Tuesday, June 18, 2013

Inquisitor Class for ACKS

Over the years, I have converted various campaign worlds to different systems. Every time, whether I like it or not, the mechanical assumptions of the system affect the world in question. For example, in converting Averoigne to ACKS and its system of Custom Classes and Proficiencies, it virtually eliminates the need for all of my musings on level titles.

There is also a much clearer distinction between divine and arcane magic than in Holmes. Given a world where the arcane magic is more naturally aligned with Chaos, where magic can affect large populations and where sin can manifest physically, there is an institutional need for some kind of check on everything arcane. Historically, France did participate in the Inquisition. While this institution (rightly) is held up as a blemish on the history of Christendom, there is a (potentially positive) place for it in Averoigne, where all of the above are true. Thus, my conversion of Averoigne to ACKS now includes the Inquisitor Class:

Inquisitor Class for ACKS


Prime Requisite: STR and WIS
Requirements: Must be Lawful
Hit Dice: 1d6
Maximum Level: 14
Inquisitors are monster hunters. Some are officials of the Salien Empire that hunt down and root out the Chaotic use of arcane magic, others are simply the faithful dedicated to ridding the world of evil magic and the creatures it spawns. In this quest they are able to use bows and flails/maces/hammers, wear chain mail or lighter armor and shield and use two fighting styles: weapon + shield and two-handed weapon. They also are able to cast divine magic and Turn as clerics of half their character level. In addition, they have the following Custom Powers:

  • Arcane Hunter Inquisitors are filled with zeal to destroy Chaotic magic creatures (which includes mages). They gain a +1 to attack rolls against these creatures. This increases to +2 at 7th level and +3 at 13th level.
  • Detect Power Inquisitors can detect spellcasters within 60' and estimate their level of power relative to their own. They can also tell when arcane magic has been used within the last 24 hours within the same vicinity. (The only way they sense whether an item is magic is if it has been used in the last 24 hours.) Each use takes a turn.
  • Perceive Intentions Inquisitors have spent a lifetime reading reactions of creatures they interact with, even if the creatures attempt to lie or conceal their reactions. Inquisitors always know the reaction roll (Hostile, Unfriendly, etc.) of creatures encountered as long as the creature’s CHA is not greater than the character’s WIS (the character will know these creatures are immune).
  • Detect Evil At 2nd level, an Inquisitor can detect evil (as the spell) up to 60' away simply by concentrating. Each use takes a turn.
  • Judgement At 4th level, the Inquisitor can pronounce judgement against another creature once per day. [This is the same as the Hex custom power].
  • Resistent At 9th level, an Inquisitor has been hunting monsters for so long, that they become resistant to various kinds of tribulations. They gain a +2 to all saves.[This is the same as the Divine Blessings custom power].

Inquisitor Proficiency List: Alertness, Battle Magic, Blind Fighting, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Eavesdropping, Endurance, Divine Health, Fighting Style, Goblin-slaying, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Martial Training, Precise Shooting, Profession (judge), Skirmishing, Quiet Magic, Righteous Turning, Tracking, Theology, Unflappable Casting, Weapon Focus, Wakefulness

Inquisitors fight and save as fighters and use the Castle rules to build a Stronghold at 9th level.

XP Progression looks like this:
  • Level 2: 2,350
  • Level 3: 4,700
  • Level 4: 9,400
  • Level 5: 18,800
  • Level 6: 37,600
  • Level 7: 75,200
  • Level 8: 150,400
  • Level 9: 270,400
  • Level 10: 390,400
  • Level 11: 510,400
  • Level 12: 630,400
  • Level 13: 750,400
  • Level 14: 870,400

1 comment:

Clovis Cithog said...

paraphrasing The Middle Ages
by Phillip Daileader
. ..
Clearly, there is a historical distinction between divine or arcane based spell craft. Prior to the papal inquisition and the Renaissance, magic was seen as a natural force under dominion of (not opposing) God. Witchcraft or harmful magic was a crime prosecuted under secular courts and not necessarily demonic or diabolical in origins. Other forms of magic (alchemy, dowsing, fortune telling, etc.) were often practiced openly and tolerated in the middle ages. Physicians and surgeons would be consider magicians (Dr. Jekyll, Faust, etc.) while divine healing is from priests.
. . .
It was confessions obtained (many thru torture) during the papal inquisition that prompted the movement of the jurisdiction of harmful magic or witchcraft from secular to church courts. There was a distinction in the High Middle Ages (11-13th century) between naturalistic, arcane or magical knowledge from that of divine power and wisdom. Much magic of this period was concerned with activities that dominated everyday life such as crop growth, romance, husbandry, child bearing, weather etc.
. .. .
Two examples from our own Earth’s history: Agrippa wrote one of the seminal texts on ceremonial magic and alchemy, yet he was a devout Christian. Born in 1365 AD, the medieval author Christine de Pizan was the daughter of the court physician / astrologer for the Christian King of France.