From Compendium of Worldly Lore
Clad in bone-white armor and wreathed in righteous conviction, shadowbane inquisitors battle incessantly against evil in whatever form it takes. Every shadowbane inquisitor belongs to a fellowship of religious knights called the Order of Illumination. The order advocates merciless aggression against evil, and its members train to detect and destroy evil creatures and individuals. Filled with fervor, an inquisitor knows only one solution to an infestation of evil: the sword. The purifying flame and the clean cut of a holy blade are his tools.
Along with their comrades (as members of the order refer to one another) the shadowbane stalkers, inquisitors find and confront evil wherever it hides. Unlike shadowbane stalkers, however, inquisitors emphasize purging evil rather than finding it. Their relentless zeal and their overwhelming belief in their own righteousness allow shadowbane inquisitors to root out evil cleanly, even if it costs the lives of a few good creatures, without the moral doubt that other knights might feel. The Order of Illumination expounds that it is better to sacrifice a village that hides a powerful demon than it is to risk letting the demon escape or the evil spread. Although inquisitors remain devoted to the cause of good, this conviction allows them to use their abilities against enemies regardless of their alignment.
Inquisitors must watch shadowbane stalkers carefully to make sure they do not slip into darkness—stalkers are willing to use subterfuge to find evil where it hides, and subtlety and stealth are tools of evil. This situation occasionally puts the two branches of the Order of Illumination at odds, but the order as a whole remains zealously dedicated to good.
Almost all shadowbane inquisitors were once paladins who took a few levels of rogue to better understand and combat the subtle forces of evil. This unusual class combination gives the inquisitor a remarkable ability to resist the manipulations of evil creatures and confront them without fear. Some cleric/rogues become inquisitors, sacrificing their study of divine magic in order to perfect their combat abilities.
Role: DPS
Characteristics: Bastions of purity, that bring down the corrupt and Undead
Source: Complete Adventurer
Game Rule Information
The Shadowbane Inquisitor has the following game statistics.
Abilities: Strength for smashing undead, and Charisma for smiting down the unworthy.
Alignment: Lawful Good
Hit Die: d10
Starting Gold: N/A
Class Skills
The Shadowbane Inquisitor's class skills are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str).
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 Shadowbane Inquisitor.
Weapon and Armor Proficiency: A Shadowbane Inquisitor is proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields)
Absolute Conviction Ex: Should a shadowbane inquisitor's alignment ever change from lawful good for any reason, he may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.
Pierce Shadows Su: A shadowbane inquisitor can spend one of his daily uses of his turn undead ability to shed a holy radiance. This light brightly illuminates an area in a radius of 20 feet plus 5 feet per class level of the inquisitor. The light is centered on the inquisitor and sheds no shadowy illumination beyond its border. This radiance lasts for 10 minutes per inquisitor class level.
Sacred Stealth Su: Starting at 2nd level, a shadowbane inquisitor can channel some of his divine spell power to become stealthier. To do this, he must lose a prepared divine spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). He gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to his Charisma bonus (if any) plus the level of spell given up in this manner.
At 7th level, the bonus increases to +8. Using this ability is a swift action that does not provoke attacks of opportunity.
Smite Su: Once per day, a shadowbane inquisitor of 2nd level or higher can attempt to smite a creature that he judges to be corrupt with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per inquisitor class level. Unlike with a paladin's smite evil ability, an inquisitor relies only on his own judgment when determining what creatures to use this ability against. How an inquisitor uses this ability exemplifies his outlook on the work. The more suspicious and uncompromising an inquisitor is, the more likely he is to feel that a creature should be struck down. An inquisitor can use this ability twice per day at 6th level and three times per day at 10th level.
Improved Sunder: At 3rd level, a shadowbane becomes accomplished at shattering the weapons of his foes and tainted magic items. He gains the Improved Sunder feat as a bonus feat.
Sneak Attack Ex: Beginning at 4th level, a shadowbane inquisitor deals an extra 1d6 points of damage when flanking an opponent or any rime the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 7th level and 3d6 points at 10th level. If a shadowbane inquisitor gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Merciless Purity Su: Beginning at 5th level, a shadowbane inquisitor benefits when his enemies perish. Upon the death of a creature that the inquisitor has designated as corrupt, he gains a +1 sacred bonus on his Fortitude and Reflex saves for the next 24 hours. An inquisitor designates a creature as corrupt in his eyes by using his smite ability (see above) as part of a melee attack against the creature. The inquisitor need not kill the creature himself. An inquisitor can benefit from this ability only once per day; subsequent deaths of creatures that he has designated as corrupt grant no special benefit.
Righteous Fervor Su: When an inquisitor of 8th level or higher designates a creature as corrupt, he gains a +1 sacred bonus on attack and damage rolls against that creature for the rest of the encounter. The inquisitor designates a creature as corrupt by using his smite ability (see above) as part of a melee attack against the creature. This bonus does not apply to the smite attempt itself, only to subsequent attacks against the same creature made in that encounter.
Burning Light Su: At 9th level and higher, an inquisitor can spend one of his daily uses of his turn undead ability to deal damage to creatures around him. To do this, he must already have his pierce shadows ability active. All creatures within the illuminated area (except for the inquisitor) take 4d6 points of damage. This damage results directly from divine power and is not subject to being reduced by energy resistance. Using this ability requires a standard action.
Multiclassing Note: A paladin can multiclass as a shadowbane inquisitor without losing his ability to take additional levels of paladin. In addition, he can multiclass freely between the paladin and rogue classes and may even gain additional rogue levels. He must still remain lawful good in order to retain his paladin abilities and take paladin levels.