Classes

As the paladin is a champion of goodness, the inquisitor is a champion of evil, a holy knight serving the dark gods. As such he is a master of both skill at arms and clerical power, though his spiritual energies are more bent toward destruction than his opposite number's are. Grim, obsessed, and quick to judge, the inquisitor views virtues such as mercy and generosity as insipid and contemptible; yet he has high ideals, heinous as they might be, and must adhere to a strict moral code. Failure to adhere to these standards brings about dire consequences.

As a knight trained in the basics of swordplay, the inquisitor is best suited to wielding swords.

Inquisitors adhere rigidly to the cause of evil. Should one stray from the path of wickedness, his divine powers will be stripped from him, and he will need to mend his ways and atone before they return.

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Inquisitors may learn the following skills: Axe Throwing, Axes, Bandage, Bash, Berserk, Blind Fighting, Block, Catch, Cooking, Dagger Throwing, Daggers, Dart Throwing, Disarm, Dodge, Draw, Dual Switch, Dual Wield, Extra Attack One, Extra Attack Two, Extra Attack Three, Extra Attack Four, Extra Attack Five, Greatswords, Hammer Throwing, Hammers, Hitall, Kick, Lightning Strike, Maces, Parry, Pole Arms, Read Magic, Scan, Spear Throwing, Spears, Spellcraft, Star Throwing, Staves, Stun, Swimming, Switch Opponents, Swordright, Swords, Toss, Track, Unarmed Combat, and Whips.

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Inquisitors may learn the following spells: Airy Water, Alignment Ward, Armor, Astral Walk, Bless, Blindness, Cause Critical, Cause Light, Cause Serious, Conjure Elemental, Continual Light, Create Food, Create Light, Create Water, Cure Light, Curse, Darkness, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Detect Poison, Dispel Good, Dispel Magic, Earthquake, Energy Drain, Ever Darkness, Ever Light, Faerie Fire, Faerie Fog, Fear, Float, Fly, Freedom, Harm, Heroes Feast, Imprisonment, Know Alignment, Locate Object, Moon Ray, Paralyze, Poison, Refresh, Resist Cold, Resist Fire, Resist Poison, Scry, Second Wind, Sense Life, Shield, Shockshield, Silence, Smite, Sparks, Stormguard, Succor, Summon, True Sight, Unholy Word, Water Breath, Waterwalking, Weakness, and Word of Recall.

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Inquisitors may learn the following specialties: Accuracy, Alertness, Ambidexterity, Athletics, Axe Mastery, Charisma, Clarity, Combat Concentration, Dagger Mastery, Divine Blessing, Gladiator, Greatsword Mastery, Hammer Mastery, Harmony, Heir, Intimidation, Iron Grip, Jack of Trades, Mace Mastery, Mysticism, Nimbleness, Nine Lives, Packrat, Perception, Pole Arm Mastery, Porter, Prone Defense, Quickdon, Quicksilver, Reason, Recuperation, Repair, Researching, Retreat, Righteousness, Serenity, Shield Expertise, Silver Tongue, Spear Mastery, Spirituality, Staff Mastery, Stroke of Luck, Surprise Attack, Sword Mastery, Throwing Expertise, Tolerate Healing, Toughness, Trample, Unarmed Mastery, Vigilant Rest, Vigor, Whip Mastery, and Whirlwind.

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Inquisitors gain the following abilities at avatar levels:

*Initiate Avatar:Immunity to Charm, Drain, and Paralyze
*Lord of Earth:Stone Skin spell
*Lord of Water:Extra Attack Six skill
*Lord of Fire:High Swordright skill
*Lord of Air:Bladeturn and Sanctuary spells
*Elemental Lord:Ability to wield a total weight of 35
*Spiritfinder:Stunned Maneuvers skill
*Spiritmaster:Fanaticism skill
*Lord of Spirit:Ability to wield a total weight of 40
*Avatar:Divine Aura spell
*Grand Avatar:Ironguard spell

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