From Compendium of Worldly Lore
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The kuo-toa are rarely successful in their endeavors, so other patrons have taken notice of this successful caste of fearsome grapplers and have begun augmenting their own faithful with similar abilities. | The kuo-toa are rarely successful in their endeavors, so other patrons have taken notice of this successful caste of fearsome grapplers and have begun augmenting their own faithful with similar abilities. | ||
|Alignment=As a Cleric of their chosen Patron | |Alignment=As a Cleric of their chosen Patron | ||
|Description=Londe Only. Servitors of their watery patron | |Description=Londe Only. Servitors of their watery patron who drag others down in combat. | ||
|Abilities=Strength for engaging in Grappling, Wisdom for high saves to avoid influence, and Charisma for projecting your fearsome aura | |Abilities=Strength for engaging in Grappling, Wisdom for high saves to avoid influence, and Charisma for projecting your fearsome aura | ||
|Hit Die=d8 | |Hit Die=d8 |
Latest revision as of 19:37, 5 August 2023
Requirements
Alignment: As cleric of chosen patron
Skills: Concentration 8 ranks, Knowledge (religion) 4 ranks
Feats: Improved Unarmed Strike
Patron: Blibdoolpoolp or equivalent.
Summary
The Sea Mother gives her children life and demands steadfast devotion in return. Those kuo-toas who become monitors (monks) typically spend their lives protecting their community from outside threats. Some, however, go on to become inquisitors of the Drowning Goddess, who are tasked with protecting the community from inside threats.
Though most inquisitors of the Drowning Goddess come from the ranks of kuo-toa monks, an occasional rogue may also answer the call. Characters from spellcasting classes rarely become inquisitors.
An inquisitor of the Drowning Goddess’s devotion is to his deity and his church. It is his duty to impose the will of the Sea Mother upon the community and to seek out and punish any who violate the edicts of the church. Most kuo-toas live in dread of attracting the attention of an inquisitor. The presence of such characters tends to make a kuo-toan community even more rife with fear, suspicion, and accusations than it would be otherwise.
The kuo-toa are rarely successful in their endeavors, so other patrons have taken notice of this successful caste of fearsome grapplers and have begun augmenting their own faithful with similar abilities.
Role: DPS
Characteristics: Londe Only. Servitors of their watery patron who drag others down in combat.
Source: Underdark
Game Rule Information
The Inquisitor of the Drowning Goddess has the following game statistics.
Abilities: Strength for engaging in Grappling, Wisdom for high saves to avoid influence, and Charisma for projecting your fearsome aura
Alignment: As a Cleric of their chosen Patron
Hit Die: d8
Starting Gold: N/A
Class Skills
The Inquisitor of the Drowning Goddess's class skills are Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Inquisitor of the Drowning Goddess.
Weapon and Armor Proficiency: A Inquisitor of the Drowning Goddess is proficient with Steel fins. They gain no other weapon or armor proficiencies
Fear Aura Su: Once per day, an inquisitor of the Drowning Goddess can project a fear aura to a radius of 20 feet as a standard action. This effect lasts for 1 round per inquisitor level. Each foe in the area must make a Will save (DC 10 + inquisitor level + inquisitor's Cha modifier) or be affected as if by a fear spell (caster level equals inquisitor level). A new saving throw is required for each round that the creature remains in the area.
Grappling Adhesive Ex: At 2nd level, an inquisitor of the Drowning Goddess learns how to utilize his own natural adhesive effectively in unarmed combat. He gains a +2 bonus on grapple checks made to start or maintain a grapple and a +2 bonus on attack rolls made to disarm an opponent with his bare hands. When he reaches 4th level, each of these bonuses increases to +4.
The inquisitor of the Drowning Goddess requires one hour and special materials costing 20 gp to coat his limbs with grappling adhesive, which remains effective for up to 24 hours.
Should the creature taking levels in this class not have naturally have an adhesive (slime, mucus, etc.) that would meet this classification the creature takes a -1 penalty to their charisma as their patron grants them this new secretion.
Mien of Justice Ex: At 1st level, an inquisitor of the Drowning Goddess gains a +4 insight bonus on Intimidate and Sense Motive checks. At 5th level, this bonus increases to +8.
Devoted Mind Ex: Upon reaching 3rd level, an inquisitor of the Drowning Goddess gains a +4 insight bonus on saving throws against all spells with the charm, compulsion, or glamer descriptors.
Mark of the Outcast Sp: The Inquisitor's patron gives them a vestige of power of the Watery Death that they wield. At 4th level the Inquisitor of the Drowning Goddess can cast Mark of the Outcast 1+Charisma Modifier times per day (minimum of 1). The DC to resist the spell is equal to 10 + Character Level.
Body-Coating Adhesive Ex: At 5th level, an inquisitor of the Drowning Goddess can use his own body oil and other materials to give his body a finish almost like flypaper, which can hold fast any creatures or items that touch him. Anyone who makes an unsuccessful melee attack against an inquisitor so prepared must succeed on a Reflex save (DC 15 + inquisitor's Con modifier), or the weapon used in the attack sticks to the inquisitor and is yanked out of its wielder's grip. Creatures using natural weapons are automatically grappled if they get stuck.
An inquisitor requires one hour and special materials costing 50 gp to coat his body with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the inquisitor's body can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from the inquisitor requires a successful DC 20 Strength check. An inquisitor can secrete a natural oil to break up and remove the adhesive any time he likes.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +2 | +2 | +2 | Fear aura, mien of justice +4 |
2nd | +1 | +3 | +3 | +3 | Grappling adhesive +2 |
3rd | +2 | +3 | +3 | +3 | Devoted mind |
4th | +3 | +4 | +4 | +4 | Grappling adhesive +4, mark of the outcast |
5th | +3 | +4 | +4 | +4 | Body-coating adhesive, mien of justice +8 |