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The following superscript notations are used to denote references ISI = Campaign setting guide to intrigue
to official Pathfinder Roleplaying Game rulebooks and other content: ISR = Campaign setting guide to races
2EAPG = Pathfinder Advanced Player’s Guide (Second Edition) IST = Campaign setting guide to temples
2ECRB = Pathfinder Core Rulebook (Second Edition) ISWG = Campaign setting guide to the world
2ENotGD = 2nd Edition adventure about ashen nightly demise LHS = Legendary Hybrids: Skinchanger
AA1 = Softcover companion for armor and equipment LO = Legendary Oracles
AA2 = Softcover companion for armor and equipment, part 2 LS = Legendary Shifters
ACG = Pathfinder Roleplaying Game Advanced Class Guide LSp = Legendary Spiritualists
AG = Pathfinder Roleplaying Game Adventurer’s Guide MA = Pathfinder Roleplaying Game Mythic Adventures
AO:IJ = Advanced Options: Inquisitors’ Judgments MCC = Mythic Character Codex
MHH = Mythic Hero’s Handbook
APG = Pathfinder Roleplaying Game Advanced Player’s Guide
MO = Softcover companion about gaining mythic abilities
ARG = Pathfinder Roleplaying Game Advanced Race Guide
MSoP = Mythic Spheres of Power
B2 = Pathfinder Roleplaying Game Bestiary 2
MMP = Softcover companion about magical shops
B3 = Pathfinder Roleplaying Game Bestiary 3 MTT = Softcover companion for magical tacticians
B5 = Pathfinder Roleplaying Game Bestiary 5 Ni = Pathfinder Roleplaying Game: Niobe
B6 = Pathfinder Roleplaying Game Bestiary 6 OA = Pathfinder Roleplaying Game Occult Adventures
BoA = Softcover companion for celestial-blooded characters PA = Pathfinder Roleplaying Game Planar Adventures
BoF = Softcover companion for fiend-blooded characters PSP = Softcover companion for members of a well-known society
BotA = Softcover companion for heirs to ancient civilizations PU = Pathfinder Roleplaying Game Pathfinder Unchained
BotE = Softcover companion for elemental-blooded characters PW77 = Pathways #77, “Peace”
BotS = Softcover companion for aquatic characters Q&C = Softcover companion about game campaigns
ChoP = Softcover companion for pureheart characters SoM = Spheres of Might
CS = Champions of the Spheres SoS = Campaign setting guide for inquirers in mysteries
DA = Softcover companion for divine casters SpH = Softcover companion for masters of spies
DD = Softcover companion for disciples of the divine UC = Pathfinder Roleplaying Game Ultimate Combat
DH = Softcover companion for explorers in dungeons UE = Pathfinder Roleplaying Game Ultimate Equipment
DHH = Softcover companion for hunters of demons UI = Pathfinder Roleplaying Game Ultimate Intrigue
FaP = Softcover companion for faithful and thinker characters UM = Pathfinder Roleplaying Game Ultimate Magic
HA = Pathfinder Roleplaying Game Horror Adventures USoP = Ultimate Spheres of Power
HH = Softcover companion for cartomancers and fortunetellers UW = Pathfinder Roleplaying Game Ultimate Wilderness
ISG = Campaign setting guide to deities WoVHD = Pathfinder Roleplaying Game: The World of Vampire Hunter D
OFFICE OF OFFICE OF
CONFESSORS INDULGENCES
Inquisitors who serve in this office draw out the truth Rather than empower herself, an inquisitor serving in
from the mouths of their foes. With the right application this office can invoke divine power to strengthen her
of divine pressure, their enemies learn that it is easier to allies against opponents.
confess than to hold on to what they know or what they Invocation (Su): The inquisitor can call forth the
have done. power of her deity to empower her allies (but not
Confession (Su): Some creatures are incapable of herself ) as a standard action.
feeling guilt. An inquisitor can remedy this deficiency. When the inquisitor calls upon this power, she must
As a swift action, an inquisitor can ask a target a short, select one type of invocation from those listed below
simple question. The target must be able to understand to grant the benefits to her allies within 30 feet. If the
and hear the inquisitor, or see them in the case of sign- inquisitor is evil, she grants profane bonuses instead of
language. The target takes -2 penalty on attack rolls, sacred, as appropriate. Neutral inquisitors must select
saves, ability checks, and skill checks for the next 24 hrs. profane or sacred bonuses. Once made, this choice
The target can instantly undo this effect if they answer cannot be changed. A called invocation cannot be
the inquisitor’s question truthfully with “yes”, “no”, or “I disrupted, but it ends immediately if the inquisitor is
do not know”, as a free action. killed, paralyzed, stunned, or knocked unconscious.
This penalty increases by -2 at levels 6, 12, and 18, to a The inquisitor can use this ability for a number of
maximum of -8. minutes per day equal to her level. This duration does not
need to be consecutive, but it must be spent in 1-minute
An inquisitor can use this ability once per day. At 4th
increments. The inquisitor can change her chosen
level and every three levels thereafter, the inquisitor can
invocation to another type as a swift action, but doing so
use this ability one additional time per day.
expends a 1-minute increment of her invocations.
This is a language-dependent pain and curse effect.
Destruction: The inquisitor’s allies are filled with
Greater Confessing (Sp): At 8th level, the inquisitor divine wrath, gaining a +1 sacred bonus on weapon
adds confessAPG to her list of spells known. In addition, damage rolls. This bonus increases by 1 for every 3 class
when she casts this spell, it deals 1d8 damage points per levels the inquisitor has.
caster level (maximum 5d8), and the target is sickened
Healing: The inquisitor radiates a healing light,
for 2d6 rounds.
granting fast healing 1. This causes the inquisitor’s allies
Harsh Confessing (Sp): At 16th level, when the to recover 1 hit point each round (up to their maximum
inquisitor casts confessAPG, the save DC of the spell hit points). The amount of fast healing increases by 1 for
increases by 1. every 3 class levels the inquisitor has.
Confess (Sp): At 17th level, an inquisitor can use Justice: This invocation spurs the inquisitor’s allies to
confessAPG as a spell-like ability a number of times per seek justice, granting a +1 sacred bonus on attack rolls.
day equal to 3 + her Wisdom bonus. She receives the This bonus increases by 1 for every 5 class levels the
benefits of greater confessing and harsh confessing inquisitor has. At 10th level, this bonus is doubled on
when using the spell this way. attack rolls to confirm critical hits.
OFFICE OF TITHES
OFFICE OF TRIALS
A church’s finances need to be administered, and some
Inquisitors from this office actively search and unmask
priests feel too pure to “get their hands dirty” with vile
creatures from enemy alignments and faiths. A trial can
money. So it’s often one of the inquisitors’ duties to
collect alms and donations and see that they are put to also be used to determine whether a target is guilty of
a good use (whatever this may mean for their religion). a crime.
Tithing Fund (Ex): The inquisitor endeavors to be Trial: As a standard action, an inquisitor can declare
prepared for any situation. As a result, she may carry a trial against one creature within 30 ft. At 1st level, she
unspecified equipment worth up to 100 gp per class can declare a trial once per day. At 4th level and every
level. This can be any kind of gear that can reasonably three levels thereafter, the inquisitor can use this ability
fit into a backpack, including potions and scrolls or one additional time per day.
other small and portable magic items (such magic When the inquisitor declares a trial, she must select
items must have been created by a divine spellcaster). one trial type. Every trial is a curse effect. A trial only
As a full-round action, the inquisitor may dig through works on a target if its alignment is not within one step
her pockets to retrieve an item she specifies at that time, of the inquisitor’s deity.
deducting its value from the allocated amount of cost. Additionally, if the target fails its saving throw against a
This item cannot weigh more than 10 pounds. When trial and has an element of its alignment that is in direct
the total remaining cost reaches 0, the inquisitor can opposition to the inquisitor’s (chaos opposes law and evil
retrieve no more items until she refills her tithing fund opposes good), she can also attempt an Intimidate check
by spending a few hours and an equivalent amount of to demoralize the target as a free action.
gold to bring her total up to 100 gp per class level.
A trial’s duration is 1 minute (even if the inquisitor
In addition, if she takes 1 hour to pack her gear each day
can end it first if she wishes), except for trial by element
as part of her daily prayers or meditation for spells, the
that is an instantaneous effect.
inquisitor gains a +4 bonus to Strength to determine her
light encumbrance. This does not affect her maximum Trial by Balance (Su): Even simple, unliving items and
carrying capacity. The efficient distribution of weight tools refuse to be used by a miscreant. Every round, a
simply encumbers her less than the same amount of target must succeed at a Reflex save or drop whatever
weight normally should. Finally, the inquisitor gains a item it holds in its hands.
+4 bonus on Sleight of Hand checks made to conceal Trial By Beast (Su): An animal appears to combat the
small objects on her person. target, as per summon nature’s ally I, with a caster level
CLASS OPTIONS
Fortitude save or be blinded for 1 round. This is a light effect.
Grounding: The projectile leaves a stain of heavy metal
dust on a target it has successfully hit. The dust makes
it difficult to move in unconventional ways. For the next
minute, the target can not teleport or be teleported, can
not pass through other objects (if incorporeal) and has a
-20 penalty to all Fly skill checks.
REPLACES
Auspician (Sp): At 5th level, the inquisitor can cast
harrowingISWG as a spell-like ability once per day. At 12th
BANE/GREATER BANE level, she can cast greater harrowingHH too as a spell-like
ability once per day. The inquisitor can choose to gain
Alchemical Avenger (Su): At 5th level, the inquisitor runecastingLO and greater runecastingLO instead of these.
learns to create alchemically powered arrows, bolts, or Favored Weapon Training (Ex): At 5th level, the
bullets which can be used to destroy her enemies. She inquisitor gains proficiency with all weapons in one
may create a number of such projectiles per day equal fighter weapon group that includes her deity’s favored
to her class level + her Wisdom modifier. Creating each weapon. In addition, whenever she attacks with a
projectile takes 1 minute. The DC for any saving throw weapon from this group, she gains a +1 bonus on attack
against the effect of one of these projectiles is 10 + ½ the and damage rolls. This bonus increases by +1 at levels
inquisitor’s class level + her Wisdom modifier. 9, 13, and 17. At 12th level, the inquisitor gains Weapon
When an arrow is created, the inquisitor chooses a Specialization as a bonus feat, even if she does not meet
special effect the arrow adds to its attack: the requirements. This feat is applied to her deity’s
Acid: The projectile covers the target in acid. Unless favored weapon.
the target uses a full-round action to remove the acid Fire and Sword (Su): At 5th level, the inquisitor can
(which draws attacks of opportunity), they will take 1d6 bring down her enemies with fire and sword (or some
acid damage per round for the next 3 rounds. At 12th other combination of energy damage and weapon). As a
level, this increases to 2d6 acid damage. While under the swift action, she can grant herself a +2 sacred or profane
effects of the acid, a creature can not regain hit points. bonus to attack rolls while imbuing her weapon with an
energy damage type selected from the list below. Once
Concussion: The projectile does an additional 1d10
this energy type is chosen, it cannot be changed without
sonic damage, and the target must make a Fortitude
divine intervention. Inquisitors who are good or serve
save or be deafened for 1 minute. At 12th level, the a good deity gain a sacred bonus. Inquisitors who are
damage increases to 2d10. evil or serve an evil deity gain a profane bonus. Neutral
Flame: The projectile does an additional 2d6 fire inquisitors of neutral deities must choose between
damage to a target it hits. This increases to 4d6 at 12th sacred and profane. Once this choice is made it cannot
level. Those struck by the projectile are subject to a faerie be changed. This bonus to attack rolls only applies to
fire effect that lasts 1 minute. attacks made with the imbued weapon. This ability
Heavy: The projectile does an additional 1d10 force only functions while the inquisitor wields the weapon.
damage, and the target must make a Reflex save or be If dropped or taken, the weapon resumes granting
knocked prone. This increases to 2d10 at 12th level. this ability if it is returned to the inquisitor before
the duration expires. This ability lasts for a number
Ice: The projectile does an additional 2d6 cold damage of rounds per day equal to the inquisitor’s level. These
to a target it hits. This increases to 4d6 at 12th level. rounds do not need to be consecutive.
Jinxing: A creature struck by this projectile has a -2 When an inquisitor uses her fire and sword ability,
penalty to their AC for 1 minute. This penalty does not the additional energy damage does not stack with magic
stack with itself. At 12th level, the penalty increases to -4. weapon special abilities that have a matching energy
Lightning: The projectile does an additional 2d6 type. This extra damage is not multiplied on a critical
electricity damage to a target it hits. This increases to hit. Typically, an inquisitor will choose an energy type
4d6 at 12th level. that corresponds with a domain of her deity.
At 12th level, the inquisitor may also choose from the At 12th level, the inquisitor’s fire and sword damage
following options: increases, as per the list below.
REPLACES
DISCERN LIES
Appraiser (Sp): An inquisitor can cast discern valueDH for a
number of rounds per day equal to her inquisitor level.
These rounds do not need to be consecutive. Activating
this ability is an immediate action.
Inquirer (Sp) (SoP): At 2nd level, the inquisitor gains
Truth (from the Fate sphere) as a bonus talent. If the
inquisitor has not access to the Fate sphere yet, she
gains Fate as a bonus sphere too, with the Tongue of
Ages drawback.
Pieces and Scraps (Sp): An inquisitor with the eye for
intrigue ability can cast hypercognitionOA for a number
of rounds per day equal to her inquisitor level. These
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PACIFICATION INQUISITION
Granted Powers: War and conflicts bring death, sorrow
and poverty to the land. You have sworn to compose
feuds, repress violence, and go to any lengths to preserve
the common people’s peace.
Justice of Peace (Ex): You gain PeacemakerChoP as a bonus feat.
Quell the Flames (Sp): At 4th level, you can cast calm
emotions once per day as a spell-like ability, but only to
negate or suppress negative emotion effects.
Treaty of Nonaggression (Su): At 8th level, you can emit
a 30-foot aura of nonviolence for a number of rounds
per day equal to your cleric level. These rounds need
not be consecutive. Creatures in this area that try to
attack others take 2d6 points of nonlethal damage each
round they attempt to harm another creature. Creatures
that use violence to defend themselves or others do not
suffer any damage.
RELENTLESSNESS INQUISITION
Granted Powers: You deliver divine justice through your
weapon, fusing spell and sword in one lethal judgment.
Divine Spell Strike (Su): Whenever you cast an inquisitor
spell with a range of “touch”, you can deliver the spell
through any weapon you are wielding as part of a melee
attack. Instead of the free melee touch attack normally
allowed to deliver the spell, you can make one free
melee attack with your weapon (at your full base attack
bonus) as part of casting this spell. If successful, this
melee attack deals its normal damage as well as the
effects of the spell. If the attack is a successful critical
hit, the weapon does its normal increased damage, but
the spell’s effects are unchanged.
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ARCHETYPES
BRAVE SAINT
It’s easy to laugh in the face of death when you believe
in the certain and unavoidable victory of your god.
The brave saint spreads the word by winning duels,
achieving amazing deeds and swaying the hearts and
minds of infidels with her wits and grace.
Weapon and Armor Proficiency: A brave saint is
proficient with light armor and bucklers. This alters the
inquisitor’s armor proficiencies.
Saint’s Finesse (Ex): At 1st level, a brave saint gains
the benefits of the Weapon Finesse feat with light or
one-handed piercing melee weapons and with the
favored weapon of her deity, and she can use Wisdom
in place of Intelligence for the purpose of combat
feats prerequisites. This ability counts as having the
Weapon Finesse feat for the purpose of meeting feat
prerequisites.
This replaces stern gaze.
Panache (Ex): At 2nd level, the brave saint gains
panache as a swashbuckler of her same level. She regains
panache through critical hits and killing blows when
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REQUISITOR
“A swift grift is a thrifty gift.” Such is a phrase often
uttered by requisitors. In order to achieve their ends, a
requisitor justifies theft and robbery by portraying such
actions as religious protocols and lawful procedures, on equipment and property that are used and owned by
even if they might not be. Always requiring more and the requisitor. The requisitor is forbidden from using
more resources, her church gives her the support she their allowance money to purchase services or items
needs to a mutual benefit. that have limited uses. When a requisitor dies, all of her
property is requisitioned back by her church.
Class Skills: A requisitor gains Appraise and Sleight of
Hand as class skills. She does not gain Ride or Survival This replaces domain.
as class skills. Subjugate: At 3rd level, a requisitor gains Improved
This alters class skills. StealAPG as a bonus feat, even if she does not meet its
prerequisites. She also qualifies for the Greater StealAPG
Requisition: At 1st level, and each level thereafter, the
feat at 7th level.
requisitor receives an allowance of 500 gp per level from
her religious institution. This allowance increases to This replaces the teamwork feat gained at 3rd level.
1,000 gp per level at 6th level. This money is expected to Confiscate (Sp): Starting at 5th level, a requisitor can
“stay within the church”, meaning it can only be spent use obscure object, as per the spell, a number of times
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WRETCHED INQUISITOR
Some inquisitors are not formally trained by their
churches, but rather cruelly twisted by their enemies. At
some point in her life, a wretched inquisitor had been
captured, imprisoned, and tortured for an extended Practical Measures (Ex): Wretched inquisitors hate
period of time. When it comes to psychological torment wasting time in combat. At 5th level, a wretched inquisitor
and physical torture, a wretched inquisitor learns from gains sneak attack as a slayer of her inquisitor level -2.
the best. Now a cynical shell of her old self, a wretched
This replaces bane and greater bane.
inquisitor seeks new meaning through employment in
their church. Why Do I Do This? (Ex): At 9th level, a wretched
Alignment: A wretched inquisitor can have any non- inquisitor experiences a personal crisis of faith,
good alignment. morality, and duty, making it difficult to sense even her
own motivations. She adds her Wisdom bonus to Bluff
Inquisition: A wretched inquisitor must select the
ImprisonmentUM or TortureUM inquisition. checks in addition to her Charisma bonus.
This alters domain. This replaces the teamwork feat gained at 9th level.
Wretched (Ex): No amount of healing, magical or House of Questions (Sp): At 17th level, a wretched
otherwise, can ever restore a wretched inquisitor to her inquisitor adds legend lore to her list of spells known.
old self. A wretched inquisitor gains an oracle curseAPG, If the subject of the spell is a person, the person is at
treating her inquisitor level as her oracle level. hand, and the person is conscious, alive, and helpless,
This replaces monster lore. the wretched inquisitor can torture the person as part
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NEW MYTHIC
your enemies. As a swift action, you can expend one use of
mythic power to grant all allies within 30 feet the benefits
of your active judgment (or other 1st-level office ability). INQUISITOR OPTIONS
Only constant effects from the ability are conferred,
not ones you can use only once. This lasts a number of Mythic Inquisition (Power): As the mythic domain
rounds equal to your tier or until the combat ends. (power) mythic class feature, but it affects only
inquisitions and can increase the power of only one
Wear Multiple Hats (Ex) (Reluctant Hero, Stranger): You
inquisition at a time. Some inquisitions gain specific
were an apprentice of different offices in your church,
benefits when selected with mythic inquisition (power),
and gained a rank in each of them. Each day when you as noted below.
prepare spells or renew your spell slots, you may choose
Mythic AngerUM Inquisition: At 6th level, the inquisitor
to replace one office you have access to with another for
may rage as a barbarian of her class level, for a number
the next 24 hours.
of rounds per day equal to 2 + double her level + her
3RD-TIER ABILITIES Wisdom modifier. Even if she has no levels in a class
Synergy (Ex) (Genius, Reluctant Hero, Trickster): You can that grants rage, the inquisitor can select the Extra Rage
expend one use of mythic power to temporarily gain a PowerAPG feat to gain rage powers.
bonus feat or mythic feat that requires the use of abilities Mythic Black PowderUC Inquisition: At 1st level, the
from two or more classes which you or an ally possess. inquisitor gains Mythic Exotic Weapon ProficiencyMHH
If you don’t possess all the class features required by (firearms) and Mythic GunsmithingMHH as bonus feats. She
the temporary feat, you and your ally can use your class also adds ½ her mythic tier to the Fortitude saving throw
features together for the purpose of this feat. For example, DC required to an arcane spellcaster or a creature that uses
if you are a divine caster and use this ability to gain the spell-like abilities that she hits with a firearm attack.
TheurgyUM feat, you can sacrifice your divine spell slots to Mythic ChivalryMMP Inquisition: At 1st level, the
boost an ally’s arcane spells, or your ally can sacrifice its inquisitor gains a mythic mount, as per the mythic
arcane spells to boost yours. You can gain no more than cavalier class option.
one temporary feat at the same time, plus one for every 3 At 8th level, the inquisitor’s mount gains the benefit
mythic tiers you possess beyond the first. of all the judgments she selected.
6TH-TIER ABILITIES Mythic ConversionUM Inquisition: At 1st level, the
inquisitor gains a bonus on Bluff, Diplomacy, and
Divine Accomplishment (Su) (Universal): Select any
Intimidate checks equal to her tier against non-mythic
number of inquisitions matching your quasi-divine
creatures, or half her tier against mythic creatures.
portfolio upon taking this ability. You grant access
to these as if you were a deity. In addition, you can Mythic CrimeUI Inquisition: At 8th level, the inquisitor
choose one 1st-level domain power, warpriest blessing, gains the mythic versions of the listed bonus feats.
inquisition power, or oracle revelation among those Mythic FateUM Inquisition: At 8th level, the inquisitor
you grant to others. Once made, the choice is set. You adds her mythic tier to the damage healed or inflicted,
can use this power as a character of a level equal to or ½ her mythic tier to the bonus gained.
double your mythic tier. If you already had access to Mythic Final RestChoP Inquisition: At 8th level, the
that domain power, you instead add your mythic tier to inquisitor adds ½ her mythic tier to the save DC of her
your cleric level for the purpose of using it. If you have weapon’s disruption effect.
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MYTHIC ZEALOT
(ARCHETYPE) OPTIONS
A mythic zealotUI is the stuff of legends: a mysterious
defender of an oppressed faith or a masqueraded
crusader of his god.
Mythic Class Skills: The zealot gains Skill Focus as a
bonus feat, selecting Knowledge (religion) or Spellcraft.
If he already has Skill Focus in both skills, he gains
Mythic Skill Focus in either one instead.
Mythic Skill Ranks per Level: The zealot gains a
number of skill ranks equal to 4 + his Wisdom modifier
at each level, instead of 4 + his Intelligence modifier
skill ranks.
Mythic Orisons: The zealot adds his mythic tier to the
number of orisons he knows.
Mythic Spell List: The zealot can add one cleric spell
of a spell level he can cast to his zealot class spell list. If
he is mythic tier 3, he can add one spell from the ranger
class spell list of a spell level he can cast to his zealot
class spell list. If he is mythic tier 6, he can add one
druid spell of a spell level he can cast to his zealot class
spell list.
This mythic class feature may be selected
more than once. Each time it is selected, it
adds another appropriate spell to the zealot’s
class spell list.
Mythic Aura: The zealot adds his mythic
tier to the strength of his aura for all aspects
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Alternate Channeler (Faith) DuskwalkerPA: Add +⅙ to the number of times per day
Requirements: Channel energy ability. the inquisitor can use the judgment class feature.
Your god blessed you with a power different from GanziPA: Add +½ on Intimidate, Knowledge, and Sense
others. Choose one channeling feat (a feat that modifies Motive checks made against outsiders.
the channel energy power) that your deity would grant
and you meet the prerequisites for. You gain this as a NaiadB6: Add +½ on Diplomacy, Intimidate, and Sense
bonus feat, but you only can channel energy using your Motive checks made against creatures with the aquatic
chosen feat, and cannot channel energy normally. or water subtype.
OrcISR: Add +½ round of duration to the inquisitor’s
Bestow Judgment (Race)
bane power vs. humanoids.
Requirements: DuskwalkerPA
You mete out Purgatory’s justice on sinners. Once per OreadISR: Add a +½ bonus on Intimidate checks made
day, you treat your level as 2 higher when using your against creatures with the earth subtype and a +½ bonus
judgment (or other office ability) on Knowledge (planes) checks relating to the Plane of Earth.
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Detect Outsider
School divination; Level cleric/oracle/
warpriest 1, inquisitor 1, paladin 1
This spell functions like detect
demonDHH, except it reveals the presence
of a specific outsider subtype, creatures
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LEGENDARY
vestment, trial by fireSpH
2nd (7/day) - billowing skirtAA2, calm emotions (DC 18),
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