TEXT:  
   
   
   
  PRODUCT NO. CA415 
  FOLLOW US ON      FACEBOOK,       TUMBLR, AND       TWITTER! 
  E-MAIL US AT: CUSTOMERSERVICE@ABANDONEDARTS.COM 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABANDONED ARTS©
   PRESENTS: 
   
  EIGHTEEN NEW INQUISITIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. 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. 
  
  2 
   
  INQUISITIONS 
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook, an inquisitor may 
  select an inquisition in place of a domain. If an inquisition’s granted power calls for a saving throw, the 
  DC of the save is equal to 10 + 1/2 the character’s class level + his or her Wisdom modifier. Other classes 
  with access to domains may select inquisitions as appropriate to each character’s deity, but inquisitions 
  do not grant domain spell slots or domain spells, and therefore are usually poorer choices for members 
  of other classes. These classes use their appropriate class level as their inquisitor level for the purposes 
  of determining the effects of their inquisition granted powers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABSOLUTION INQUISITION 
  Your divine patron calls for you to play the role of spiritual absolver. 
   
  GRANTED POWERS:  
   
  Forgiven (Ex): Your past misdeeds have been atoned for, and at great 
  cost. You may add your Charisma modifier (if any) to saving throws 
  against divine spells and against spell effects with the evil descriptor. 
   
  Quest for Atonement (Sp): At 8th level, you gain the ability to use lesser 
  geas/quest on a willing creature as a spell-like ability once per day. If 
  the target is successful in carrying out the activity or task specified by 
  your geas/quest spell before the spell’s duration expires, the subject 
  benefits from an atonement effect. The task specified must benefit or 
  further the cause of your deity, and must be non-trivial in nature. 
   
  BLOOD INQUISITION 
  You fight a spiritual war in the name of your god; your divine patron 
  has called you to a bloody crusade against the enemies of your faith. 
   
  GRANTED POWERS:  
   
  To the Sword (Ex): You count half your inquisitor level as your fighter 
  level for the purposes of qualifying for feats. 
   
  To the Stake (Su): At 8th level, when you wield the favored weapon of 
  your deity, that weapon gains the flaming special property. 
   
  DOOMSDAY INQUISITION 
  The end is nigh, and you have been called upon to herald it. 
   
  GRANTED POWERS:  
   
  Know the End (Su): You have seen the end in your dreams. You may 
  add +1 to the DC of any spell with the fear descriptor that you cast. 
   
  Know the Hour (Ex): At 8th level, you become immune to fear. 
   
  GUIDED INQUISITION 
  Your spiritual path is laid out for you; you have but to walk it. 
   
  GRANTED POWERS:  
   
  Guided Hand (Ex): You gain Guided Hand as a bonus feat, even if you 
  do not meet the usual prerequisites for that feat (see the Pathfinder® 
  Roleplaying Game: Ultimate Combat ™ sourcebook). 
   
  Inspired Prayers (Su): At 8th level, you can spend a minute in prayer 
  to add one inquisitor spell of any level that you can cast to your list of 
  spells known for 15 minutes or until you cast that spell, whichever 
  comes first. You can use this ability once per day, plus one additional 
  time per day for every four class levels beyond 8th that you possess. 
  INCARNATE INQUISITION 
  A living vessel for your patron, your body serves as a worldly avatar. 
   
  GRANTED POWERS:  
   
  Invested Avatar (Su): Once per day as a full-round action, you can tap 
  into the limitless power of your deity, acting as an avatar of your god 
  for a number of rounds equal to your Wisdom modifier (minimum 1). 
  When you enter this state, you may choose a single domain power 
  associated with your deity which is usable a limited number of times 
  per day. While in this avatar state, you gain the ability to use that 
  domain power at will. In addition, you gain immunity to fear and a +1 
  sacred bonus (if your deity is non-evil) or a +1 profane bonus (if your 
  deity is evil) on saving throws and on attack rolls and weapon damage 
  rolls with the favored weapon of your deity while in this avatar state. 
   
  Stigmata (Su): At 8th level, you gain the ability to manifest a stigmata 
  or sign closely related to your deity as a standard action once per 
  day. The stigmata lasts for a number of rounds equal to your Charisma 
  modifier (minimum 1), and grants you fast healing 2 and immunity to 
  fear effects for the duration of the effect. If you manifest this sign 
  while in an avatar state, you gain fast healing 5 instead. 
   
  JUDGMENT INQUISITION 
  It is neither your duty nor your inclination to wax philosophical about 
  the divine law laid down by your patron, but to enforce it absolutely. 
   
  GRANTED POWERS:  
   
  Spiritual Enforcer (Ex): You gain Enforcer as a bonus feat, even if you do 
  not meet the usual prerequisites for that feat (see the Pathfinder® 
  Roleplaying Game: Advanced Player’s Guide ™). When your judgment 
  class feature is active, you gain a +2 bonus on Intimidate skill checks. 
   
  Virtuous Judgment (Su): When you activate a judgment or change an 
  active judgment, you gain a +2 bonus to your Armor Class for 1 round. 
  You can sacrifice this bonus as a move action to gain your choice of 
  fast healing 2 or a guidance spell effect for 1 round. 
   
  KARMIC INQUISITION 
  Your fate is divinely guarded, and your foes’, divinely condemned. 
   
  GRANTED POWERS:  
   
  Kismet (Su): You are immune to curse effects and to luck effects. 
   
  Condemn Fate (Sp): At 6th level, you can cast bestow curse as a spell-
  like ability once per day, with a caster level equal to your class level. 
  Any time you are the target of an opponent’s curse effect, you may 
  recover the use of this ability, if it has been expended for the day. 
  
  3 
   
  NIGHTMARE INQUISITION 
  The mind is your spiritual battleground. 
   
  GRANTED POWERS:  
   
  Intimidating (Ex): You gain Skill Focus (Intimidate) as a bonus feat. 
   
  Cull the Fearful (Su): At 4th level, against creatures suffering from the 
  shaken, frightened, or panicked conditions, you gain a profane bonus 
  on weapon damage rolls equal to half your class level (minimum 1). 
   
  Dreaming Inquisition (Su): At 10th level, you may add the dream and 
  nightmare spells to your inquisitor spell list as 4th-level spells. 
   
  PESTILENCE INQUISITION 
  The enemies of your faith shall submit and succumb to the plague 
  that your divine patron has bid you to spread – a plague of the spirit. 
   
  GRANTED POWERS:  
   
  Health (Ex): You gain a +4 bonus on saving throws against disease. 
   
  Spiritual Affliction (Su): At 8th level, you can cause your mere touch 
  to spread a spiritual affliction to your enemies. This ability functions 
  like a contagion spell, except that the target is entitled to a Will saving 
  throw to negate the effect, not a Fortitude saving throw. Additionally, 
  this effect inflicts a disease of the spirit, not of the body, although the 
  symptoms manifested are much the same. Creatures with immunity 
  or resistance to disease may not apply such immunities or resistances 
  to this effect. The spiritual affliction affects only living creatures, but 
  afflicts the target with disease as a contagion effect normally would. 
  This is a mind-affecting ability. You can use this ability once per day 
  at 8th level, plus one additional time per day for every four class levels 
  beyond 8th that you possess. 
   
  REDEMPTION INQUISITION 
  Even the most dedicated enemy of the faith can be made to see the 
  light. You are that light, embodied; your enemies shall see you well. 
   
  GRANTED POWERS:  
   
  Speak to the Heart (Ex): You gain a +4 competence bonus on Diplomacy 
  and Intimidate skill checks made against any creature that you have 
  identified as evil with the detect alignment class feature or a detect 
  evil spell. Additionally, you are never at risk of being stunned by an 
  overwhelming aura of evil (although you are aware that you would 
  otherwise have been when you detect such an aura of evil). 
   
  Advocate (Ex): At 4th level, you gain a +4 competence bonus on Sense 
  Motive skill checks against any creature you have identified as evil 
  with the detect alignment class feature or a detect evil spell. If you 
  possess the Leadership feat, you take no penalty to your leadership 
  score for choosing cohorts with alignments different from your own. 
   
  Mark of Justice (Sp): At 10th level, you gain the ability to use mark of 
  justice as a spell-like ability with a caster level equal to your class level, 
  once per day. A creature that has lied to you within the previous 24 
  hours takes a -2 penalty on its saving throw against this ability. 
   
  RIGHTEOUS INQUISITION 
  Your virtuous cause is a moral sacrament, and the will of your patron. 
   
  GRANTED POWERS:  
   
  Smite Evil (Su): You can smite evil once per day as a paladin with a 
  class level equal to your inquisitor level. 
   
  Righteous Cause (Ex): At 6th level, you gain Leadership as a bonus feat. 
  SLAYER INQUISITION 
  The aim of your spiritually-inspired inquisition is simple: to put your 
  blasphemous enemies down wherever they dare to rear their heads. 
   
  GRANTED POWERS:  
   
  Favored Foe (Ex): You have trained against one favored foe. Unlike a 
  ranger’s favored enemy, a favored foe is not a set of race or kind, but 
  is of a specific religious following. You gain a +2 sacred (if your deity 
  is non-evil) or profane (if your deity is evil) bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival skill checks and on attack and 
  weapon damage rolls against the worshipers of a selected deity with 
  an alignment or portfolio which is in some way directly opposed to 
  that of your own deity. 
  Anointed Slayer (Su): At 8th level, worshippers of the deity that you 
  selected as your favored foe treat the results of any opposed Stealth 
  skill check that you make as though the result were increased by an 
  amount equal to your Wisdom bonus. In addition, whenever you hit a 
  favored foe who is denied its Dexterity bonus against your attacks, 
  you gain a sacred (if your deity is non-evil) or profane (if your deity is 
  evil) bonus on weapon damage rolls equal to half your class level. 
   
  SILVER INQUISITION 
  Your god has called you to wield the silvered weapons of the pure. 
   
  GRANTED POWERS:  
   
  Silver Smite (Su): You can perform a silver smite once per day as a 
  paladin with a class level equal to your inquisitor level. This smiting 
  ability works like a paladin’s smite evil ability, except that it affects 
  only creatures with a vulnerability to silver, or damage reduction that 
  can be overcome with a silver weapon. Other creatures take no extra 
  damage from your smite attack. The alignment of your target is not 
  relevant to the use of this ability. 
   
  Trueshape (Su): At 4th level, you gain the ability to cause one creature 
  within 30 feet to revert to its true form. If the creature is using any 
  voluntary shapechanging ability such as an alter self spell, the change 
  shape special ability, or a beast form spell or effect (or similar), that 
  creature immediately reverts to its natural form unless it succeeds on 
  a Fortitude saving throw. You may use this ability a number of times 
  per day equal to 3 + your Wisdom modifier. 
   
  Silvered Flames (Su): At 10th level, you may add flame strike to your 
  inquisitor spell list. The flames generated by this spell take on a silvery 
  appearance, and creatures that take damage from your flame strike 
  spell are affected as though by your trueshape special ability. 
   
  SPIRIT INQUISITION 
  Yours is the power to drive out vengeful ghosts, to lay mournful spirits 
  to rest, and to absolve the dead of the eternal burdens of their sins. 
   
  GRANTED POWERS:  
   
  Lay to Rest (Su): You gain a bonus on Knowledge skill checks equal to 
  half your class level when attempting to research or determine the 
  circumstances surrounding the unfinished business of a restless spirit, 
  such as a ghost or a revenant. In addition, you gain the ability to ward 
  a dead creature by touching it as a standard action. If you do, that 
  creature may not rise as an undead creature as the result of another 
  undead creature’s create spawn ability. This protection fades once 24 
  hours have passed since the last time you laid hands on the body. 
   
  Ethereal Steel (Su): At 8th level, when you wield the favored weapon 
  of your deity, that weapon gains the ghost touch special property. 
  
  4 
   
  TRANSCENDENT INQUISITION 
  The path you walk begins and ends with divine enlightenment. 
   
  GRANTED POWERS:  
   
  Illuminated Sight (Su): As a standard action, you can manifest a light 
  effect as a spell-like ability, centered on you, with a caster level equal 
  to your class level. Only you can see the light radiated by this effect. 
   
  Transcendent Projection (Su): At 8th level, you gain the ability to see 
  and hear (but not interact with) the environment even while dying, 
  sleeping, or otherwise unconscious. In such a state, your illuminated 
  sight benefits from constant detect magic and see invisibility effects. 
   
  WISDOM INQUISITION 
  It is not heresy or monsters or divine vengeance that you pursue. You 
  are bid to seek spiritual insight, and the wisdom to comprehend it. 
   
  GRANTED POWERS:  
   
  Spiritual Awareness (Su): You gain Alertness as a bonus feat. As long 
  as you have at least as many divine spell levels prepared as you have 
  ranks in the Perception and Sense Motive skills, you gain a +1 insight 
  bonus to both skills for each rank that you possess in each. 
   
  Words of Wisdom (Ex): At 4th level, any divine conjuration (healing) 
  spells that you cast which restore hit points to one or more targets 
  can be augmented with a few choice words of wisdom. The spell 
  must have a verbal component in order for your words of wisdom to 
  take effect. This inspirational component empowers your healing 
  spells, causing each affected target to recover an additional number 
  of hit points equal to your Wisdom modifier. 
   
  Shared Wisdom (Su): At 10th level, you can grant a single ally within 
  30 feet of you a single teamwork feat that you possess whenever you 
  activate your judgment class feature. Your ally retains the benefits of 
  that feat for as long as you maintain your judgment. 
  WITCHBANE INQUISITION 
  Thou shalt not suffer a witch to live. 
   
  GRANTED POWERS:  
   
  Cursebane (Su): You are immune to curse effects and to hexes. 
   
  Sunder Coven (Su): At 8th level, you gain the ability to dissolve the 
  coven abilities of any creature with access to such powers. You can 
  make a severing strike against such a creature as a standard action. 
  This melee attack is resolved normally, except that a creature that 
  takes damage from your attack must succeed on a Fortitude saving 
  throw or lose the ability to be part of a coven for 24 hours. 
   
  WRATH INQUISITION 
  Your wrath is divinely inspired, justified by that of your patron deity. 
   
  GRANTED POWERS:  
   
  Wrathful Judgment (Ex): You may choose a rage power from the list 
  of rage powers available to members of the barbarian class. The rage 
  power that you select must have no special level requirements. You 
  may use the rage power that you select any time your judgment class 
  feature is active. Rage powers usable a limited number of times per 
  rage are instead usable the same number of times per judgment. 
     You qualify for the Extra Rage Power feat (see the Pathfinder® 
  Roleplaying Game: Advanced Player’s Guide ™), but you may never 
  select a rage power with special level requirements in this way. If you 
  possess rage powers gained from levels in the barbarian class, you 
  may use those powers any time your judgment class feature is active. 
   
  Furious Bane (Ex): At 8th level, you can use your bane and greater 
  bane class features to deadly effect against creatures that you have 
  caught lying to you within the past 24 hours by using the discern lies 
  class feature or spell. Against such creatures, your bane and greater 
  bane abilities deal 2d8 and 4d8 points of damage, respectively. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The following table lists the deific themes and portfolios suitable for each inquisition described above. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INQUISITION 
   DEIFIC  PORTFOLIOS 
   
  Absolution 
   
   atonement, fate, forgiveness, mercy, or redemption 
   
  Blood 
   
   battle, blood, fire, vengeance, or war 
   
  Doomsday 
   
   fear, destruction, disaster, or prophecy 
   
  Guided 
   
   divination, possession, prophecy, or insight 
   
  Incarnate 
   
   awareness, chaos, elements, evil, good, law, possession, or power 
   
  Judgment 
   
   balance, judgment, justice, or law 
   
  Karmic 
   
   balance, enlightenment, fate, or karma 
   
  Nightmare 
   
   dreams, disaster, fear, madness, or nightmares 
   
  Pestilence 
   
   disaster, disease, or plague 
   
  Redemption 
   
   atonement, forgiveness, justice, liberation, mercy, or redemption 
   
  Righteous 
   
   battle, bravery, community, good, leadership, or nobility 
   
  Slayer 
   
   death, murder, shadows, trickery, or war 
   
  Silver 
   
   fire, shape-shifters, or silver 
   
  Spirit 
   
   ghosts, possession, repose, or spirits 
   
  Transcendent 
   
   awareness, knowledge, light, perception, self-perfection, or sight 
   
  Wisdom 
   
   awareness, community, language, or wisdom 
   
  Witchbane 
   
   battle, blood, or superstition 
   
  Wrath 
   
   chaos, destruction, rage, or wrath 
  
  5 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Inquisitors © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  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. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Class Acts/Class Acts - Inquisitors.pdf