: At the beginning of your turn an ally within 10 squares that you can see is adjacent to a Favored Enemy.
Effect: You teleport adjacent to the Ally.
Level 13
Spoiler:
You gain the Blazing Soul Class Feature.
Blazing Soul: Attacks using a Torch Implement are considered Brutal.
Level 14
Spoiler:
Gain an additional use of Test of Faith. Only one target may be chosen per Encounter.
Level 15
Spoiler:
Favored Weapon bonus damage increases to +4
Level 16
Spoiler:
You gain an Additional Inquisitor's Tactic
You gain the Protective Flames power.
Protective Flames: At-Will, Divine, Implement, Torch, Standard Action, Burst 1
Target: Each enemy inside burst
Targets takes d8+WIS Fire Damage from the attack.
Level 26: 2d8 + WIS
Special: If the target is a Favored Enemy, the die becomes a d12 instead of d8.
Level 17
Spoiler:
You gain an additional Inquisitor's Stance
Level 18
Spoiler:
You gain the Fiery Barrier power.
Fiery Barrier: Daily, Standard, Area Wall 6 within 10 squares.
Divine, Implement, Torch, Fire.
Effect: You create a wall of divine flame that can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d8+WIS modifier damage. Any creature that enters the wall or starts there takes 3d8+ WIS modifier damage (a creature can only take this damage once per turn). The wall blocks line of sight. Each square of the wall costs 3 extra squares of movement. The wall lasts until the end of your next turn. This power consumes a wielded torch.
Level 19
Spoiler:
You gain the Muscle Memory Class Feature.
- Muscle Memory: Inquisitor's Tactics now use a Minor Action instead of a Move Action.
Level 20
Spoiler:
You gain the Pitiless Harrier class feature.
- Pitiless Harrier: Melee attacks against Favored Enemies are considered Brutal.
Automatically Appended Next Post: Epic Inquisitor
Level 21
Spoiler:
Epic Destiny Feature
Level 22
Spoiler:
You gain the Unerring Strikes class feature.
Unerring Strikes: Encounter, Divine, Free Action
Until the end of your next turn you do WIS modifier damage even if you miss an attack. If the target is a Favored Enemy and you are wielding your Favored Weapon you add the damage bonus from that as well.
Level 23
Spoiler:
You gain the Mind as a Fortress Class feature.
Mind as a Fortress: You are immune to Domination.
Level 24
Spoiler:
Epic Destiny Feature
When making melee attacks you may choose to do Divine damage.
Level 25
Spoiler:
The bonus damage from your Favored weapon is increased to +8.
Level 26
Spoiler:
Epic Destiny Feature
Level 27
Spoiler:
You gain the Bane of the Liar class feature.
Bane of the Liar: When making any Insight check you roll 2d20 and take the highest roll.
Level 28
Level 29
Spoiler:
You gain the Unstoppable Force power.
Unstoppable Force: Encounter, Divine, Immediate Reaction, Personal
Trigger: A Favored Enemy's attack drops you to 0 hit points.
Effect: You do not become unconscious but instead are Dazed and gain Temporary Hit Points equal to your Bloodied value, and gain a +5 to Death Saves. You are Dazed until you fail your first Death Saving throw, at which point you become unconscious as normal.
Level 30
Spoiler:
You gain your last Epic Destiny feature.
This message was edited 2 times. Last update was at 2013/05/31 14:50:19
Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.