Designing the Inquisitor for Starfinder: Bringing It All Together
Posted by Owen K.C. Stephens
Okay, all the posts tagged “SF Inquisitor” in August of 2021 show the design and thought process I used to get to this point: a playable draft of the Inquisitor for Starfinder. But it’s hard to play a class spread out over a half-dozen posts, so here are the game things without all the design theory, all in one place (along with things like the text for Weapon Specialization, and true judgment as a capstone).
Anyone who is a member of my Patreon on Aug 31st and Sept 1st, 2021, will also get this as a stand-alone pdfs, slightly revised and expanded.

SF INQUISITOR
Hit Points: 6
Stamina Points: 6
Key Ability Score – Wis
Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Strength or Dexterity score can also help you in combat situations.
Class Skills
Athletics (Str), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Medicine (Wis), Mysticism (Wis), Perception (Wis), Profession (varies), Sense Motive (Wis), Stealth (Dex), Survival (Wis)
Skill Points at each Level: 6 + Int modifier.
Proficiencies
Armor
Light armor, Heavy Armor
Weapons
Basic melee weapons, grenades, and small arms. Also, when you take your first level of inquisitor, select either advanced melee weapons or longarms to gain proficiency with.
SF Inquisitor Class Features
Level | Base Attack Bonus | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |
1 | +0 | +2 | +0 | +2 | Inquisition, judgement +1 | – | – | – | – | – | – |
2 | +1 | +3 | +0 | +3 | Detect zealotry, inquisitor tactic | – | – | – | – | – | – |
3 | +2 | +3 | +1 | +3 | Acumen, adversary codex, weapon specialization | – | – | – | – | – | – |
4 | +3 | +4 | +1 | +4 | Inquisitor tactic | 2 | – | – | – | – | – |
5 | +3 | +4 | +1 | +4 | Inquisition power, judgement +2 | 2 | – | – | – | – | – |
6 | +4 | +5 | +2 | +5 | Inquisitor tactic | 3 | – | – | – | – | – |
7 | +5 | +5 | +2 | +5 | Acumen | 3 | 2 | – | – | – | – |
8 | +6 | +6 | +2 | +6 | Inquisitor tactic | 3 | 2 | – | – | – | – |
9 | +6 | +6 | +3 | +6 | Inquisition power, judgement +3 | 3 | 3 | – | – | – | – |
10 | +7 | +7 | +3 | +7 | Inquisitor tactic | 4 | 3 | 2 | – | – | – |
11 | +8 | +7 | +3 | +7 | Acumen | 4 | 3 | 2 | – | – | – |
12 | +9 | +8 | +4 | +8 | Inquisitor tactic | 4 | 3 | 3 | – | – | – |
13 | +9 | +8 | +4 | +8 | Inquisition power, judgement +4 | 4 | 4 | 3 | – | – | – |
14 | +10 | +9 | +4 | +9 | Inquisitor tactic | 4 | 4 | 3 | 2 | – | – |
15 | +11 | +9 | +5 | +9 | Acumen | 4 | 4 | 3 | 2 | – | – |
16 | +12 | +10 | +5 | +10 | Inquisitor tactic | 4 | 4 | 4 | 3 | – | – |
17 | +12 | +10 | +5 | +10 | Inquisition power, judgement +5 | 4 | 4 | 4 | 3 | 2 | – |
18 | +13 | +11 | +6 | +11 | Inquisitor tactic | 4 | 4 | 4 | 3 | 2 | – |
19 | +14 | +11 | +6 | +11 | Acumen | 4 | 4 | 4 | 3 | 3 | – |
20 | +15 | +12 | +6 | +12 | Inquisitor tactic, true judgment | 4 | 4 | 4 | 4 | 3 | 1 |
Spells
You cast spells drawn from the inquisitor spell list (see the bottom of this article). To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on the Inquisitor Class Table. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, using the same table as the Mystic in the core rulebook. Note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is extremely limited. You begin play knowing one 0-level spell of your choice. At each new inquisitor level, you learn one or more new spells, as indicated on Table: Inquisitor Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any inquisitor spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.
SF Inquisitor Spells Known
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | 1 | – | – | – | – | – | – |
2nd | 2 | – | – | – | – | – | – |
3rd | 3 | – | – | – | – | – | – |
4th | 3 | 1 | – | – | – | – | – |
5th | 3 | 2 | – | – | – | – | – |
6th | 4 | 3 | – | – | – | – | – |
7th | 4 | 3 | 1 | – | – | – | – |
8th | 4 | 3 | 2 | – | – | – | – |
9th | 4 | 3 | 3 | – | – | – | – |
10th | 5 | 4 | 3 | 1 | – | – | – |
11th | 5 | 4 | 3 | 2 | – | – | – |
12th | 5 | 4 | 3 | 3 | – | – | – |
13th | 5 | 4 | 4 | 3 | 1 | – | – |
14th | 5 | 5 | 4 | 3 | 2 | – | – |
15th | 5 | 5 | 4 | 3 | 3 | – | – |
16th | 5 | 5 | 4 | 4 | 3 | 1 | – |
17th | 5 | 5 | 5 | 4 | 3 | 2 | – |
18th | 5 | 5 | 5 | 4 | 3 | 3 | – |
19th | 5 | 5 | 5 | 4 | 4 | 3 | – |
20th | 5 | 5 | 5 | 4 | 4 | 4 | 1 |
Inquisition
At 1st level you select an inquisition. This represents the thing that empowers you to strike out against the enemies of your order, faith, creed, people, or philosophy. Each inquisition may be tied to deific powers (for example the inquisition of battle is common among inquisitors that worship gods of war), to your role within an organization (a powerful star crusade may have inquisitors of battle as their elite battlefield commanders), or to your personal nature (a battle inquisitor may simply be driven by a warlike nature and conviction to defeat enemies without any outside force driven them on).
Your inquisition grants you a special power at 1st level, and every 4 class levels thereafter. If an inquisition power has a save DC, the DC is determined as 10 +1/2 your class level + your Wisdom modifier.
While the final version of this class will have multiple inquisitions available, for now there is only one written up, the battle inquisition, which is presented after the other class features and before the inquisitor spell list.
Judgment (Su)
You can focus your disapproval and wrath into a supernatural force that grants you additional might against a specific target. As a move action during combat, you can designate a target to direct your judgment against. Until that target is defeated or you designate a new target, you gain a +1 bonus to your attack and damage rolls against it. This bonus increases to +2 at 5th level, +3at 9th level, +4 at 13th level, and +5 at 17th level.
Additionally, at 1st level attacks you make against the target of your judgement are magical. At 5th level they are aligned to your alignment (for example, if you are chaotic good, your attacks against your judgment target is chaotic and good, bypassing any DR that is bypassed by chaotic or good attacks). At 9th level, they do full damage to incorporeal targets. At 13th level they ignore any DR or energy resistance the target has. At 17th level attacks you make against the target of your judgement do full damage even if the target is normally immune to the damage type the attacks deal.
Detect Zealotry (Sp)
At 2nd level, as a move action, you can detect the presence of strong supernatural forces aligned to a specific alignment. This functions as the detect magic spell, except as noted in this ability. Rather than magic, you can detect the presence of the chaotic, evil, good, and lawful subtypes, and of any spell, weapon fusion, or effect that allows an attack to bypass alignment-related DR (such as the anarchic, axiomatic, holy, and unholy weapon fusions). You can only detect a single alignment subtype or damage type (chaotic, evil, good, lawful) at a time. If you detect an alignment subtype in a creature, it must succeed at a Will save (DC 11 + your key ability modifier), or you learn it’s creature type and any subtypes as well. Once a creature has succeeded at a save against this ability, it need not do so again until you gain a new class level.
Inquisitor Tactics
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.
2nd LEVEL
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.
8th LEVEL
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.
14th LEVEL
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.
Acumen (Ex)
At 3rd level, your constant and disciplined study of topics related to your mission has given you greater talent with one or more skills. You may select two class skills, which now gain an insight bonus to skill checks equal to your judgement attack bonus. Alternatively you may select one skill that is not a class skill of yours. That becomes a class skill, and gains an insight bonus to skill checks equal to your judgement attack bonus.
You gain an additional acumen at 7th level, and every 4 levels thereafter. Each time you may select two new class skills, or one non-class skill, which gain the benefits of this class feature.
Adversary Codex
You are constantly studying information about possible foes you might face or need to track down. You may have a codex provided by an order you belong to, or may be skilled as searching through the dregs of dark infospheres, sorting fact from wild speculation.
At 3rd level, you can make a special check whenever you want to identify a creature and it’s strengths and weaknesses. This acts as am identify creature task of the appropriate skill to identify the creature (Engineering, Life Science, or Mysticism), using the normal DC for that task, but your check is 1d20 + your Wisdom bonus + (inquisitor level x 1.5). You cannot gain any insight bonuses to this check.
You can also use this check to learn more about a group’s or culture’s leaders and prominent inhabitants, and deities and religious figures, as if using the Culture skill for the recall knowledge task to do so. However, the DC for such checks is 5 higher than it is when suing the actual Culture skill.
Weapon Specialization
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. This includes either advanced melee weapons or longarms (whichever you selected to be proficient with when you gained your first level of inquisitor).
True Judgment
At 20th level, you can level judgment against your foes with barely any effort. Whenever you make an attack, you can change the target of your judgement to be the target of your attack without taking any additional action.
Inquisitions
BATTLE INQUISITION
You know the best way to oppose the forces that threaten your chosen order is to face them in violent, final conflict.
Trained for War: At first level, you gain proficiency in advanced melee weapons or longarms (whichever you did not select from the base inquisitor proficiencies) and heavy weapons, and when you gain weapon specialization as a 3rd level inquisitor it applies to these weapons as well. When making attacks with starship weapons, you automatically gain your judgment bonus to attack rolls (but not damage).
Power Fist (Ex): At 5th level, you can wield weapons that normally requires two hands to use in just one hand. This also means you can make attacks with this weapon while grappled (because this is not considered taking an action that requires two hands).
The Tool for the Job (Ex): At 9th level, as part of the first action you take, you can reload any 1 weapon (assuming you have the appropriate ammunition or battery) or change what weapons you are wielding (putting away anything else you were holding as long as it is something you could have dropped). This takes no additional action.
Triple Jeopardy (Ex): At 13th level, when you make a full attack against the target of your judgment, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty.
Deadly Determined (Su): At 17th level, you can focus your will into an attack to increase its effectiveness. Once per round when you roll damage for an attack (including an attack made in starship combat), without taking an additional action you can expend 1 Resolve Point to reroll any damage die that resulted in a 1. You must use the rerolled damage, even if the dice roll more 1s.
Inquisitor Spells
0-Level
Dancing lights
Daze
Detect affliction
Detect magic
Ghost sound
Grave words
Mending
Psychokinetic hand
Starwalk
Telepathic message
Token spell
Void whispers
1st-Level
Acidic mist
Akashic download
Akashic tutor
Aqueous form
Baleful polymorph
Build trust
Charm person
Comprehend languages
Confusion, lesser
Control winds
Detect radiation
Detect thoughts
Disguise self
Ectoplasmic barrage
Erase
Extra sense
Fatigue
Fear
Flight
Gloom mote
Grease
Gyre
Hide weapon
Hold portal
Identify
Jolting surge
Junk shards
Keen senses
Know coordinates
Life bubble
Mental silence
Necromantic revitalization
Phase blade
Polymorph
Pressurize
Quick change
Remove condition, lesser
Scan environment
Shared evolution
Shrink object
Summon creature
Swim
Tectonic shift
Verdant code
Wisp ally
2nd-Level
Akashic tutor
Alter corpse
Amorphous form
Aqueous form
Atavistic howl
Augury
Baleful polymorph
Benevolent synesthesia
Bioluminescent lure
Body double
Cairn form
Caustic conversion
Cavitation sphere
Command undead
Control winds
Dampening field
Darkvision
Daze monster
Ectoplasmic barrage
Ectoplasmic snare
Ego whip
Emberstep
Extra sense
Fear
Flight
Flux density
Fog cloud
Force blast
Hold person
Inflame
Invisibility
Knock
Last gasp
Make mischief
Make whole
Mirror image
Necromantic revitalization
Overheat
Paranoia
Personal gravity
Polymorph
Remove condition
School spirit
See invisibility
Shrink object
Song of the cosmos
Spider climb
Status
Summon creature
Swim
Tectonic shift
Venomous weapon
3rd-Level
Accelerated adaptation
Akashic tutor
Aqueous form
Arcane sight
Archive
Baleful polymorph
Burning ash cloud
Charm monster
Clairaudience/Clairvoyance
Control winds
Death affinity
Dispel magic
Displacement
Ectoplasmic barrage
Entropic grasp
Etheric shards
Explosive blast
Extra sense
Fear
Flight
Glimpse of truth
Haste
Id insinuation
Intellect fortress
Irradiate
Mental block
Meticulous match
Mind of three
Necromantic revitalization
Nightmare
Nondetection
Pinpoint navigation
Polar vortex
Polymorph
Preserve specimen
Probability prediction
Ray of exhaustion
Remove affliction
Resistant armor, lesser
Selective invisibility
Shifting shadows
Shrink object
Sinking ship
Slow
Speak with dead
Suggestion
Summon creature
Swim
Tectonic shift
Tongues
Wall of air
Warpwave
4th-Level
Akashic tutor
Animate dead
Aqueous form
Baleful polymorph
Baleful polymorph, mass
Borrow corruption
Confusion
Control atmosphere
Control winds
Cosmic eddy
Creation
Data dump
Dimension door
Dimensional anchor
Dismissal
Ectoplasmic barrage
Ectoplasmic eruption
Fear
Flight
Gravity well
Hold monster
Invisibility, greater
Miasma
Necromantic revitalization
Planar binding
Polymorph
Polymorph, mass
Reincarnate
Remove radioactivity
Resilient sphere
Resistant armor
Shadow jump
Shrink object
Song of the cosmos, greater
Summon creature
Swim
Wall of fire
Wander warp
5th-Level
Akashic tutor
Aqueous form
Baleful polymorph
Baleful polymorph, mass
Break enchantment
Contact other plane
Creation
Crush skull
Dismissal
Dispel magic, greater
Ectoplasmic barrage
Flight
Hailstorm
Mislead
Modify memory
Necromantic revitalization
Passwall
Planar binding
Polymorph
Polymorph, mass
Private sanctum
Raise dead
Rapid repair
Reanimate construct
Remove condition, greater
Resistant aegis
Shadow body
Shrink object
Summon creature
Unwilling guardian
Wall of force
6th-Level
Akashic revival
Akashic tutor
Baleful polymorph
Baleful polymorph, mass
Bilocation
Control gravity
Control undead
Disintegrate
Ectoplasmic barrage
Enshrining refuge
Ethereal jaunt
Flesh to stone
Flight
Interplanetary teleport
Invisibility, mass
Necromantic revitalization
Planar barrier
Planar binding
Plane shift
Polymorph
Polymorph, mass
Reanimate
Resistant armor, greater
Shadow walk
Shrink object
Star storm
Subjective reality
Summon creature
Summon drift beacons
Terraform
True seeing
Veil
Wall of steel
About Owen K.C. Stephens
Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephensPosted on August 25, 2021, in Game Design, Starfinder Development and tagged Base Classes, Game Design, gaming, Geekery, PC Options, SF Inquisitor, Starfinder. Bookmark the permalink. 2 Comments.
Pingback: Starfinder Theme: Heretic | Owen K.C. Stephens
Pingback: d20 Design Diary: How Many Class Options is Enough (Starfinder Inquisitor example) | Owen K.C. Stephens