TEXT: ™
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  �  Divine  Favor  �
  �  Divine  Favor  �
  the Inquisitor
  Inquisitor
  Inquisitor
  Inquisitor
  the 
  the 
  the 
  By Stefen Styrsky 
  
  .Table of Contents
  3 • INTRODUCTION 
   
   
  New Inquisitor Abilities, Censure and Condemnations 
  3 • NEW INQUISITOR ABILITY: CENSURES  
   
   
  Air, Divine Radiance, Earth, Fire, Pain, Revealing, Reverberating, Shocking, Sundering, Water, Wounding 
  5 • NEW INQUISITOR ABILITY: CONDEMNATIONS 
   
   
  3rd Level: Condemnation of the Elements, Fatigue, Fear, Incompetence, Sickening 
   
   
  6th Level: Condemnation of Dazing, Disease, Doom, Madness, Serious Mishap, Spiteful Bonding 
   
   
  9th Level: Condemnation of Blood, Exhaustion, Grave Consequence, Terror, Unawareness 
   
   
  12th Level: Condemnation of Blindness, Deafening, Imprisonment,, Insubstantiality, Stone 
  7 • NEW INQUISITIONS 
   
   
  Balance, Darkness, Fire, Ice, Lightning, Nature, Obligation, Pestilence, Song, Thunder, Weapons 
  12 • NEW ARCHETYPES 
   
   
  Ghost Hunter, Hand of God, Penitent, Stalking Shadow, Sworn Foe, Witch Hunter 
  14 • sidebar: eX-iNQUisiTOr PeNiTeNTs 
  17 • NEW SPELLS 
  19 • NEW FEATS 
   
  Credits 
  Designer: Stefen Styrsky 
  Cover Artist: Christophe Swal 
  Graphic Design & Layout: Timothy K. Wickham 
  Editor: Miranda Horner 
  Publisher: Wolfgang Baur 
   ©2011 Open Design LLC. All rights reserved. 
   
  Open Design and Divine Favor are trademarks of Open Design, LLC. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
   
  www.koboldquarterly.com 
   
  The feats in the “New Feats” section and the spells in the “New Spells” section are open content. All other material — including commentary, 
  descriptions, proper names, characters, story elements, designer’s notes, setting material, flavor text, and society information — is product identity.
  �  diviNe  FavOr  �
  ™
  the Inquisitor
  Inquisitor
  Inquisitor
  Inquisitor
  the 
  the 
  the 
  
  3
  Divine Favor: 
  The Inquisitor
  An unusual divine character, the inquisitor 
  focuses on damaging enemies instead of 
  healing and supporting allies. Although the 
  basic paladin can be merciless in the face of 
  evil, many of his class abilities bolster those 
  who fight alongside him. The inquisitor’s class 
  abilities deal less with aiding allies and more 
  with killing foes. This product presents new 
  archetypes, inquisitions, and spells for the 
  inquisitor as well as two new class abilities, 
  censures and condemnations. What you’ll find 
  within can give the inquisitor new ways to 
  question, impede, and slay opponents.
  New Inquisitor Ability:  
  Censures and Condemnations
  Although similar to lesser curses, censures and 
  condemnations allow an inquisitor to bring the 
  disapproval of her deity upon the heads of 
  sinners and heretics.
  New Inquisitor Ability:  
  Censures
  Censure (Su): Starting at 1st level, an 
  inquisitor can inflict a censure upon a foe as 
  a swift action. A censure consumes a daily 
  use of the inquisitor’s judgment ability. The 
  target of the censure must be declared when 
  the censure is activated and the inquisitor 
  must be able to see the creature. If not an 
  instantaneous effect, a censure lasts for the 
  entire combat encounter or until the creature it 
  targets is slain, at which point all the penalties 
  or bonuses immediately end. If the inquisitor 
  is frightened, panicked, paralyzed, stunned, 
  unconscious, or otherwise prevented from 
  participating in the combat, the censure does 
  not end, but effects do not resume until 
  she can participate in the combat again. At 
  higher levels, when an inquisitor can issue 
  two or more judgments at once, she can 
  instead activate a censure in place of one or 
  more judgments, combining the two abilities 
  if she desires. The save DC of a censure (if 
  applicable) equals 10 + 1/2 the inquisitor’s 
  level + Wisdom modifier.
  Air: When the inquisitor pronounces this 
  censure, one foe takes a –10 penalty to its fly 
  speed and a –10 penalty to Fly checks. At 10th 
  level, this penalty to speed increases to –20 
  feet, and then to –30 feet at 15th level.
  Divine Radiance: When the inquisitor 
  pronounces this censure, she emits a burst of 
  channeled energy as a cleric equal to her level –2 
  (minimum 1). This ability channels positive or 
  
  4
  negative energy as determined by the inquisitor’s 
  deity. The inquisitor may modify this ability 
  with the following feats: Alignment Channel, 
  Elemental Channel, and Improved Channel.
  Earth: One foe takes a 10-ft. penalty to 
  its speed as long as it is in contact with the 
  ground. This also affects burrow speed. At 
  10th level, this penalty increases to –20 ft. As 
  a swift action once per use of this censure, 
  the inquisitor can cause the ground to shake 
  beneath the affected target, allowing her to 
  make a trip maneuver against the creature 
  using her inquisitor level as her base attack 
  bonus plus her Wisdom modifier in place of 
  her CMB.
  Fire: The target takes +1 point of damage 
  per die rolled from fire-based attacks. This 
  increases +1 point per three inquisitor levels.
  Pain: The inquisitor invokes spasms of pain 
  in a foe. Each time she successfully damages 
  the target of this censure with a weapon, 
  the target takes a –1 penalty to attack rolls, 
  damage rolls, and skill checks. This penalty is 
  cumulative to a maximum of –5.
  Revealing: The inquisitor pierces the veil’s 
  darkness, the ethereal plane, and mundane 
  obstructions. Creatures within 30 ft. of the 
  inquisitor with partial concealment no longer 
  benefit from that concealment against attacks 
  the inquisitor makes. At 10th level, this 
  censure negates total concealment.
  Reverberating: One foe takes +1 damage 
  per die rolled from sonic-based attacks. This 
  increases +1 point for every three inquisitor 
  levels.
  Shocking: The target takes +1 damage per 
  die rolled from electricity-based attacks. 
  This increases by +1 point for every three 
  inquisitor levels. 
  Sundering: The inquisitor’s weapons tear 
  through materials and objects as if they were 
  made of paper. While this censure is in effect, 
  the inquisitor’s melee weapons inflict a +2 
  sacred bonus to all weapon damage rolls 
  when dealing sundering damage. This bonus 
  increases by +2 for every three inquisitor 
  levels she possesses.
  Water: The target takes +1 damage per die 
  rolled from cold-based attacks. This increases 
  by +1 point for every three inquisitor levels.
  Wounding: When the inquisitor pronounces 
  this censure, all successful critical hits against 
  the target deal 1 bleed damage. This damage 
  stacks with other bleed damage. This increases 
  by 1 point for every three inquisitor levels. The 
  Heal DC to halt this bleed equals 10 + 1/2 
  inquisitor level + Wisdom modifier. At 10th 
  level, healing spells must succeed on a caster 
  level check against the inquisitor to halt the 
  bleed damage.
  
  5
  New Inquisitor Ability:  
  Condemnations
  Condemnation (Su): At 3rd level, an 
  inquisitor may replace solo tactics and his 
  bonus teamwork feats with the condemnation 
  class ability. Condemnations impose an 
  unfavorable condition or penalty on one 
  creature. An inquisitor must succeed on a melee 
  touch attack to inflict a condemnation on an 
  opponent. This does not provoke an attack of 
  opportunity, and the target does not receive a 
  saving throw against the condemnation’s effect 
  (unless otherwise noted). If the condemnation 
  calls for a save, the DC equals 10 +1/2 the 
  inquisitor’s level + Wisdom modifier.
  At 3rd level, and every three levels thereafter, 
  an inquisitor can select one condemnation. 
  Each condemnation the inquisitor has selected 
  affects the target on a successful touch attack.
  Unless otherwise noted, an inquisitor may 
  use a condemnation a number of times per 
  day equal to 3 + his Wisdom modifier. The 
  condemnation lasts for a number of rounds 
  equal to the inquisitor’s Charisma modifier 
  (minimum 1).
  At 3rd level, an inquisitor can select from the 
  following initial condemnations:
  Condemnation of  the Elements: The inquisitor 
  chooses one energy type when he selects this 
  condemnation: cold, electricity, fire, or sonic. It 
  cannot be changed. The affected target takes 
  +1 damage per die rolled from this energy type.
  Condemnation of  Fatigue: The target is fatigued.
  Condemnation of  Fear: The target is shaken.
  Condemnation of  Incompetence: The target takes 
  a –4 penalty to all skill checks and CMB checks.
  Condemnation of  Sickening: The target is sickened.
  
  6
  At 6th level, an inquisitor adds the following 
  condemnations to the list of those that can 
  be selected:
  Condemnation of  Dazing: The target is dazed.
  Condemnation of  Disease: The target contracts 
  a disease randomly select from page 557 of the 
  Pathfinder Roleplaying Game Core Rulebook with an 
  immediate onset. The disease’s save DC equal 
  10 + 1/2 inquisitor level + Charisma modifier.
  Condemnation of  Doom: The target takes a –2 
  penalty to all saving throws.
  Condemnation of  Madness: The target becomes 
  confused.
  Condemnation of  Serious Mishap: Whenever the 
  target rolls a skill check or CMB check, the 
  result is considered a natural 1. The inquisitor 
  must have the condemnation of incompetence 
  before selecting this condemnation.
  Condemnation of  Spiteful Bonding: The target 
  becomes bonded to the inquisitor as through 
  the spell unwilling shield. This effect ends if 
  the target moves more than 30 ft. from the 
  inquisitor.
  At 9th level, an inquisitor adds the following 
  condemnations to the list of those that can be 
  selected:
  Condemnation of  Blood: The creature takes 1d6 
  bleed damage. A DC 15 Heal check or healing 
  from a magical source halts the bleed damage.
  Condemnation of  Exhaustion: The target is 
  exhausted. The inquisitor must have the 
  condemnation of fatigue before selecting this 
  condemnation.
  Condemnation of  Grave Consequence: Whenever 
  the target fails on a Strength- or Dexterity-
  based skill check or CMB check, the failure 
  causes an accident, inflicting 1d6 + 1 damage 
  per inquisitor level in addition to any other 
  negative effects for failure. The inquisitor must 
  have the condemnation of incompetence 
  before selecting this condemnation.
  Condemnation of  Terror: The target is 
  frightened. The inquisitor must have the 
  condemnation of fear before selecting this 
  condemnation.
  Condemnation of  Unawareness: The target 
  provokes attacks of opportunity whenever it 
  moves, even if that movement is not out of a 
  threatened square.
  At 12th level, an inquisitor adds the following 
  condemnations to the list of those that can be 
  selected:
  Condemnation of  Blindness: The target is 
  blinded.
  Condemnation of  Deafening: The target is 
  deafened.
  Condemnation of  Imprisonment: The target is 
  paralyzed.
  Condemnation of  Insubstantiality: The target 
  becomes a misty, ghostlike entity. It cannot 
  interact with the environment, make attacks, or 
  take damage. Unlike an incorporeal creature, it 
  cannot move through solid objects.
  Condemnation of  Stone: The target turns to 
  stone as the flesh to stone spell.
  
  7
  New INquIsItIoNs
  Inquisitions replace the cleric domain that 
  inquisitors gain at 1st level. If an inquisition’s 
  granted power calls for a saving throw, the 
  DC of the save is equal to 10 + 1/2 the 
  inquisitor’s level + her Wisdom modifier. 
  Unless otherwise stated, the caster level for 
  granted power spell-like abilities is equal to the 
  inquisitor’s class level.
  BALANCE INQUISITION
  Deities: Rava
  Granted Powers: The zeal of most other 
  creatures threatens the world’s stability, if 
  not its very existence. You are charged with 
  maintaining the balance so no philosophy 
  predominates.
  Calming Touch (Su): As a melee touch attack, 
  you can cause a creature to halt all action as if 
  dazed for 1 round. Once a creature has been 
  affected by calming touch, it is immune to its 
  effects for 24 hours. You can use this ability 
  a number of times per day equal to 3 + your 
  Wisdom modifier.
  Zone of  Peace (Su): At 8th level, you can emit 
  a 30-ft. radius zone of peace for a number of 
  rounds per day equal to your inquisitor level. 
  Creatures entering the area must make a Will 
  save or come under the effect of calm emotions. 
  A creature in the zone that can still perform 
  violent actions and attempts to do so takes 1d6 
  damage plus 1/2 your inquisitor level. These 
  rounds do not need to be consecutive.
  DARkNESS INQUISITION
  Deities: Marena, Sarastra
  Granted Powers: Darkness is your ally. 
  With it you bring the shadow of judgment 
  and the pall that covers the sinner and the foe 
  of the faith.
  Darkness (Sp): Once per day, you can cast 
  darkness as a spell-like ability. Attempts to 
  dispel this effect take a –2 penalty to caster 
  level checks.
  Penumbral Enhancement (Su): You can exude 
  an aura of enhanced shadow for a number 
  of rounds per day equal to your inquisitor 
  level. Within this aura, all light is considered 
  one step dimmer. You gain +4 bonus to 
  concentration checks when casting darkness 
  spells while in the aura. These rounds do not 
  need to be consecutive.
  FIRE INQUISITION
  Deities: Khors, Volund
  Granted Powers: Fire cleanses. It purifies 
  the polluted soul and scours the earth of the 
  faith’s enemies.
  Fiery Engulfment (Sp): As a standard action, 
  you can point to one creature within 30 ft. of 
  you and cause it to burst into flames with a 
  successful melee touch attack. It takes 1d4 fire 
  damage for 1d4 rounds. A burning creature 
  can attempt a Reflex saving throw as a full-
  round action to douse the fire. Dropping and 
  rolling on the ground grants a +4 bonus to 
  this saving throw. Creatures that hit a burning 
  creature with natural weapons or unarmed 
  
  8
  attacks take fire damage as though hit by the 
  burning creature and must make a Reflex save 
  to avoid catching on fire.
  Fire Shield (Sp): At 8th level, you may cast 
  fire shield once per day as a spell-like ability. 
  You may use only the warm shield version of 
  this spell.
  ICE INQUISITION
  Deities: Marena
  Granted Powers: Ice hardens the heart 
  against temptation and provides the faithful 
  with a shield to resist the lure of illegitimate 
  faiths.
  Icy Grasp (Sp): As a standard action, you 
  may touch a creature, sending frozen waves 
  through its flesh. It becomes slowed, as the 
  slow spell, for 1 round. You may use this ability 
  a number of times per day equal to 3 + your 
  Wisdom modifier.
  Encased in Ice (Sp): Once per day at 8th level, 
  you may turn one creature into a statue of 
  ice with a successful melee touch attack. This 
  otherwise acts as flesh to stone. A statue of ice 
  melts if not in a suitably cold environment.
  LIgHTNINg INQUISITION
  Deities: Perun
  Granted Powers: The power of the 
  heavenly bolts is yours to wield against foes 
  and unbelievers. 
  Shocking Weapon (Sp): As a swift action, you 
  may grant one weapon you wield the shock 
  property for a number of rounds equal to 
  1/2 your inquisitor level (minimum 1). The 
  weapon loses this property if not held by you 
  or you fall unconscious or die. You may do 
  this a number of times per day equal to 3 + 
  your Wisdom modifier.
  
  9
  Heavenly Strike (Sp): As a standard action at 
  6th level, you may call down a lightning bolt 
  once per day against one creature you can see 
  within 60 ft. of you. The bolt of lightning 
  inflicts 3d6 damage +1 for every two inquisitor 
  levels. A Reflex save halves the damage. You 
  may use this ability a number of times per day 
  equal 3 + your Wisdom modifier.
  NATURE INQUISITION
  Deities: Porevit, Yarila
  Granted Powers: You are the protector and 
  guardian of the wild and green world. Your 
  allies are the natural forces of the wood and 
  the creatures who call the place home.
  Nature Sense (Ex): You gain a +2 bonus on 
  Knowledge (nature) and Survival checks.
  Wild Magic (Su): All druid spells are 
  considered to be on your spell list.
  Greater Green Ally (Sp): Once per day at 8th 
  level, when you summon a creature with a 
  summon nature’s ally spell or summon an animal 
  with a summon monster spell, the creature gains 
  the advanced simple template. 
  OBLIgATION INQUISITION
  Deities: Rava
  Granted Powers: Those who trespass 
  against your church owe a debt. You can force 
  your faith’s enemies to atone for their sins 
  and inappropriate actions. You add Sleight of 
  Hand to your list of class skills.
  Righteous Acquisition (Ex): You gain Improved 
  Disarm as a bonus feat even if you do not 
  meet the prerequisites. When attempting to 
  disarm a creature, use your inquisitor level plus 
  your Wisdom modifier in place of your CMB. 
  If you succeed in disarming an opponent, you 
  may choose to catch the dropped weapon. You 
  may use this ability a number of times per day 
  equal to 3 + your Wisdom modifier.
  Take What is Yours (Su): Once per day at 8th 
  level, you may cause one weapon within 30 
  ft. of you that you can see to gain the dancing 
  quality for a number of rounds equal to your 
  Wisdom modifier. A weapon in the hands 
  or on the person of a creature that tries to 
  resist this ability gains a Will save to negate 
  the effect. A weapon successfully animated 
  operates under your control as long as it is 
  within 30 ft. of you.
  
  10
  PESTILENCE INQUISITION
  Deities: Marena
  Granted Powers: The faithful pray for 
  deliverance from disease. Inquisitors realize 
  that disease is a useful tool to prevent 
  believers from straying and cull heretics.
  Sickening Blow (Su): Creatures you damage 
  with a successful melee attack become 
  sickened for 1 round. You can use this ability 
  a number of times per day equal to 3 + your 
  Wisdom modifier.
  Disease (Sp): At 8th level, you can use 
  contagion to infect one target within 30 ft. of 
  you with a disease. The save DCs for the 
  disease increase by +2. You can use this 
  ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  SONg INQUISITION
  Deities: Lada, Porevit, Yarila
  Granted Powers: The music of the 
  heavens inspires mortals to action. Those 
  who do not heed its call must be shown the 
  way, through force if necessary. You gain 
  Perform (song) as a class skill.
  Pious Tone (Su): You may use countersong 
  as a bard equal to your inquisitor level against 
  abilities, spells, and effects employed by 
  creatures who possess an alignment opposite 
  to yours or that your church has designated 
  as an enemy. You may do this for a number 
  of rounds per day equal to 3 + your Wisdom 
  modifier.
  Call of  Heaven (Su): You may sing for a 
  number of rounds equal to your inquisitor 
  level. Creatures within 60 ft. of you must 
  make a Will save or move in your direction 
  using the most direct means available. If 
  the path leads the targets into a dangerous 
  area, such as through fire or off a cliff, that 
  creature receives a second saving throw to end 
  the effect before moving into peril. Affected 
  creatures can take no actions other than to 
  defend themselves. A victim within 5 ft. of 
  you stands and offers no resistance to your 
  attacks. The effect ends immediately after 
  you or an ally attacks an affected creature. 
  Creatures who make a saving throw against 
  this ability or who are attacked by you or an 
  ally are immune to call of heaven for 24 hours. 
  This is a sonic, mind-affecting charm effect.
  
  11
  THUNDER INQUISITION
  Deities: Perun
  Granted Powers: Your words reverberate 
  with the power of the heavens. Deafening 
  crashes explode from your speech, cowering 
  the sinner and the heretic alike.
  Voice of  the Heavens (Sp): You can utter a 
  syllable of power that dazes one creature 
  within 30 ft. of you (Will save negates). You 
  may use this ability a number of times per day 
  equal to 3 + your Wisdom modifier. This is a 
  sonic effect but since it is a divine word taken 
  directly from a deity’s lips, deaf creatures are 
  not immune to this ability.
  Rolling Thunder (Su): At 8th level, you can 
  emit a blast of sound in a 30-ft. cone that 
  knocks creatures prone. You can make a trip 
  combat maneuver against all creatures within 
  the cone, using your inquisitor level plus your 
  Wisdom modifier as your CMB. You may use 
  this ability once per day at 8th level and one 
  additional time per every three levels thereafter.
  WEAPONS INQUISITION
  Deities: Perun, Volund
  Granted Powers: Only through weapons 
  can the true faith be spread.
  Spiritual Weapon (Sp): You can cast spiritual 
  weapon once per day as a spell-like ability. You 
  use your inquisitor level as your base attack 
  bonus when making attack rolls with the 
  weapon. You also add your Wisdom modifier 
  to the damage inflicted by a successful hit.
  Weapon Training (Ex): At 6th level, you can 
  select one fighter weapon group from page 56 
  of the Pathfinder Roleplaying Game Core Rulebook. 
  This group must include your deity’s favored 
  weapon. You gain proficiency with all these 
  weapons. You also gain a +1 bonus to attack 
  rolls and damage rolls with your deity’s favored 
  weapon, including any combat maneuver 
  checks made with this weapon. You also add 
  this +1 bonus to your CMD when defending 
  against disarm and sunder attempts made 
  against this weapon.
  
  12
  New Archetypes
  gHOST HUNTER
  The angry dead plague the faithful. A few 
  religions consider the ghost an abomination 
  that must be dispatched with ruthless efficiency.
  Stern Will (Ex): The ghost hunter gains 
  a +2 morale bonus to resist fear spells and 
  effects and attempts at possession such as 
  magic jar. This replaces stern gaze.
  See the Unseen (Su): At 3rd level, the 
  ghost hunter can use see invisibility for a number 
  of rounds equal to her inquisitor level. These 
  rounds do not need to be consecutive. This 
  replaces discern lies.
  Ghost Touch (Su): At 5th level, an 
  inquisitor can imbue one of her weapons or 
  armor with the ghost touch special ability as a 
  swift action. Once selected, the inquisitor can 
  change the weapon or armor so enhanced as a 
  swift action. This ability functions only while 
  the inquisitor wields the weapon or wears 
  the armor. If dropped or taken, the weapon 
  or armor resumes granting this ability if it is 
  returned to the inquisitor before the duration 
  expires. This ability lasts for a number of 
  rounds per day equal to the inquisitor’s level. 
  These rounds do not need to be consecutive. 
  This replaces bane and greater bane.
  Incorporeal Dissolution (Su): At 14th 
  level, the ghost hunter can disperse an 
  incorporeal creature. Incorporeal creatures 
  the inquisitor damages with an attack with a 
  weapon must make a successful Will saving 
  throw or dissolve for 1d4 rounds. While in 
  this state, the creature cannot take any actions 
  or be the subject of attacks or abilities. The 
  incorporeal creature reforms in the space it 
  was when the attack was made. If the attack 
  also results in a successful critical hit, the 
  incorporeal creature must make a Will save or 
  be destroyed (or killed if living). A successful 
  save disperses the creature for 1d4 rounds. 
  This replaces exploit weakness.
  HAND OF gOD
  Death is a sacrament—a way to finally and 
  fully embrace the divine. A few creatures resist 
  conversion or refuse to repent their improper 
  ways and must be granted this sacrament 
  through the church’s holy slayers. The hand of 
  god ensures a religion’s foes and heretics meet 
  the end they deserve.
  Skill Ranks per Level: 8 + Int modifier.
  Weapon and Armor Proficiency: The hand 
  of god is proficient with all simple weapons, 
  plus the hand crossbow, repeating crossbow, 
  and the favored weapon of his deity. He is also 
  proficient with light armor but not with shields.
  
  13
  Agent of  Deception (Ex): The hand of 
  god must infiltrate the strongholds of foes 
  unseen and approach without alerting them 
  to danger. He gains a bonus equal to 1/2 his 
  inquisitor level (minimum 1) to all Bluff and 
  Disguise checks. This replaces stern gaze.
  Hands of  Death (Ex): The hand of god 
  gains Improved Unarmed Strike as a bonus 
  feat. He deals unarmed damage as a monk 
  equal to his inquisitor level. When using an 
  unarmed strike against an opponent denied 
  his Dexterity bonus to AC (whether or not 
  the target actually has a Dexterity bonus), or 
  when the hand of god flanks his target, the 
  hand of god inflicts +1d6 damage and an 
  additional +1d6 points for every two inquisitor 
  levels after 1st. This otherwise acts as the 
  rogue sneak attack ability and stacks with 
  sneak attack gained through other classes. This 
  replaces detect alignment.
  Stunning Fist (Ex): At 4th level, the hand 
  of god gains Stunning Fist as a bonus feat. He 
  does not need to meet the prerequisites.
  Magic Strike (Su): At 4th level, the hand 
  of god’s unarmed strikes are considered magic 
  for the purposes of overcoming damage 
  reduction. At 10th level, his unarmed strikes 
  are considered aligned for the purposes of 
  overcoming damage reduction. This alignment 
  must be selected at 10th level and must 
  belong to his deity. Once selected, it cannot 
  be changed. At 16th level, the hand of god’s 
  unarmed attacks are treated as adamantine 
  weapons for the purposes of overcoming 
  damage reduction (but not bypassing 
  hardness). This replaces bane.
  Greater Hands of  Death (Su): As a swift 
  action at 12th level, the hand of god can 
  imbue his unarmed attacks with one of the 
  following properties: anarchic, axiomatic, flaming, 
  frost, ghost touch, holy, keen, shock, thundering, or 
  unholy. Once selected, the type of enhancement 
  can be changed as a swift action. At 16th 
  level, the hand of god can imbue his unarmed 
  attacks with two of the above properties. The 
  hand of god cannot select an alignment-based 
  enhancement opposed to his own or his deity’s. 
  This ability lasts for a number of rounds 
  per day equal to the inquisitor’s level. These 
  rounds do not need to be consecutive. This 
  replaces greater bane.
  
  14
  PENITENT
  A few inquisitors regret their fanaticism and 
  attempt to make amends for the harm they 
  caused. These inquisitors gain a more nuanced 
  understanding of what their faith demands 
  and sometimes come into conflict with 
  inquisitors of their own faith.
  Negate Judgment (Su): The penitent 
  can negate a judgment imposed by another 
  inquisitor. She must consume one of her 
  daily uses of a judgment to use this ability, 
  and the target inquisitor must be within 60 ft. 
  and visible to her. This ability does not work 
  against an inquisitor 4 or more levels higher 
  than the penitent.
  Dispensation (Su): At 4th level the penitent 
  gains the paladin’s ability to lay on hands 
  to grant mercies as a paladin equal to her 
  inquisitor level. At 4th level she chooses one 
  mercy available to a 4th level paladin. She may 
  use lay on hands to dispense this mercy but 
  not heal hit point damage or damage undead. 
  The penitent can select a new mercies as she 
  advances in levels as if she was a paladin equal 
  to her inquisitor level. She may use this ability a 
  number of times per equal to 3 + her Wisdom 
  modifier. This replaces solo tactics.
  Forgiveness (Sp): At 8th level, the 
  penitent may cast atonement once per day as a 
  spell-like ability.
  Ex-Inquisitors
  An inquisitor who becomes an ex-inquisitor 
  can, with the GM’s permission, take the 
  penitent archetype, replacing her class abilities 
  with appropriate archetype abilities. If the 
  character atones or joins a different faith, she 
  loses her penitent abilities and regains her 
  previous inquisitor class abilities.
  STALkINg SHADOW
  The enemies of an inquisitor’s faith are ruthless 
  and immoral. They do not hesitate to strike how 
  and when they can at those who do not share 
  their beliefs or morals. A stalking shadow hunts 
  and kills heretics by any means necessary. Their 
  way is not the way of public preaching or calls 
  to convert. They are silent, invisible, and deadly.
  Weapon and Armor Proficiency: The 
  stalking shadow is proficient with all simple 
  weapons, plus the hand crossbow, repeating 
  crossbow, shortbow, and the favored weapon of 
  his deity. He is also proficient with light armor 
  but not with shields.
  Allied with the Dark: The stalking shadow 
  must take the Darkness inquisition or the 
  Darkness domain.
  
  15
  Cunning Stealth (Ex): At 1st level, the 
  stalking shadow adds his Wisdom modifier to 
  Stealth checks as well as his Dexterity modifier. 
  This replaces cunning initiative.
  Killing Blow (Ex): At 3rd level, the 
  stalking shadow gains the sneak attack ability 
  of the rogue. His rogue levels for determining 
  sneak attack damage and flanking ability are 
  equal to his inquisitor levels. Sneak attack 
  ability gained from the rogue class and other 
  classes stack with killing blow. This replaces 
  bane and greater bane.
  Stalking Vengeance (Su): As a swift 
  action, the stalking shadow can invoke stalking 
  vengeance against one foe within 30 ft. of 
  him that he can see. He may move his speed 
  toward the foe and make a melee attack 
  against the creature in addition to any other 
  actions he can perform during the round. If 
  the stalking shadow damages the target after 
  the melee attack, he gains the use of Step Up 
  as long as the target remains adjacent to him. 
  He may do this a number of times per day 
  equal to 3 + Wisdom modifier. This replaces 
  his teamwork feats.
  Shadow Strike (Ex): At 5th level, the 
  stalking shadow gains shadow strike as a 
  bonus feat. This replaces discern lies.
  Walking Shadow (Ex): The stalking 
  shadow learns to remain as insubstantial as a 
  shadow while hunting. At 11th level, he can 
  use the Stealth skill against creatures with 
  blindscense, blindsight, and tremorsense. 
  A blind creature with these senses treats 
  the stalking shadow as invisible when the 
  inquisitor makes a successful Stealth check. 
  This replaces stalwart.
  SWORN FOE
  Inquisitors known as sworn foes take an oath 
  to slay a particular type of creature. They study 
  their enemies, learning their methods, habits, 
  and weaknesses. More than other inquisitors, 
  sworn foes focus on tracking and killing 
  their targets. They are not concerned with 
  punishing heretics or dissenters.
  Weapon and Armor Proficiency: A sworn 
  foe is proficient with light armor and shields.
  Weapon Master (Ex): At 1st level, the 
  sworn foe gains as a bonus feat Weapon 
  Focus with the favored weapon of her deity. 
  She does not need to meet the prerequisites 
  for this feat. At 4th level, she gains Weapon 
  Specialization in the same weapon without 
  having to meet the prerequisites.
  Killer (Ex): At 4th level, the sworn foe 
  gains a favored enemy from the ranger list. 
  She gains a +2 bonus to Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks 
  against creatures of her selected type. Likewise, 
  she gets a +2 bonus to weapon attack rolls and 
  damage rolls against them. At every four levels 
  thereafter she may select an additional favored 
  enemy. In addition, at each such interval, 
  the bonus against any one favored enemy 
  (including the one just selected, if so desired) 
  increases by +2. This replaces teamwork feats.
  
  16
  WITCH HUNTER
  The hags and crones who plague commoners 
  are not the stuff of superstition. Witches exist 
  and many inquisitors take it upon themselves 
  to root out and destroy these creatures.
  Arcane Lore (Ex): A witch hunter adds 
  his Wisdom modifier to Knowledge (arcana) 
  checks and Spellcraft checks in addition 
  to his Intelligence modifier. This replaces 
  monster lore.
  Cunning Counterspell (Ex): A witch 
  hunter may counterspell another spell with 
  any spell he knows as long as he makes a 
  successful Spellcraft check and the spell he 
  uses is of a level equal to or greater than the 
  level of the spell he intends to counter. This 
  ability counts as the Improved Counterspell 
  prerequisite for other feats. This replaces 
  cunning initiative.
  Witch Finder (Sp): The witch hunter gains 
  Detect Expertise as a bonus feat.
  Judgment (Su): A witch hunter gains the 
  following judgment in addition to the normal 
  list of inquisitor judgments.
  Disruptive (Ex): The inquisitor is considered 
  to have the Disruptive feat while this judgment 
  is active. At 10th level, he also gains the use of 
  Spellbreaker while this judgment is active.
  Witch Killer (Ex): A witch hunter is 
  practiced in slaying witches and their ilk. At 
  3rd and every three levels thereafter, the witch 
  hunter gains a bonus feat in addition to those 
  gained from normal advancement. These 
  feats must be selected from the following list: 
  Disruptive Spell, Following Step, Parry Spell, 
  Spell Penetration, Step Up, and Step Up and 
  Strike. The witch hunter must meet the feat’s 
  prerequisites. This replaces solo tactics and 
  teamwork feats.
  
  17
  New spells
  BRAND, gREATER
  School transmutation; Level inquisitor 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 day/level (D)
  Saving Throw Fortitude negates  
  Spell Resistance yes
  This spell acts just like brand except with 
  the following changes. Creatures who 
  worship the same god as you act unfriendly 
  to the target of this spell if they can see the 
  brand. You also gain a +4 sacred bonus to 
  checks to track the target.
  ENHANCED JUDgMENT
  School transmutation; Level inquisitor 3
  Casting Time 1 swift action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw Will negates (harmless)  
  Spell Resistance yes (harmless)
  When you cast this spell, you are considered 
  three inquisitor levels higher for determining 
  the bonuses granted from one active judgment. 
  You may enhance only one judgment this way, 
  and the judgment must be selected at the time 
  of casting. If you change this judgment for 
  another, the spell ends. 
  FINAL REST
  School necromancy; Level cleric/inquisitor 6
  Casting Time 10 minutes
  Components V, S, M/DF
  Range close (25 ft. + 5 ft./level)
  Target one undead creature with the  
  rejuvenation ability
  Duration instantaneous
  Saving Throw Will negates  
  Spell Resistance yes
  This spell works only against undead 
  creatures with the rejuvenation ability. Once 
  the undead creature is “destroyed,” you must 
  cast this spell on the physical remains. In the 
  case of a ghost, you must locate the creature’s 
  body, bones, or specific area or item that the 
  ghost haunts and cast the spell there. A failed 
  Will saving throw permanently destroys the 
  undead creature.
  HUNTER’S JUDgMENT
  School transmutation; Level inquisitor 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 min./level
  Saving Throw Will negates (harmless)  
  Spell Resistance yes (harmless)
  When you cast this spell, you gain the 
  ranger’s favored enemy class ability against one 
  creature type (and subtype) selected when the 
  spell is cast. Your ranger level for determining 
  your total bonus to attack rolls, damage rolls, 
  and applicable skill checks is equal to your 
  inquisitor level.
  INvISIBLE HUNTER
  School illusion (glamer); Level inquisitor/
  ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless)  
  Spell Resistance yes (harmless)
  You and all your gear become invisible to 
  one creature chosen at the time of casting. All 
  other creatures can see you normally. This spell 
  otherwise acts as invisibility.
  
  18
  LEND CONDEMNATION
  School transmutation; Level inquisitor 2
  Casting Time 1 standard action
  Components V, DF
  Range touch
  Target one ally
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless)  
  Spell Resistance yes (harmless)
  You allow an ally to become the bearer of 
  your divine justice. The target gains the ability 
  to invoke one of your condemnations against 
  a foe with a successful melee touch attack. The 
  condemnation inflicts all the penalties and 
  conditions you would inflict. Casting this spell 
  also consumes one of your daily uses of the 
  condemnation ability.
  NAIL FOOT
  School necromancy; Level inquisitor/ranger/
  witch 2
  Casting Time 1 full round
  Components V, S, M/DF
  Range touch (see text)
  Target one or more footprints of creatures 
  you are tracking
  Duration instantaneous (see text)
  Saving Throw Fortitude negates 
  Spell Resistance yes
  You can cast this spell on the footprints 
  or tracks of a creature you have successfully 
  tracked using the Survival skill. Once the spell 
  is complete, you pierce the footprint with a 
  sharp object such as a sword, dagger, or nail. 
  If the creature you are tracking is within 20 
  miles of you when you cast the spell, it takes 
  1 piercing damage and its speed is reduced by 
  half because its foot is wounded as if it had 
  stepped on a caltrop. Because this is a magical 
  link between the footprint and the creature, 
  damage reduction does not affect damage from 
  this spell. You may do this to a number of 
  footprints equal to your caster level, but each 
  use grants a new saving throw to resist the spell. 
  Each use inflicts 1 damage and reduces the 
  affected creature’s speed by half to a minimum 
  of 5 feet. The wounded creature may resume 
  its normal movement with a DC 15 Heal check 
  or 1 point of magical healing. Creatures with 
  unusual anatomy might not have their speed 
  reduced, but they still take damage.
  WELL OF ANgRY SOULS
  School illusion (fear [mind-affecting]); Level 
  inquisitor 3
  Casting Time 1 standard action
  Components V, S, M/DF
  Range close (25 ft. + 5 ft./level)
  Area 20 ft.
  Duration 1 round/level
  Saving Throw Will negates (see text)  
  Spell Resistance yes
  When you cast this spell, the area becomes 
  filled with whirling, ghostly creatures that howl 
  with what creatures imagine is the plaintive cry 
  of the angry, unsettled dead. Creatures in the 
  area of the spell believe these dead creatures 
  castigate them for past misdeeds and thoughts, 
  and they must make a Will save or become 
  shaken. A new saving throw is required each 
  round to prevent this fear from becoming 
  one step greater. If the creature or creatures 
  affected belong to your religion, they are 
  so terrified that they cannot flee the area if 
  frightened or panicked.
  
  New FeAts
  ADDITIONAL CONDEMNATION
  Your condemnation ability inflicts an 
  additional condemnation.
  Prerequisite: Condemnation class feature.
  Benefit: Select one additional 
  condemnation for which you qualify. When 
  you use a condemnation, the target is also 
  affected by this condemnation.
  Special: You can select Additional 
  Condemnation multiple times. You must select 
  a different condemnation each time.
  CONDEMNATION STRIkE
  Your weapon strikes with the power and 
  disapproval of your deity.
  Prerequisite: Condemnation class feature.
  Benefit: As a swift action you may imbue 
  your melee attacks with your condemnation. 
  The next successful melee attack you make 
  inflicts the target with your condemnations. 
  You may do this only once per turn even if 
  you possess multiple attacks from a high base 
  attack bonus.
  ExTRA CONDEMNATION
  You have earned the right to use more 
  condemnations in a day.
  Prerequisite: Condemnation class feature.
  Benefit: You can use your condemnation 
  ability two additional times per day.
  Special: You can gain Extra Condemnation 
  multiple times. Its effects stack.
  
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