Designing the Inquisitor for Starfinder: Inquisitor Tactics
Posted by okcstephens
We launch up this week’s work on creating a Starfinder version of the Inquisitor class from PF1 (having already decided what is core to the class, written up a draft of the basics, created a spell list, and written up the adversary codex, detect zealot and judgment class features, and taken a first stab at one option for the inquisition class feature) by starting on the very last thing the class is missing – inquisitor tactics.
As a starting point, I’m going to design these to serve as the inquisitor class’s equivalent of operative exploits — roughly the same power level, and exactly the same organization, and therefore the same rules language on introducing them and so on. For starters I only need a few of these. Eventually obviously we’ll want enough to support different kinds of SF Inquisitor PCs, but for now I just want to get in most of the PF1 class’s features we haven’t already included in previous features.
This project also has me considering the evolution of some of my previous design choices. When facing the question of tracking as a tactic, I decided to grant an insight bonus to Survival checks made to track equal to your judgement bonus. Now that I’ve done that I like the idea a lot, and I may choose to add a skill or two to each judgment that gets the same bonus automatically.
You learn your first inquisitor tactic at 2nd level, and an additional tactic every 2 levels thereafter. Inquisitor tactics require you to have a minimum inquisitor level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other tactics.
If an inquisitor tactic has a save DC, the DC is determined as 10 +1/2 your class level + your Wisdom modifier.
You must be at least 2nd level to choose these tactics.
Cunning Initiative (Ex): When determining your initiative bonus you can use your Wisdom modifier, rather than your Dexterity modifier. If you have 5 or more class levels, when you roll for initiative you can choose to expend 1 Resolve point to roll the d20 twice, taking the best of the two results.
Team Tactics: You gain a bonus Teamwork Feat. (This class feature is specifically designed to work with the teamwork feats I already created for Starfinder–if Starfinder ended up with official teamwork feats, I’d have to see if this needed to be rewritten). If you have 5 or more class levels, you can change who is considered to be on your team as a move action by expending a Resolve Point.
Tracking (Ex): You gain an insight bonus on Survival checks to track equal to your judgement bonus. If you have 5 or more class levels, when you roll a Survival check to track you can choose to expend 1 Resolve point to roll the d20 twice, taking the best of the two results.
Solo Tactics (Ex): You are always considered to have one team member adjacent to you when determining the effects of teamwork feats. You must have selected team tactics to select this inquisitor tactic.
Stern Gaze (Ex): You gain Improved Demoralize as a bonus feat. Additionally, you may use your Wisdom bonus, rather than your Charisma bonus, to determine your total Intimidate skill bonus.
You must be at least 8th level to choose these tactics.
Bane (Su): Your attacks are all considered to benefit from the bane fusion against any creature.
Discern Lies (Sp): You can discern lies, as per the spell, for a number of rounds per day equal to your class level. These rounds do not need to be consecutive. Activating this ability is a swift action or a reaction to hearing a statement.
Stalwart (Ex): If you succeed at a Fortitude save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save.
You must be at least 14th level to choose these tactics.
Exploit Weakness (Ex): You have learned to take advantage of any opportunity that presents itself. Whenever your attack roll is a natural 19 or 20 (the die shows a “19” or “20”), that attack ignore any damage reduction or energy resistance the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following that attack and can die normally during that round.
Greater Bane (Su): Whenever your attack roll is a natural 19 or 20 (the die shows a “19” or “20”), you can apply the stunned critical hit effect to the target. If the attack is a critical hit, you may also apply any one other critical hit effect the attack has. You must have selected the bane inquisitor tactic to select greater bane.
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