TEXT: INTO THE BREACH
  The Inquisitor
  
  People were always asking 
  for good sound proofs;
  doubt springs eternal in the
  human breast, even in 
  countries where the 
  inquisition can read your  
  very thoughts in your eyes.
  -Thornton Wilder
  
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  Credits
  Compatibility
  Into the Breach: The Inquisitor
   
  Publisher: Frank Gori 
  Co-Owner: Jeff Harris 
  Editors: Taylor Hubler, Jacob W. Michaels   
  Lead Developer: Jason Linker 
  Developers: Dylan Brooks, Kiel Howell,, Richard Litzkow, Jacob 
  W. Michaels, Jason Linker and Mark Nordheim.
  Layout: Jeff Harris
  Cover Artist: Anthony Butler
  Interior Illustrations: Adapted under creative commons 
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  Compatibility with the Pathfinder Roleplaying Game requires the 
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  4   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015
  About Into the Breach
  4 
  About Into the Breach 
  New Archetypes 
  5 
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  Into the Breach is a series of crunch-focused books intended to expand the options available to the Base Classes (the alchemist, cavalier, gunslinger, 
  inquisitor, magus, oracle, summoner, and witch).
  For our sixth installment, we pass judgment and mete out zealous punishment with the inquisitor.  With nine new archetypes, two new prestige 
  classes, new inquisitions, and more, you are sure to learn who it is you would hunt, if you could.
  Table of contents
  Circuit Judge 
  Duplicating Assessor  
  Lineage Master 
  Ossuary Chaplain 
  Relic Seeker 
  Revelator  
  Righteous Assassin    
  Sacred Commander
  Varying Verdicist        
  Alternate Base Class 
  Vengeant
  Prestige Classes  
  Infernal Enforcer
  Soul Arbiter
  New Inquisitions
  Mundane Gear
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  Appointed as often by a secular power as a religious one, a circuit 
  judge travels to deliver justice to remote areas. While she sometimes 
  brings investigators and lawyers with her,  she is just as often alone 
  save for her faithful mount.
  Mount (Ex)
  A circuit judge gains the service of a loyal and trusty steed 
  to carry her into battle. This ability functions as the cavalier 
  ability of the same name, using the circuit judge’s class level 
  as her effective druid level.
  This ability replaces an inquisitor's domain.
  Mounted Tactics (Ex)
  At 3rd level, a circuit judge's mount gains, as bonus feats, 
  any teamwork feats the circuit judge has. If the inquisitor's 
  teamwork feat changes, so does her mount's. If the mount 
  is replaced for any reason, the new mount gains the same 
  feats. 
  This ability replaces solo tactics.
  Stain of Guilt (Su)
  At 5th level, a circuit judge can mark a target with the stain 
  of guilt, turning other creatures against it, as a swift action. 
  The target must succeed at a Will save (DC 10 + 1/2 the 
  circuit judge’s level + her Wisdom modifier) or for 1 round 
  it is no longer considered an ally of any other creature for 
  the purposes of all effects, such as flanking, feats, and class 
  abilities. It is considered an enemy to all creatures for the 
  purposes of spell effects, so an ally's prayer spell, for 
  example, would penalize, not aid, it. This is a curse effect.
  This ability lasts for a number of rounds per day equal to 
  the inquisitor's level. These rounds do not need to be 
  consecutive but must be used in one-round increments. 
  Any feature that adds rounds to an inquisitor’s bane, such 
  as Extra Bane, can be used to add rounds to stain of guilt.
  This ability replaces bane.
  New Archetypes
  Circuit Judge 
  One is never enough for a duplicating assessor. Reaching into herself and 
  the very fabric of the plane her deity occupies she can create a copy of herself. 
  By creating copies of herself or her abilities, she overwhelms her targets. 
  Never Alone (Sp)
  Starting at 1st level, a duplicating assessor may create an exact 
  copy of her base self (excluding temporary bonuses) including 
  abilities, stats, weapons and armor as a standard action. This 
  copy is an illusion (shadow).  She may do this a number of 
  times per day equal to one half of her duplicating assessor 
  level, with a minimum of 1 time per day. All copies last for 1 
  minute per duplicating assessor level. This copy appears in an 
  adjacent square. If no square is available then the copy appears 
  in a random square 10 feet away. A copy uses the duplicating 
  assessor’s initiative roll to determine when it acts in combat. A 
  copy can be determined as such by a successful spellcraft 
  check with a DC equal to 10 + the duplicating assessor’s level. 
  Controlling and maintaining a copy requires concentration and 
  a standard action to direct all copies.
  An illusory copy may only move and attack with their held 
  weapon. They cannot use the duplicating assessor’s abilities, 
  spells, or interact with other physical objects (aside from the 
  target of their attack).  On a successful attack the target 
  Duplicating Accessor
  Mounted Judgment (Su) 
  At 12th level, a circuit judge's mount benefits from the effects 
  of any judgment she's pronounced. The mount must 
  participate in the combat to gain these bonuses. If it is 
  frightened, panicked, paralyzed, stunned, unconscious, or 
  otherwise prevented from participating in the combat, the 
  ability does not end, but the bonuses do not resume until it 
  can participate in the combat again.
  This ability replaces greater bane.
  
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  receives a Will save to disbelieve the illusion with a DC 
  equal to 10 + the duplicating assessor’s level. 
  A duplicating assessor may take Wisdom damage to give 
  her copies added functionality as listed below. She may 
  not use this ability if doing so would bring her Wisdom 
  score below 10. Any Wisdom damage taken from this 
  ability cannot be healed any other way except as listed 
  below, short of a wish or miracle.
  1 point of Wisdom damage that heals by resting for 8 
  hours after all copies disappear. This makes one copy 
  real, possessing half of the duplicating assessor’s hit 
  points. Otherwise it is an exact copy without any of 
  the duplicating assessor’s class abilities.
  2 points of Wisdom damage that heals by resting for 
  8 hours after all copies disappear. This allows one 
  copy to share any bonuses provided by the 
  duplicating assessor’s active judgments.
  3 points of Wisdom damage that heals by resting for 
  8 hours after all copies disappear. This allows one 
  copy to have access to all of her abilities. Any abilities 
  used by a copy count against the duplicating 
  assessor’s daily limits for that ability.
  Wisdom damage from this ability is not cumulative. Taking 
  three points of Wisdom damage that do not heal until after 
  8 hours of rest after all copies disappear grants all the 
  benefits as taking two points of Wisdom that does not heal 
  until after 8 hours of rest or one point of Wisdom damage 
  that heals after 8 hours of rest after all copies disappear. 
  At 4th level and every 3 levels thereafter, a duplicating 
  assessor may create an additional active copy of herself up 
  to a maximum of 5 active copies at 19th level. She may 
  choose to make any number of copies up to her maximum 
  each time she uses this ability.
  This ability replaces spells.
  Lending (Sp)
  Starting at 1st level, a duplicating assessor may touch an 
  ally granting them one of her duplicating assessor class 
  abilities except for the never alone and teamwork feat 
  abilities. This copied ability lasts in the target for one 
  round per duplicating assessor level or once it has been 
  used by the target, whichever comes first. The target 
  uses the duplicating assessor’s level and stats for purposes of 
  determining bonuses, damage die, or DC’s of the granted 
  ability.
  At 6th level and every four levels thereafter, a duplicating 
  assessor may touch an additional ally to grant temporary access 
  to one of her duplicating assessor class abilities except the never 
  alone and teamwork feat abilities.
  This ability replaces domain.
  Confusing Array (Sp)
  At 3rd level, a duplicating assessor and her clone(s) are harder 
  to tell apart. Anytime a creature targets the duplicating assessor 
  while she is adjacent to a copy from her never alone ability, that 
  creature must make a Will save or a Spellcraft check with a DC 
  equal to 10 + the duplicating assessor’s level. Failing the Will 
  save or Spellcraft check results in the creature targeting an 
  adjacent copy instead of the duplicating assessor. This is an 
  illusion [pattern] effect.
  This ability replaces solo tactics.
  Multiplicity (Sp)
  At 20th level, a duplicating assessor may double the number of 
  copies she may create. Any time she or her copies occupy 
  spaces on all four sides adjacent to a creature, that creature must 
  make a Will save with a DC equal to 10 + the duplicating 
  assessor’s level + the number of copies occupying the squares 
  or be dazed for 1d4 rounds (even if the target is normally 
  immune to the condition). In addition when she or her copies 
  occupy spaces on all four sides of a creature, the flanking bonus 
  for the duplicating assessor and her copies are doubled.
  This ability replaces true judgment.
  Lineage Master
  Blood pulses with potential, every drop carrying hidden secrets that only 
  the skilled know how to unlock. This skill is something that lineage 
  masters have trained in. Often holy torturers or bloody crusaders by 
  trade, they are so attuned that they command the blood of those they 
  injure.
  Blood Call (Su)  
  At 1st level, the lineage master gains an uncanny insight into 
  the secrets carried within blood. She gains a pool of points 
  that refresh each day equal to 3 + her Wisdom modifier.
  
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  Ancestral Affliction (Su)
  At 8th level, the lineage master may invoke the hidden afflictions 
  in a target’s heritage, spending 1 point of her blood call to inflict 
  the bestow curse spell on the target. A Will save (DC 10 + 1/2 the 
  lineage master’s level + her Wisdom modifier) negates this 
  effect. This affliction lasts for 1 day per lineage master level. A 
  target can only be affected by one use of this ability at a time.
  This ability replaces the inquisitor’s second judgment and third 
  judgment.
  Bloody Judgment (Su)
  At 20th level, a lineage master can wreak bloody havoc on her 
  enemies in combat. Whenever a lineage master uses her 
  judgment ability, instead of selecting a normal judgment type she 
  may instead choose to use bloody judgment, forcing the vital 
  fluids out of the victim. The lineage master makes a single melee 
  attack against the target. If the attack hits, it deals damage 
  normally and the target must make a Fortitude save (DC 10 + 
  1/2 the lineage master’s level + her Wisdom modifier) or die. If 
  the save succeeds, the target creature is immune to the lineage 
  master’s bloody judgment ability for 24 hours but still takes the 
  damage. Once this ability has been used, it cannot be used 
  These points are used to activate her hidden in the veins, 
  blood truth, crimson ward, and ancestral affliction class 
  abilities after she deals damage with a slashing or piercing 
  weapon. Each ability is activated with a swift action after 
  damage from the attack is taken. Targets of each of those 
  abilities must have blood or a similar vital fluids.
  In addition, when the lineage master confirms a critical hit, 
  she may spend 1 point of her blood call as an immediate 
  action to deal +1d4 bleed damage. The size of the die used 
  as additional bleed damage increases by one step to 1d6 at 
  5th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 
  20th level.
  This ability replaces the inquisitor’s domain.
  Hidden in the Veins (Su)
  At 1st level, the lineage master calls upon the blood of an 
  opponent to show her the weaknesses and predilections of 
  her foe. The lineage master may spend 1 point of her 
  blood call to gain the favored enemy class feature against 
  that creature type. The bonuses gained from this ability 
  take effect the following round after activation.  
  The favored enemy bonuses last for a number of rounds 
  equal to the lineage master's class level. At 5th level and 
  every 5 levels thereafter, the bonus granted by this ability 
  increases by +2. At 1st level, the lineage master may only 
  gain favored enemy bonuses for one creature type at a 
  time. The number of creature types she can gain bonuses 
  for increases by one at 5th level and every five levels after. 
  If she reaches her limit and use this ability to gain another 
  creature type, she may choose which currently active 
  creature type to lose. 
  This ability replaces monster lore.
  Blood Truth (Su)
  At 2nd level, the lineage master may call upon blood 
  spilled within 24 hours to reveal secrets about the creature 
  to which it belonged. She gains the use of blood biography as 
  a supernatural ability useable a number of times per day 
  equal to 3 + her Wisdom modifier 
  (minimum 1). 
  At 10th level, the lineage master may add the following 
  questions to those answered by blood biography.
  What is your true name?
  What is your darkest secret?
  What is your alignment?
  This ability replaces detect alignment and discern lies.
  Crimson Ward (Su)
  At 5th level, the lineage master can spend 1 point of her 
  blood call to turn a victim's blood into a foul ward. Allies of 
  the victim within 30 feet must make a Fortitude save (DC 
  10 + 1/2 the lineage master’s level + her Wisdom modifier) 
  or be sickened as long as they remain within 30 feet of the 
  victim. Creatures that succeed at their initial save must 
  make saving throws each round they are within 30 feet of 
  the victim.
  The victim continues to sicken her allies for a number of 
  rounds equal to the lineage master’s class level or until the 
  victim dies—whichever comes first. At 12th level, the ward 
  no longer sickens and instead nauseates. 
  This is a curse effect. A remove curse or break enchantment cast 
  upon the victim ends the effect prematurely.
  This ability replaces bane.
  
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  Ossuary Chaplain
  Ossuary chaplains bring the thunderous roar of firearms to the fight 
  against threats to the faith. They turn the bones of defeated enemies into 
  potent ammunition to continue their battle against blasphemy.
  Weapon Proficiency
  An ossuary chaplain is proficient with simple weapons and 
  all firearms.
  Diminished Spellcasting
  An ossuary chaplain may cast one fewer spell of each level 
  per day than is normal for an inquisitor. If this reduces the 
  number to 0, she may cast spells of that level only if her 
  Wisdom allows bonus spells of that level.
  Sanctified Arsenal
  At 1st level, an ossuary chaplain gains one of the following 
  firearms of her choice: blunderbuss, musket, or pistol. Her 
  starting weapon is battered, and only she knows how to use 
  it properly. All other creatures treat her gun as if it had the 
  broken condition. If the weapon already has the broken 
  condition, it does not work at all for anyone else trying to 
  use it. This starting weapon can only be sold for scrap (it’s 
  worth 4d10 gp when sold). The ossuary chaplain also gains 
  Gunsmithing as a bonus feat.
  This ability replaces domain.
  Scrimshaw Ammunition (Su)
  The ossuary chaplain creates magical ammunition imbued 
  with the favor of her god by inscribing potent runes and 
  symbols on pieces of bone. At 3rd level, she may create one 
  scrimshaw bullet by spending an hour each morning when 
  she regains spell slots. She may craft an additional 
  scrimshaw bullet during this time at 6th level and every 
  three levels thereafter. The number that can be created is 
  also the maximum amount of scrimshaw ammunition that 
  she can carry. The ossuary chaplain has a special pouch with 
  her tools for this (which may be replaced for 5 gp) and is 
  assumed to have necessary bone components as long as she 
  has the pouch. 
  The ossuary chaplain may, instead of using material from 
  her pouch, use bone from fallen enemies with a CR equal 
  to or greater than one-half the ossuary chaplain’s hit dice. 
  These bones must be harvested within 10 minutes of the 
  creature’s death in a process that takes 1 minute. Each 
  enemy provides enough bone for one use. Only bodies with 
  an internal skeletal system or exoskeleton may be used. 
  Your GM is the final arbiter of whether a corpse meets 
  these criteria. These bones are considered potent and each 
  type of scrimshaw ammunition also has a potent ability that 
  is only added if made from potent bone.
  Scrimshaw ammunition may be loaded into a firearm as a 
  move action. Each type, detailed below, has various abilities 
  but in each case it creates magical copies of itself, negating 
  the need to use normal ammunition or reload for the 
  duration of the encounter. At the end of the encounter, the 
  scrimshaw ammunition is reduced to ash.
  Animal: The ammunition is eager to track and hunt 
  prey, allowing you to ignore partial cover and 
  concealment. Potent ammunition allows you to 
  track any creature struck by this ammunition as 
  though you had the scent special ability. 
  again for 1d4 rounds. If the target dies and has blood or a 
  similar bodily fluid, the blood is immediately pulled from 
  the target, forming a blood golem under the lineage 
  master’s command. The golem lasts until her judgment 
  ends, at which time it flows into the lineage master, 
  returning 1 point of blood call.
  This ability replaces true judgment.
  
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  In all religions, there exist items of particular importance, whether due to 
  their historical significance or their magical power. The relic seeker is an 
  inquisitor whose mission it is to find these objects and return them to the 
  care and safety of their church.
  Item Lore (Ex)  
  At 1st level, the relic hunter adds her Wisdom modifier on 
  Appraise checks, Spellcraft checks to identify the properties 
  of magic items, and Knowledge checks related to magic 
  items and items of historical or religious significance. 
  This ability replaces monster lore.
  Trapfinding (Ex) 
  At 1st level, the relic seeker gains trapfinding, as the rogue 
  class ability of the same name. 
  This ability replaces stern gaze.
  Locate Relic (Su) 
  At 2nd level, the relic seeker can sense the location of nearby 
  objects, allowing him to hunt down specific objects for 
  retrieval. This functions as a locate object spell cast at the relic 
  seeker’s class level. She can attempt to locate unique items 
  with this ability; attempting to do so requires an appropriate 
  DC 20 Knowledge check. Once this check has succeeded 
  for a particular item, the relic seeker does not need to make 
  it again to search for that item. This ability can be used once 
  per day at 2nd level, and one additional time per day every 4 
  levels. 
  This ability replaces detect alignment and track.
  Relic Seeker
  Demon: Unfettered by natural laws, the demon 
  bone whirls through the air and attacks from 
  unexpected angles, granting a +2 bonus on attack 
  rolls. Potent ammunition also adds +1d6 of 
  precision damage per four ossuary chaplain 
  levels.
  Devil: Devil bones are infused with the hellfire of 
  their home plane and deal an additional 1d4 fire 
  damage. Potent ammunition deals 1d6 fire 
  damage per four ossuary chaplain levels instead 
  of 1d4 and half that damage is unaffected by fire 
  resistance or immunity.
  Dragon: Dragon bones are deeply infused with 
  elemental magics. When this ammunition is 
  crafted, select acid, cold, electricity, or fire. Shots 
  deal that damage instead of their normal type. 
  Potent ammunition deals the type of damage 
  dealt by the slain dragon’s breath weapon plus an 
  additional 1d4 of that type per four ossuary 
  chaplain levels.
  Humanoid or monstrous humanoid: Filled with 
  the spirit of the deceased, this ammunition deals 
  force damage instead of normal damage. Potent 
  ammunition deals an additional 1d3 force damage 
  per four ossuary chaplain levels.
  Undead: Bones from undead creatures are 
  tainted by their unnatural existence and deal an 
  additional 1d4 negative energy damage. Potent 
  ammunition deals 1d6 negative energy damage 
  per four ossuary chaplain levels instead of 1d4.
  Vermin: Disease-carrying vermin continue to 
  spread pestilence even after death. This 
  ammunition causes struck targets to become 
  sickened for 1 round unless they succeed on a 
  Fortitude save (DC 10 + 1/2 the ossuary 
  chaplain’s level + her Wisdom modifier). 
  Subsequent hits do not stack but do prolong the 
  duration on failed saves. Potent ammunition 
  causes the target to be sickened for 1d4 rounds 
  unless it succeeds on its Fortitude save. A target 
  that fails twice in one round instead becomes 
  nauseated for 1 round. A target cannot be 
  nauseated more than once in a 24-hour period.
  This ability replaces solo tactics and the teamwork feats 
  gained at all levels.
  
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  Revelation
  At 1st level, and every odd level thereafter, the revelator 
  may select one revelation for which she qualifies from any 
  mystery available to her. This functions as the oracle’s 
  revelation ability except that she uses her revelator level in 
  place of oracle level and uses her Wisdom instead of 
  Charisma.
  This ability replaces stern gaze, track, solo tactics, and all 
  teamwork feats at all levels.
  Fissured Mind
  At 5th level, the revelator’s mind begins to struggle under 
  the weight of divine power. She takes a -1 penalty to Will 
  saves. This penalty increases to -2 at 10th level.
  Fractured Mind
  At 15th level, the revelator’s mind is well and truly 
  sundered by the constant barrage of divine revelation. The 
  penalty to Will saves increases to -3. However, the mental 
  constructs used by the revelator to shore up her sanity 
  allow her to use revelations more efficiently. She may 
  activate two revelations that require a standard action with 
  a single standard action. If the revelations are attacks, they 
  must be directed at the same target.
  Seeker Talent (Ex)
  At 3rd level and every three levels thereafter, whenever 
  the relic seeker gains a teamwork feat, she may instead 
  select a rogue talent as if she were a rogue of equal class 
  level. At 12th level and above, she can select an advanced 
  rogue talent. If this rogue talent can be used a limited 
  number of times per day, she may expend a judgment to 
  gain another use of that ability. 
  This ability replaces solo tactics and all bonus teamwork 
  feats.
  Seeker Sight (Sp) 
  At 5th level, a relic seeker may use arcane sight, as the 
  spell, for a number of minutes per day equal to her class 
  level. This time does not need to be consecutive, but must 
  be spent in 1-minute increments. Activating this ability is 
  a standard action. 
  This ability replaces discern lies.
  Wardbreaker (Su)  
  At 11th level, the relic seeker learns to cloak herself from, 
  and resist the effects of, magical wards. She gains spell 
  resistance equal to 10 + her class level + her Wisdom 
  modifier against spells of the abjuration school that allow 
  spell resistance. She can lower this spell resistance as a 
  standard action; it remains lowered until her next turn.
  This ability replaces stalwart.
  Revelator
  Some people are more attuned to the words and revelations of gods 
  than others. For some this is a blessing. For some, the connection 
  is so strong that it is a curse. They are a conduit for an increasing 
  number of sometimes contradictory gods. Their mind begins to 
  fracture under the effort of holding so much in a mortal shell.
  Mystery
  At 1st level, the revelator selects one mystery from the 
  oracle list. This functions as the oracle’s mystery ability 
  except that the revelator does not gain any mystery 
  spells. At 5th level and every five levels thereafter, the 
  revelator may select an additional mystery from which 
  to select revelations and gain class skills.
  This ability replaces domain, monster lore, bane, and 
  greater bane.
  
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  Righteous Assassin
  If a righteous assassin gets a sneak attack bonus from 
  another source, the bonuses on damage stack.
  This ability replaces solo tactics and all bonus teamwork 
  feats.
  Enhanced Blade of the Faith (Su)
  At 5th level, and every odd level thereafter (7th, 9th, 
  11th, 13th, 15th, 17th and 19th), the righteous assassin’s 
  blade of the faith ability gains a pool of cumulative +1 
  enhancement bonuses (to a maximum pool of 8 points 
  at 19th level). She may spend this pool to grant her 
  conjured weapon an enhancement bonus, or on magical 
  weapon special abilities such as frost, flaming, bane and so 
  on when conjuring her weapon into existence.
  Starting at 7th level, the maximum enhancement bonus 
  that can be spent on a single magical weapon special 
  ability is +1. Every three levels thereafter, the maximum 
  enhancement bonus that can be spent on a single magic 
  weapon special ability increases by +1, to a maximum of 
  +5 at 19th level.
  A minimum enhancement bonus of +1 is required 
  before adding any weapon special abilities.
  This ability replaces the extra use of judgment the 
  righteous assassin would gain at 4th level and every three 
  levels thereafter.
  In some places, orthodoxy is paramount; in others, secret conflicts 
  between holy orders are waged unendingly in the shadows. 
  Righteous assassins are the sanctified killers used in such places; 
  blending unseen into every crowd, passing beneath the most rigorous 
  scrutiny. Their blades are conjured from faith to serve their divine 
  purpose before the righteous assassin fades away into the crowd.
  Weapon and Armor Proficiency: The righteous 
  assassin is proficient with all simple and martial 
  weapons. She is also proficient with light armor and 
  shields (except tower shields).
  Blade of the Faith (Su)
  At 1st level, the righteous assassin gains the ability to 
  conjure to hand a light or one-handed bladed weapon as 
  a move action. If the weapon leaves the grasp of the 
  righteous assassin, it evaporates and she may conjure 
  forth a new weapon in the following turn to replace it. 
  At 4th level, any conjured weapon counts as a magic 
  weapon for the purpose of overcoming damage 
  reduction. In addition, the weapon’s color matches the 
  alignment of the righteous assassin along the good/evil 
  axis (white if good, grey if neutral, or black if evil). All 
  conjured weapons have hardness 10 and 10 hit points 
  and last as long as they are held. Destroyed blades 
  dissolve and may be re-summoned next round. 
  This ability replaces the monster lore, orisons, and the 
  ability to cast spells.
  Sneak Attack (Ex)
  At 3rd level, if the righteous assassin catches an 
  opponent unaware, she can strike a vital spot causing 
  extra damage. The righteous assassin’s attack deals extra 
  damage anytime his target would be denied a Dexterity 
  bonus to AC (whether the target actually has a Dexterity 
  bonus or not), or when the righteous assassin flanks his 
  target. This additional damage is 1d6 at 3rd level, and 
  increases by 1d6 every three levels thereafter. Should the 
  righteous assassin score a critical hit with a sneak attack, 
  this additional damage is not multiplied. Ranged attacks 
  can count as sneak attacks only if the target is within 30 
  feet.
  The righteous assassin must be able to see the target well 
  enough to pick out a vital spot and must be able to 
  reach such a spot. A righteous assassin cannot use sneak 
  attack while striking a creature with concealment.
  Sacred Commander
  While many inquisitors work alone, the sacred commander leads a 
  team of like-minded warriors of faith into battle. Her combination of 
  tactical acumen and divine power turn her and her allies into a force 
  to be reckoned with.
  Improved Aid (Ex)   
  At 1st level, when a sacred commander uses the aid 
  another action, or when an ally uses the aid another action 
  to benefit the sacred commander, the bonus granted is 
  increased by 1. 
  This ability replaces monster lore.
  
  12   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015
  Tactical Judgments (Su)
  At 3rd level, a sacred commander learns to share her tactical 
  understanding with her allies. She gains access to the following 
  additional judgments. 
  Assistance: The sacred commander and her allies within 30 
  feet that can see and hear her can perform the aid another 
  action as a swift action. At 6th level and every additional six 
  levels, the bonus granted by the aid another action increases 
  by +1, to a maximum of +4 at 18th level, including the bonus 
  from improved aid.
  Tactician: The sacred commander can select one teamwork 
  feat she possesses. All allies within 30 feet that can see and 
  hear the sacred commander gain this teamwork feat while this 
  judgment is active. Allies do not need to meet the prerequisites 
  of this teamwork feat. 
  This ability replaces solo tactics.
  Divine Bastion (Su)
  At 11th level, the sacred commander learns to bolster the 
  resistance of nearby allies. When an ally adjacent to the sacred 
  commander is forced to make a saving throw while the sacred 
  commander has an active judgment, the sacred commander 
  may assist her ally as an immediate action, adding her Wisdom 
  modifier as a bonus to the save. This bonus is either sacred or 
  profane (depending on the bonus type granted by the 
  inquisitor’s judgments). A sacred commander may not use this 
  ability on herself. 
  This ability replaces stalwart.
  do this a number of times per day equal to 3 + her Wisdom 
  modifier. If she shrinks to Tiny size, she gains a +4 size bonus 
  to her Dexterity, a +1 natural armor bonus, and a –2 penalty to 
  her Strength. If she grows to Large size, she gains a +4 size 
  bonus to her Strength, a +4 natural armor bonus, and a –2 
  penalty to her Dexterity. 
  At 10th level, she can change her size by two categories, with a 
  maximum of Huge and Diminutive. If she shrinks to 
  Diminutive size, she gains a +6 size bonus to her Dexterity, a 
  +1 natural armor bonus, and a –4 penalty to her Strength. If
  she grows to Huge size, she gains a +6 size bonus to her
  Strength, a +6 natural armor bonus, and a –4 penalty to her
  Dexterity.
  This ability replaces judgment, second judgment, third 
  judgment, and slayer.
  A Great Weight (Sp)  
  At 20th level, a varying verdictist may pool 1/3 of her daily uses 
  of her weight of judgment ability (rounded up) into one use, 
  allowing her to grow to Gargantuan size. Growing to 
  Gargantuan size grants a +10 Strength bonus, a +10 natural 
  armor bonus, and a -6 penalty to the varying verdictist’s 
  Dexterity. This does not allow for additional effects from her 
  varying verdicts ability but only the effects listed for growing to 
  a larger size.
  This ability replaces true judgment.
  Varying Verdictist
  The weight of judgment is a reality for this inquisitor. By controlling her 
  weight and size for a short time, she can strengthen her judgments or ensure 
  her righteous anger afflicts its target. 
  Diminished Spellcasting
  A varying verdictist can cast one fewer spell per day of each 
  level. If this reduces the number to 0, she may cast spells of 
  that level only if her Wisdom score allows bonus spells of that 
  level. Her number of inquisitor spells known is unchanged. 
  Weight of Judgment (Su)
  Starting at 1st level, a varying verdictist can change her mass, 
  size, and weight as a swift action. She can change her size by 
  one size category, to a maximum of Large or Tiny. She may 
  
  13   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015
  Alternate Base Class
  Vengeant
  For vengeants, wrath is the ultimate expression of faith. These 
  warriors hunt down enemies of the faith and battle them 
  mercilessly. Guided by the power of their gods, vengeants can 
  inflict extreme punishment on their foes with astonishing 
  accuracy. Vengeants often serve as the direct muscle of a 
  church’s inquisition. Less subtle than inquisitors, they work to 
  achieve justice and retribution following their own methods.
  Role: Vengeants assault the enemy directly, preferably in 
  melee combat. Although their tactics often result in single 
  combat against the toughest foes, vengeants appreciate the 
  value of teamwork. Few can withstand the righteous onslaught 
  of a vengeant guided by her deity.
  Alignment: A vengeant’s alignment must be within one 
  step of her deity’s, along either the law/chaos axis or the 
  good/evil axis.
  Hit Die: d10
  Starting Wealth: 3d6 × 10 gp (average 105 gp). In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  
  14   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Class Skills
  The vengeant’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), 
  Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
  Skill Ranks at Each Level: 4 + Int modifier
    Table: Vengeant
  Level
  Base Attack 
  Bonus
  Fort  
  Save
  Ref  
  Save
  Will  
  Save
  Spells per Day
  1
  2
  3
  4
  1st
  +1
  —
  —
  —
  —
  2nd
  +2
  —
  —
  —
  —
  3rd
  +3
  —
  —
  —
  —
  4th
  +4
  1
  —
  —
  —
  5th
  +5
  1
  —
  —
  —
  6th
  +6/+1
  1
  —
  —
  —
  7th
  +7/+2
  1
  1
  —
  —
  8th
  +8/+3
  1
  1
  —
  —
  9th
  +9/+4
  2
  1
  —
  —
  10th
  +10/+5
  2
  1
  1
  —
  11th
  +11/+6/+1
  2
  1
  1
  —
  12th
  +12/+7/+2
  2
  2
  1
  —
  13th
  +13/+8/+3
  3
  2
  1
  1
  14th
  +14/+9/+4
  3
  2
  1
  1
  15th
  +15/+10/+5
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +0
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +5
  +6
  +6
  +6
  4
  3
  3
  2
  20th
  +20/+15/+10/+5
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9
  +10
  +10
  +11
  +11
  +12
  +3
  +3
  +4
  +4
  +5
  +5
  +6
  +6
  +7
  +7
  +8
  +8
  +9
  +9
  +10
  +10
  +11
  +11
  +12
  4
  4
  3
  2
  Cunning initiative
  Censure
  Oath of judgment 2/day 
  Redirect judgment
  2nd censure
  Oath of judgment 3/day 
  Righteous mobility
  3rd censure
  Oath of judgment 4/day
  Divine aid
  4th censure
  Oath of judgment 5/day 
  Exploit weakness
  5th censure
  Oath of judgment 6/day 
  Supreme mobility
  6th censure
  Oath of judgment 7/day 
  Limitless judgment
  Special
  +0
  +2
  +2
  Domain, oath of judgment 1/day, oath strike, 
  righteous armor
  
  15   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015
  Class Features
  All of the following are class features of the vengeant.
  Weapon and Armor Proficiency: A vengeant is 
  proficient with all simple and martial weapons, and 
  the favored weapon of her deity. A vengeant is not 
  proficient with any armor or shields.
  Domain
  A vengeant can select one domain from among those 
  belonging to her deity. She can select an alignment 
  domain only if her alignment matches that domain. 
  Each domain grants a number of domain powers, 
  depending on the level of the vengeant. A vengeant 
  does not gain the bonus spells listed for each domain, 
  nor does she gain bonus spell slots. The vengeant 
  uses her level as her effective cleric level when 
  determining the power and effect of her domain 
  powers. If the vengeant has cleric levels, one of her 
  two domain selections must be the same domain 
  selected as a vengeant. Levels of cleric and vengeant 
  stack for the purpose of determining domain powers 
  and abilities, but not for bonus spells. Like an 
  inquisitor, a vengeant may select an inquisition in 
  place of a domain.
  Oath of Judgment (Su)
  At 1st level, a vengeant can pronounce judgment on a 
  single foe that she can see as a swift action once per 
  day. At 4th level and every three levels thereafter, she 
  can use this ability one additional time per day. Once 
  activated, this ability lasts until the affected enemy is 
  dead or dying, or until combat ends. The inquisitor 
  must participate in the combat to gain these bonuses. 
  If she is frightened, panicked, paralyzed, stunned, 
  unconscious, or otherwise prevented from 
  participating in the combat, the ability does not end, 
  but the bonuses do not resume until she can 
  participate in the combat again. The vengeant gains a 
  +2 bonus to all skill checks and ability checks made
  against the target of the oath of judgment and can
  make oath strikes against the target (see below).
  Oath Strike (Su)
  Whenever the vengeant attacks the target of her oath 
  of judgment with a melee weapon, she may choose to 
  declare her first attack each round to be an oath 
  strike. Oath strikes require extreme concentration, 
  and provoke attacks of opportunity from all foes 
  except the target of the oath of judgment. 
  When the vengeant makes an oath strike, she rolls her 
  attack roll twice and selects the higher result (this does not 
  apply to critical hit confirmation rolls).
  Righteous Armor (Su)
  At 1st level, when unarmored and unencumbered, the 
  vengeant gains divine protection from her deity, adding her 
  Wisdom bonus (if any) to her AC and her CMD. In 
  addition, a vengeant gains a +1 bonus to AC and CMD at 
  4th level. This bonus increases by 1 for every four vengeant 
  levels thereafter, up to a maximum of +5 at 20th level. 
  These bonuses to AC apply even against touch attacks or 
  when the vengeant is flat-footed. She loses these bonuses 
  when she is immobilized or helpless, when she wears any 
  armor, when she carries a shield, or when she carries a 
  medium or heavy load. If the vengeant has levels in monk, 
  or another class that grants this type of AC bonus, the 
  vengeant may only add her Wisdom bonus to AC once. 
  Levels of vengeant and monk stack for the purpose of 
  determining the additional AC bonus gained with increasing 
  level.
  Cunning Initiative (Su)
  At 2nd level, a vengeant adds her Wisdom modifier on 
  initiative checks, in addition to her Dexterity modifier.
  Censure (Su)
  At 3rd level, and every three levels thereafter, the vengeant 
  learns a technique to censure the target of her oath of 
  judgment with divine wrath and selects one censure from 
  the list below. Each time she hits the target with her oath 
  strike, she may select one of the censures she knows to 
  apply to the target in addition to the damage. If the censure 
  requires a saving throw, the DC is equal to 10 + 1/2 
  vengeant’s level + the vengeant’s Wisdom modifier.
  At 3rd level, the vengeant can select from the following 
  censures.
  Duress: If the target leaves the vengeant’s reach 
  within one round of being hit by the oath strike, it 
  becomes sickened for a number of rounds equal to 
  half the vengeant’s level (Fortitude negates).
  Fear: If the target makes an attack within one round 
  of being hit by the oath strike, it becomes shaken for 
  a number of rounds equal to half the vengeant’s 
  level (Will negates).
  
  16   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Harmony: The vengeant’s oath strike deals 
  extra damage equal to half her level if any of 
  her allies threaten the target.
  Revenge: The first time the vengeant suffers 
  damage from an enemy other than the target 
  within one round of the oath strike, the 
  target of the censure immediately takes 
  damage equal to half the vengeant’s level.
  Distraction: If the target casts a spell within 
  one round of being hit by the oath strike, it 
  must make a concentration check (DC 10 + 
  the vengeant’s level + the vengeant’s Wisdom 
  modifier) or lose the spell.
  Leadership: For one round, each of the 
  vengeant’s allies that strikes the target deals 
  additional damage equal to half the vengeant’s 
  level on his or her first attack of the round.
  Might: Immediately after the oath strike, the 
  vengeant may make a bull rush, drag, or 
  reposition combat maneuver against the target 
  of the censure as a free action that does not 
  provoke attacks of opportunity. She adds half 
  her level to her CMB when making this 
  maneuver.
  Seeking: If the target moves within one round 
  of being hit by the oath strike, the vengeant 
  may move up to half her speed as an 
  immediate action, provided that she ends this 
  movement within 5 feet of the target. This 
  movement does not provoke attacks of 
  opportunity from the target, but may provoke 
  them from other creatures. 
  At 6th level, a vengeant adds the following censures to 
  the list of those that may be selected.
  At 12th level, a vengeant adds the following censures 
  to the list of those that may be selected.
  Brilliance: If the target hits the vengeant 
  with an attack within one round of being hit 
  by the oath strike, it becomes blinded for a 
  number of rounds equal to half the 
  vengeant’s level (Fortitude negates).
  Debilitation: For one round after the oath strike, 
  the target of the censure must roll twice on all attack 
  rolls and saving throws, taking the lower result (Will 
  negates).
  Fury: Immediately after the oath strike, the vengeant 
  may make an additional attack against the target at 
  her highest attack bonus. This does not stack with 
  attacks granted by haste or similar effects. 
  Impact: Immediately after the oath strike, the 
  vengeant may make a disarm, sunder, or trip combat 
  maneuver against the target of the censure as a free 
  action that does not provoke attacks of opportunity. 
  She adds half her level to her CMB when making 
  this maneuver.
  Spells
  At 4th level, a vengeant gains the ability to cast a small 
  number of divine spells drawn from the inquisitor spell list. 
  To learn or cast a spell, a vengeant must have a Wisdom 
  score equal to at least 10 + the spell level. She can cast spells 
  she knows without preparing them ahead of time. The DC 
  for a saving throw against a vengeant’s spell is 10 + the spell 
  level + the vengeant’s Wisdom modifier.
  A vengeant can cast only a certain number of spells of each 
  spell level each day. Her base daily spell allotment is given 
  on Table: Vengeant. In addition, she receives bonus spells 
  per day if she has a high Wisdom score (see Table: Ability 
  Modifiers and Bonus Spells.)
  A vengeant’s spell selection is limited. At 4th level, a 
  vengeant knows two 1st-level spells of her choice. She gains 
  more spells as she increases in level, as indicated on Table: 
  Vengeant Spells Known. (Unlike spells per day, the 
  number of spells an inquisitor knows is not affected by her 
  Wisdom score.)
  A vengeant’s highest level of spells is 4th. Inquisitor spells of 
  5th level and above are not on the vengeant class spell list, 
  and a vengeant cannot use spell completion or spell trigger 
  magic items (without making a successful Use Magic Device 
  check) of inquisitor spells of 5th level or higher.
  Redirect Judgment (Su)
  At 5th level, as a move action, the vengeant can switch the 
  target of her oath of judgment to a different creature 
  without expending a use of that ability. She cannot do this if 
  she does not already have an oath of judgment active.
  
  17   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015
  Origin of the Vengeant: 
  The vengeant class is inspired by a 
  class called the avenger that appears 
  in a recent edition of the world’s most 
  famous tabletop roleplaying game. 
  The overall theme of that class is 
  similar to the inquisitor class in the 
  Pathfinder Roleplaying Game, but the 
  mechanics are quite different, leading 
  to a different play style. The vengeant 
  translates the spirit and utility of the 
  avenger into a Pathfinder RPG class. 
  It fills a niche in the ecosystem of 
  Pathfinder classes that none of the 
  official classes have yet filled.
  - Mark Nordheim, developer
  Vengeant Spells Known
  level 1
  2
  3
  4
  1
  —
  —
  —
  —
  2
  —
  —
  —
  —
  3
  —
  —
  —
  —
  4
  2
  —
  —
  —
  5
  3
  —
  —
  —
  6
  4
  —
  —
  —
  7
  4
  2
  —
  —
  8
  4
  3
  —
  —
  9
  5
  4
  —
  —
  10
  5
  4
  2
  —
  11
  5
  4
  3
  —
  12
  6
  5
  4
  —
  13
  6
  5
  4
  2
  14
  6
  5
  4
  3
  15
  6
  6
  5
  4
  16
  6
  6
  5
  4
  17
  6
  6
  5
  4
  18
  6
  6
  6
  5
  19
  6
  6
  6
  5
  20
  6
  6
  6
  5
  Righteous Mobility (Su)  
  At 8th level, if the vengeant is not wearing armor 
  or using a shield, any movement that she makes 
  toward the target of her oath of judgment does 
  not provoke attacks of opportunity.
  Divine Aid (Su)
  At 11th level, when one of the vengeant’s allies 
  attacks the target of her oath of judgment, she 
  may use an immediate action to allow the ally to 
  make the attack roll twice and take the higher 
  result. She must decide to use this ability before 
  the attack roll is made. If she does this, she may 
  not make an oath strike on her next turn.
  Exploit Weakness (Su)
  At 14th level, the vengeant learns to take 
  advantage of any opportunity that presents itself. 
  Whenever the vengeant scores a critical hit, she 
  ignores any damage reduction the target might 
  have. In addition, if the target has regeneration, 
  the creature loses regeneration on the round 
  following the critical hit and can die normally 
  during that round. Creatures whose regeneration 
  always functions are immune to this ability. 
  Finally, if the vengeant deals energy damage to a 
  creature with vulnerability to that energy type, she 
  deals +1 point of damage per die rolled.
  Supreme Mobility (Su)
  At 17th level, if the vengeant is not wearing 
  armor or using a shield, her movement never 
  provokes attacks of opportunity.
  Limitless Judgment (Su)
  At 20th level, the vengeant may roll her first 
  attack every round twice and take the higher 
  result, even if she did not use her oath of 
  judgment on the target. Unlike an oath strike, this 
  does not provoke attacks of opportunity. She still 
  must use her oath of judgment and make an oath 
  strike as usual in order to apply a censure to the 
  target.
  
  18   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Amongst the inquisitors of tyrannical societies there is 
  sometimes a “neutral” party. This group is referred to as 
  infernal enforcers for the bold crimson trim and infernal 
  symbol emblazoned on the inquisitor's black cloak. Their 
  origins are a mystery, but they tend to find their way into the 
  secret police of societies based around law and order at the 
  expense of civil liberties. Not much is known of them except 
  for one thing: Their power is infernal and undeniably potent.
  Role: Infernal enforcers are tactical masters. Able to control 
  the situation and strike at key targets in the middle of nearly 
  any melee, their resilience is only augmented the further 
  down the path they tread.
  Alignment: Infernal enforcers are almost exclusively lawful 
  evil. Although a rare few are self-serving, most work to 
  further the aims and means of tyranny and oppression. 
  Those rare few lawful neutral infernal enforcers tend to 
  deviate from their secretive order and use their skills to assert 
  their own tyranny and oppression. 
  Hit Die: d8.
  Infernal Enforcer 
  Prestige Classes
  Requirements
  To qualify to become an infernal enforcer, a character must 
  fulfill all of the following criteria.
  Alignment: lawful evil or lawful neutral.
  Feats: Improved Unarmed Strike, Stunning Fist.
  Skills: Intimidate 5 ranks, Sense Motive 5 ranks. 
  Special: Judgment class feature.
  Spells: Able to cast 2nd-level divine spells.
  Class Skills
  The infernal enforcer's class skills are Escape Artist (Dex), 
  Fly (Dex), Knowledge (Local) (Int), Knowledge (Nobility) 
  (Int), Perception (Wis), Stealth (Dex), Survival (Wis).
  Skill Ranks at Each Level: 4 + Int modifier
  
  19   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  The number of points in an Infernal enforcer's infernal 
  essence  pool is  equal to 1 per class level + his Charisma 
  modifier
  The Circles   
  An infernal enforcer venerates archdevils and Hell itself; as 
  he gains experience, he masters new and more powerful 
  techniques each based on the ascending circles of Hell. 
  Using each ability costs 1 point of infernal essence and takes 
  a standard action to use except where noted. The caster level 
  for any spell-based effect is equal to his infernal enforcer 
  level and any DCs are equal to 10 + his infernal enforcer 
  level + his Charisma modifier, unless otherwise specified.
  First: In the first circle, the infernal enforcer learns control 
  over perception. He gains access to the following special 
  abilities:
  Level
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Spells per Day
  1st
  -
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  +0
  +1
  +2
  +3
  +3
  +4
  +5
  +6
  +6
  +7
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  +5
  +5
  Cadre regimen, infernal essence
  First circle
  Boon, second circle
  Third circle
  Boon, fourth circle
  Fifth circle
  Boon, sixth circle
  Seventh circle
  Boon, eighth circle
  Ninth circle
  +1 level of divine spellcasting
  -
  +1 level of divine spellcasting
  -
  +1  level of divine spellcasting
  -
  +1 level of divine spellcasting
  -
  +1  level of divine spellcasting
  Table: Infernal Enforcer
  Class Features
  The following are class features of the infernal enforcer 
  prestige class.
  Weapon and Armor Proficiency:
  An infernal enforcer gains no additional weapon and armor 
  proficiencies.
  Spells per Day 
  At every even level, an infernal enforcer gains new spells 
  per day as if he had also gained a level in a divine 
  spellcasting class he belonged to before adding the prestige 
  class. He does not, however, gain other benefits a character 
  of that class would have gained, except for additional spells 
  per day, spells known (if he is a spontaneous spellcaster), 
  and an increased effective level of spellcasting. If a character 
  had more than one spellcasting class before becoming an 
  infernal enforcer, he must decide to which class he adds the 
  new level for purposes of determining spells per day.
  Cadre Regimen (Ex) 
  The training received during initiation improves the natural 
  capabilities of the infernal enforcer in ways akin to a monk. 
  Every odd numbered level, his effective monk level 
  increases by one in regards to the following monk class 
  features: AC bonus, fast movement, flurry of blows, 
  Stunning Fist, slow fall, and unarmed strike. He does not 
  gain any additional abilities he did not already have.
  Infernal Essence (Su) 
  As part of his ritualized initiation, an infernal enforcer gains 
  an infernal essence pool much like a monk’s ki pool. This 
  pool accumulates malefic energy from Hell itself and a 
  majority of the enforcer’s training involves learning how to 
  harness this energy to augment his personal power. 
  Shadow Cloak (Sp): As an immediate action, an 
  infernal enforcer gains the effects of a blur spell 
  that functions until his next round.
  Terrify (Su): An infernal enforcer creates a 
  horrifying illusion over his own face. An adjacent 
  target must make a Will save or be frightened for 
  1 round per infernal enforcer level. This is a mind-
  affecting, fear effect that can only affect a specific 
  target once in a 24-hour period.
  Vanish (Sp): An infernal enforcer gains the 
  effects of the spell vanish.
  Second: In the second circle, the infernal enforcer learns 
  to endure. He gains access to the following special abilities:
  
  20   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015
  Enduring Reign (Sp): Infernal energy can 
  knit together the flesh of the infernal 
  enforcer, healing anumber of hit points 
  equal to 1d12+1/2 his infernal enforcer 
  level. This costs 2 points of essence.
  Iron Tower (Su): As an immediate action, 
  an infernal enforcer can gain DR 5/
  adamantine against attacks until the 
  beginning of his next turn. This costs 2 
  points of essence.
  Third: In the third circle, the infernal enforcer learns 
  to ferret out and pursue any target. He gains access to 
  the following special abilities:
  Celerity (Sp): As a swift action, an infernal 
  enforcer can gain incredible speed. For 1 round, 
  he gains a +30 foot bonus to movement speed 
  and can even run across vertical surfaces so long 
  as he begins and ends on a horizontal surface.
  Precision Perception (Ex): For 1 hour, infernal 
  energy grants great visual, olfactory, and auditory 
  faculty. This manifests in a +5 competence 
  bonus on Perception checks and Survival checks 
  to track, as well as the Scent special quality.
  Fourth: In the fourth circle, the infernal enforcer 
  learns that sometimes discretion is the only option. 
  He gains access to the following special abilities:
  Controlled Graces (Su): While making a 
  Bluff, Diplomacy, or Intimidate check, an 
  infernal enforcer can treat his roll as a 20. This 
  must be declared before the roll is made.
  Mind Grasp (Sp): As a touch attack, the target 
  is affected by a hold monster effect (DC 14 + 
  Wisdom modifier). 
  Fifth: In the fifth circle, the infernal enforcer learns 
  the balance between force and subterfuge. He gains 
  access to the following special abilities:
  Infernal Might (Su): As part of an action, an 
  infernal enforcer increases his own Strength for an 
  instant. This grants a +5 bonus on his next melee 
  attack, combat maneuver check that relies on 
  Strength, Strength-based skill, or Strength check.
  Poisoned Stinger (Su): An infernal enforcer 
  can conjure a stinger that can either be used as 
  a hand crossbow bolt or a dart that lasts 1 
  round. The poison in the stinger is deathblade 
  poison. This costs 2 points of essence.
  Sixth: In the sixth circle, the infernal enforcer 
  learns to attain tactical superiority by augmenting 
  his own defensive position. He gains access to the 
  following special abilities:
  Aegis Evince (Su): As an immediate action, an 
  infernal enforcer can erect a crimson barrier that 
  functions as total cover on an edge of his space 
  for the remainder of the round, this can foil line of 
  effect.
  Tactical Acuity (Su): As long as the infernal 
  enforcer has at least 1 point of infernal essence he 
  gains the improved uncanny dodge rogue class 
  feature, using his infernal enforcer level as his class 
  level. If he already has uncanny dodge from a 
  different class, he automatically gains improved 
  uncanny dodge instead.
  Seventh: In the seventh circle, the infernal enforcer 
  learns the use of Infernal energy to attain goals in a more 
  roundabout method. He gains access to the following 
  special abilities:
  Coercion (Su): As a touch attack, an infernal 
  enforcer can force violent energy into a target 
  bestowing a -2 penalty on all checks and rolls. This 
  penalty can stack with itself up to a -6 penalty. This 
  energy dissipates from the target after a number of 
  rounds equal to the infernal enforcer’s class level. 
  Ephemeral Assassin (Sp): An infernal enforcer can 
  manifest an invisible stalker that follows his 
  commands. It lasts 1 round per infernal enforcer 
  level, it takes 1 round to summon, and costs 4 
  points of infernal essence.
  Eighth: In the eighth circle, the infernal enforcer learns 
  that sometimes the only answer is a dramatic display of 
  power. He gains access to the following special abilities:
  
  21   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Burning Detonation (Su): The infernal enforcer 
  can channel flames that deals 5d8 fire damage to all 
  other creatures in a 15-foot burst around him. A 
  successful Reflex save reduces damage to half.
  Ferret Out Deception (Sp): As long as he has at 
  least 1 point of infernal essence remaining, an 
  infernal enforcer gains the benefits of detect the 
  faithful and and can spend 1 point of infernal 
  essence to gain true seeing for 1 minute. 
  Ninth: In the ninth circle, the infernal enforcer becomes 
  a conduit to the dread and terror that fill the depths of 
  Hell. He gains access to the following special ability:
  Crimson Malice (Sp): An infernal enforcer can call 
  and unleash Hell’s dread in a roiling wave that 
  reaches out 100 feet. Any creature with less than 3 
  HD is automatically killed (no save). Any creature 
  with 3-6 HD dies on a failed Will save and is 
  panicked on a successful save for 1 minute. Any 
  creature with 7-10 HD is panicked on a failed save 
  and frightened on a successful save for 1 minute. 
  Any creature with 11 HD or more is frightened on 
  a failed save and shaken on a successful save for 1 
  minute.
  Boon 
  An infernal enforcer gains certain special boons from 
  infernal patrons on their quest against liberty and 
  freedom. Beginning at 3rd level and every odd level 
  thereafter, choose from the following list to improve an 
  existing circle’s special abilities: 
  Grand Might (Su): Improve the infernal might 
  special ability to treat any Strength-based roll or 
  check made to destroy or move a non-living barrier 
  or obstacle as a 20.
  Immortal Reign (Sp): Improve the enduring reign 
  special ability to heal 2d12 + a number of hit points 
  equal to the infernal enforcer’s character level. In 
  addition, once per day it heals 1 point of ability 
  damage.
  Infernal Immolation (Su): Improve the burning 
  detonation special ability to deal 8d8 fire damage, 
  half of which results from profane power and is not 
  subject to fire resistance, in a 30-foot radius burst.
  Inspired Graces (Su): Improve the controlled 
  graces special ability to allow the infernal enforcer to 
  affect even those targets immune to fear with 
  Intimidate and his other special abilities, grant a +4 
  profane bonus to any save against magical lie 
  detection (such as zone of truth), and allows a second 
  Diplomacy check against a target in a 24-hour 
  period. 
  Inviting Shadows (Su): Improve the shadow cloak 
  special ability to be able to be used as an immediate 
  action after an attack roll is rolled but before the 
  total result is declared. If the infernal enforcer is in 
  less than normal light, he gains a 50% miss chance 
  instead of the normal 20%.
  Malefic Haste (Su): Replace the celerity special 
  ability with the ability to gain the benefits of a haste 
  spell with the additional benefit of being able to run 
  across vertical surfaces, unstable surfaces (such as 
  water), or even intangible surfaces (such as air) so 
  long as he ends his turn on solid, horizontal ground.
  Rune Tower (Su): Improve the iron tower special 
  ability to grant damage reduction 10/adamantine 
  and spell resistance 10 + the infernal enforcer's class 
  level until the start of the infernal enforcer’s next 
  turn.
  Tactical Acumen (Su): Improve the tactical acuity 
  special ability to also allow the infernal enforcer to 
  expend 1 infernal essence to not provoke attacks of 
  opportunity in that round. This also removes the 
  minimum infernal essence requirement for retaining 
  improved uncanny dodge.
  Terror’s Grasp (Su): Improve the terrify special 
  ability to have a range of 40 feet. In addition, a failed 
  save deals 1d2 Wisdom damage.
  Torturer’s Touch (Su): Improve the coercion 
  special ability to incurring a -3 penalty on all checks 
  instead of -2, which can stack to -9. Victims also 
  leave a trail of crimson energy that the infernal 
  enforcer can easily follow.    
  Virulent Stinger (Ex): Improve the poisoned 
  stinger special ability to increase the DC of the 
  Deathblade poison by 4. In addition, the stinger can 
  manifest already loaded into a launcher that the 
  infernal enforcer is currently wielding, and can now 
  also be launched using any crossbow, bow, or sling.
  
  22   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Table:  Soul Arbiter
  Soul Arbiter
  Some seek truth because it leads to knowledge, some 
  seek heretics among the faithful, and some simply 
  enjoy taking secrets from their owners. However there 
  are those who combine these goals and add to them 
  fervent faith and a powerful mind. They call these 
  people soul arbiters, and they combine their psionic 
  abilities with the zeal of inquisitor training to become 
  the hidden hand of their church. Whether for good or 
  evil, the soul arbiter serves her god and church by 
  finding questionable individuals and "seeing what’s 
  inside."
  Role: Spy perhaps is closest to the party role a soul 
  arbiter generally fills. She has access to a number of 
  special abilities that allow her to find threats, learn 
  vital information, and pry secrets from the minds of 
  her enemies. 
  Alignment: Any non-chaotic.
  Hit Die: d8.
  Requirements
  To qualify to become a soul arbiter, a character must 
  fulfill all the following criteria.
  Skills: Bluff 5 ranks, Diplomacy 5 ranks, Perception 
  5 ranks, Sense Motive 5 ranks.
  Feats: Skill Focus (sense motive).
  Psionics: Manifester level 3rd, access to the distract, 
  natural linguist, and forced sense link powers.   
  Special: Discern lies class feature, judgment class 
  feature.
  Class Skills  
  The soul arbiter’s class skills and key ability score for 
  each are Autohypnosis (Wis), Bluff (Cha), 
  Diplomacy (Cha), Intimidate (Cha), Knowledge 
  (history) (Int), Knowledge (psionics) (Int), 
  Knowledge (religion) (Int), Perception (Wis), Sense 
  Motive (Wis), Spellcraft (Int), and Stealth (Dex).
  Skill Ranks at Each Level: 4 + Int modifier.
  Level
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save 
  Special
  Power Points per Day
  1st
  +1 level of existing class
  2nd
  3rd
  4th
  5th
  +0
  +1
  +2
  +3
  +3
  +1
  +1
  +2
  +2
  +3
  +0
  +1
  +1
  +1
  +2
  +1
  +1
  +2
  +2
  +3
  Implant phobia, piercing mind 
  Unbearable judgment
  Thought cartographer  
  Soul-piercing gaze
  Liars guilt, razor mind
  +1 level of existing class
  Powers Known/Maximum Power 
  & Manifester Level/Caster Level 
  & Spells per Day/Spells Known
  +1 level of existing class
  +1 level of existing class (psionic)
  +1 level of existing class (divine)
  +1 level of existing class (psionic)
  +1 level of existing class (divine)
  +1 level of existing class (psionic)
  Class Features
  The following are class features of the soul arbiter 
  prestige class.
  Weapon and Armor Proficiency:
  An  soul arbiter gains no additional weapon and armor 
  proficiencies.
  Powers known & Maximum Power Level/Caster 
  Level & Spells per Day/Spells Known:  
  A soul arbiter gains additional power points and 
  maximum power level as if she had advanced in one of 
  the psionic classes she belonged to before becoming a 
  soul arbiter. This occurs at odd levels, and if the soul 
  arbiter belonged to more than one psionic class she  
  must choose which class to apply this bonus to. 
  However, the soul arbiter does not gain any other 
  benefits a character of that class would have gained. At 
  even levels, the soul arbiter gains a caster level and 
  spells per day as if she had gained a level in the 
  inquisitor class or other divine class she belonged to 
  before becoming a soul arbiter. She does not gain any 
  other benefits a character of that class would have 
  gained.
  Implant Phobia (Su)     
  At 1st level, a soul arbiter understands the motivational 
  factor of fear. As a standard action, the soul arbiter can 
  attempt to implant a phobia into the mind of a foe or   
  
  23   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  interrogation subject. The exact nature of the phobia 
  is determined by the soul arbiter at the time the 
  power is used. Generally the object of the phobia is 
  something the soul arbiter has easy access to (snakes, 
  spiders, water, fire, enclosed space, etc). A Will save 
  (DC 10 + the soul arbiter’s class level + her Wisdom 
  modifier) negates the effects of this ability. 
  Those who fail this save are shaken while exposed to 
  the object of the phobia. The target must be exposed 
  to the object of their phobia for at least one full 
  round for this ability to function, and the object must 
  be within 30 feet of the target.  In the case of fire, 
  water, and the like, a sufficient quantify must be 
  available, such as a rain barrel full of water or a 
  campfire. The effects of implant phobia last 1 hour 
  per soul arbiter class level, and the ability may be used 
  at will, but no target can be affected by implant 
  phobia more than once every 24 hours.
  Piercing Mind (Ex)      
  At 1st level, a soul arbiter becomes adept at 
  infiltrating the minds of others, and her mental 
  intrusions are difficult to resist. A soul arbiter adds +2 
  to the save DC of any telepathic power or mind-
  affecting spell she casts.
  Unbearable Judgment (Su)     
  At 2nd level, whenever a soul arbiter uses the 
  judgment class ability, she adds an additional +1 to 
  the effect beyond the normal bonus based on her 
  total inquisitor class levels. Additionally, levels in soul 
  arbiter are added to inquisitor levels to determine her 
  effective level for the effects of judgments.
  Thought Cartographer (Ex)     
  At 3rd level, when a soul arbiter successfully enters 
  the mind of a target using a telepathic psionic power, 
  the target is no longer able to hide its intentions from 
  the soul arbiter. A target under the effect of a soul 
  arbiter’s telepathic psionic power is unable to use the 
  Bluff or Diplomacy skill against the soul arbiter. 
  Additionally, when the soul arbiter uses the Bluff or 
  Diplomacy skill against a target under the effects of 
  one or more of her telepathic psionic powers, she 
  receives a +4 insight bonus to her skill check.
  Soul-Piercing Gaze (Ex)      
  At 4th level, whenever a soul arbiter uses a psionic 
  power or divine spell that detects alignment, hiding
  one’s true alignment becomes more difficult.  If the soul 
  arbiter succeeds on a caster level or manifester level check 
  against the magical effect (if from an item) or spell, the 
  target’s true alignment is revealed.
  Liar’s Guilt (Sp)        
  At 5th level, whenever the soul arbiter uses her discern lies 
  ability and the target actively lies, not only does the soul 
  arbiter know a falsehood has been told, but she may 
  rebuke the individual as well. Such a mental rebuke causes 
  5d6 non-lethal damage and also deals the target 1d4 
  Wisdom damage.  With a successful Will save (DC 10 
  +1/2 the soul arbiter’s level + her Wisdom modifier), the
  target takes only half damage and no Wisdom damage. A
  soul arbiter may use this ability a number of times per day
  equal to 3 + her Wisdom modifier.
  Razor Mind (Ex)        
  At 5th level, a soul arbiter has mastered the art of 
  penetrating a target’s mental defenses. A soul arbiter is 
  now able to use psionic and magical mind-affecting 
  powers and spells even against targets that are immune to 
  mind-affecting effects. Mindless creatures however remain 
  immune. Additionally, when the soul arbiter uses soul-
  piercing gaze, she may roll two caster or manifester level 
  checks and take the higher of the two results.
  
  24   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  New Inquisitions
  Foe Slayer Inquisitions
  An inquisitor may specialize in the destruction of particular types of foe. These inquisitions represent the special talents 
  an inquisitor learns to combat these enemies. As with other inquisitions, an inquisitor may select a foe slayer inquisition in 
  place of a domain if the enemy type is appropriate for her deity.
  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 
  inquisitor level + her Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is 
  equal to the inquisitor's class level.
  Aberration Slayer Inquisition  
  Bizarre creatures from the darkest recesses of reality are anathema to many religions.
  Granted Powers 
  Alien Insight (Ex): You may make a Knowledge (dungeoneering) check (including your bonus for monster lore if you 
  have that class feature) in place of Bluff, Diplomacy, Intimidate, Perception, Sense Motive and Survival checks when 
  dealing with aberrations.
  Psychic Defense (Su): At 8th level, you gain a +2 bonus to saving throws against mind-affecting effects. When you 
  succeed at a saving throw against such an effect, you may use an immediate action to deal damage equal to 1d6 + half 
  your level to the creator of the effect. A creature damaged by this ability must succeed at a Will save or be staggered for 
  one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  Angel Slayer Inquisition 
  Servants of the dark gods often specialize in eliminating their celestial counterparts.
  Granted Powers 
  Smite Good (Su): Once per day, you can smite good as the antipaladin ability of the same name, substituting your 
  inquisitor level for the antipaladin level.
  Thwart Protection (Su): At 6th level, you can create a 30-foot radius aura in which alignment-based protections do not 
  function reliably. Inside the aura, no creature can benefit from alignment-based defensive spells such as protection from evil, 
  alignment-based damage reduction, or abilities like an angel’s protective aura. When a protected creature first enters the 
  aura, it receives a Will save to maintain its defenses; otherwise they are suppressed as long as the creature remains in the 
  aura. You can use this aura for a number of rounds per day equal to your inquisitor level. These rounds do not need to be 
  consecutive.
  Construct Slayer Inquisition  
  Inquisitors of nature deities see artificial creatures as abominations outside the natural order.
  Granted Powers 
  Sabotage (Ex): You gain Disable Device as a class skill. As a standard action that does not provoke attacks of 
  opportunity, you can make a Disable Device check against a construct within your reach to sabotage its attacks. If your 
  check result exceeds the construct’s AC, the construct suffers a -2 penalty on all attack rolls for 1 round. For every 
  additional 5 points by which your check result exceeds the construct’s AC, the penalty to attacks increases by an 
  additional -1. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  
  25   The Flying Pincushion | Into The Breach | The Inquisitor |  2015
  Destructive Smite (Su): At 4th level, when you use your smiting judgment, your weapon counts as adamantine, both for 
  overcoming damage reduction and for bypassing hardness.
  Dragon Slayer Inquisition
  Inquisitors sworn to protect civilization from monsters often have to contend with terrifying dragons.
  Granted Powers 
  Resist Breath Weapon (Su): You gain a +4 bonus to saving throws against all breath weapon attacks. As a standard 
  action, you can grant this bonus to another creature you touch for a number of rounds equal to your level; you can use this 
  ability a number of times per day equal to 3 + your Wisdom modifier.
  Earthbind Foe (Ex): At 6th level, as a standard action, you can make an attack with a ranged weapon targeting a creature 
  that uses wings to fly. If the attack hits, the target must succeed at a Fortitude save or be forced to land on its next turn. If 
  the creature cannot land, it falls. You can use this ability a number of times per day equal to 3 + your Wisdom modifier but 
  may not target a specific creature more than once in a 24-hour period.
  Fiend Slayer Inquisition 
  The primary mission of many inquisitors is to seek and destroy demons, devils, and fiends of all types.
  Granted Powers 
  Smite Evil (Su): Once per day, you can smite evil as the paladin ability of the same name, substituting your inquisitor level 
  for the paladin level.
  Dismissing Blow (Sp): At 8th level, once per day upon making a successful melee attack, you can affect your target with 
  dismissal (Will negates).
  Lycanthrope Slayer Inquisition  
  Shapechanging monsters can be insidious and difficult to hunt without the skill of an inquisitor.
  Granted Powers 
  Detect Shapechangers (Ex): You add your level to Perception and Sense Motive checks made to determine if a creature is 
  not in its natural form, is disguised, or is otherwise impersonating a creature of another type.
  Lunar Smite (Su): At 4th level, when you use your smiting judgment, your weapon counts as silver. Once per day, while 
  you are using this judgment and your attack hits a creature that has shapechanged into another form, you can force the 
  creature to revert to its natural form (Fortitude negates).
  Undead Slayer Inquisition 
  Inquisitors of many deities battle the restless dead frequently.
  Granted Powers 
  Ghostbane Strike (Sp): Once per day, you may make a single melee attack during which your weapon affects the target as 
  if it had the ghost touch property. If the attack hits, you can affect the target with ghostbane dirge (Will negates).
  Threnodic Power (Su): At 8th level, you gain Threnodic Spell as a bonus feat. Once per day, you can use this metamagic 
  feat without increasing the level of the spell. The casting time of the spell still increases as normal.
  
  26   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Racial Inquisitions
  These inquisitions are race specific. An elan can select any inquisition from her former race.
  Human Inquisition
  It is the nature of humanity to be flexible, ever ready to adapt to new challenges and threats.
  Granted Powers:
  Uncanny Skill (Ex): You may make a skill check as if you had a number of ranks in the skill equal to your class level. 
  This includes trained-only skills. You may use this ability a number of times per day equal to your Wisdom modifier.
  Legacy of Heroes (Su): At 8th level, you channel the essence of humanity's greatest heroes into your form. As a swift 
  action you gain a +4 sacred bonus to every ability score and do not fall unconscious at 0 hp. You may use this ability for a 
  number of rounds each day equal to half of your class level. These rounds do not need to be consecutive.
  Elf Inquisition
  Your legacy is eternal, your history and accomplishments span millennia and you call upon your heritage to sustain it.
  Granted Powers:
  Enduring Bulwark (Su): As a standard action, you may create a 60-ft. aura around you lasting a number of rounds equal 
  to half your class level (minimum 1). All objects within this radius count as attended and use your saving throws (plus 
  your Intelligence modifier) or theirs (whichever is greater) to resist magical and mundane damage and destruction effects. 
  You may choose to extend this effect to target allies and grant them the same benefits as if they were objects. You may 
  only target a number of allies within your aura equal to your Wisdom bonus. This ability is usable once per day.
  Timeless (Ex): At 8th level, you are able to channel the timeless aspect of your ancestry to affect those around you. While 
  within 30 feet of you, allies who are targeted by any spell, spell-like or supernatural ability effect with a duration of rounds, 
  minutes or hours per level are unaffected by the ongoing effects of those spells until your aura of timelessness ends. At 
  such a time, the duration of the effect begins and the targets must make any saves against the effects as normal. Effects 
  with a duration of instantaneous, or that do not target an individual are unaffected by this ability. You are able to maintain 
  this effect for a number of rounds equal to your inquisitor level per day. These rounds do not need not be consecutive 
  but must be used in 1 round increments. It takes a standard action to activate this ability, which can be ended as a free 
  action.
  Dwarf Inquisition
  The rugged, harsh depths have a certain beauty, supplying artifice hewn from stone and metal by your race.
  Granted Powers:
  Mighty Artificer (Ex): At 1st level, you gain Master Craftsman as a bonus feat.
  Rune Mark (Su): At 8th level, you may expend a spell slot as a standard action to mark a metal or stone weapon, tool, or 
  armor with your own sigil. You may activate the rune mark to grant a sacred bonus to a single function of that item (AC, 
  attack rolls, damage, skill check, decrease armor check penalty) equal to the level of the spell slot used for a number of 
  rounds equal to half your class level. Inscribing the rune mark takes a full-round action and the sacrifice of the spell slot, 
  after which you can activate it as a standard action to gain its benefits. While you may inscribe different items with 
  different rune effects all as full-round actions, activating each rune takes a separate standard action and the benefits 
  provided by each rune do not stack. 
  An inscribed rune mark expires when you regain your spell slot or when it has been activated.
  
  27   The Flying Pincushion | Into The Breach | The Inquisitor  | 2015 
  Elan Inquisition
  Psionic essence wrapped in a flesh body, already chosen and enhanced, your inner fire fuels your strength.
  Granted Powers:
  Reservoir (Su): As an immediate action you may choose to take 1 point of ability damage to any one ability score to gain 
  1 power point.
  Magnify (Su): At 8th level, you may enhance the caster or manifester level of any effect that targets you directly. As an 
  immediate action, for every 2 power points you spend—ignoring normal limitation for how many power points—you 
  may spend you may add 1 to the caster or manifester level of the effect.
  Maenad Inquisition
  Control, discipline, focus. You are the heart of this storm.
  Granted Powers:
  Erupt (Ex): When you use your outburst ability or the rage ability, your crystalline-coated skin thickens. Once per round 
  when struck by an unarmed attack, natural attack, or melee weapon without reach, you deal 1d6 + Constitution modifier 
  damage to that attacker. You gain a +1 natural armor bonus to AC vs. ranged attacks during this time, which increases by 
  +1 for every 4 class levels.
  Becalm (Su): At 8th level, you force your inner calm upon all those within a 20-ft. radius burst within your line of sight. 
  You must make a caster level check against against any mind-affecting spells or abilities currently active. If successful, you 
  end those effects. All hostile targets within the burst must succeed at a Will save (DC 10 + 1/2 the inquisitor’s level + the 
  inquisitor’s Wisdom modifier) or be unable to take hostile actions for a number of rounds equal to 1/2 your class level—
  they may defend themselves and if forced to do so, this effect ends for that individual. If an affected individual has rounds 
  of rage per day, a failed save makes them lose half of them. This ability may be used a number of times equal to your 
  Wisdom modifier per day. You are immune to your own becalm effect.
  Mundane Gear
  
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  Menacing Smoke
  Price: 50 gp; Weight: 1 lb.
  Each red and black, small, fragile orb of alchemical fluids 
  causes a small shroud of intimidatingly colored smoke to form 
  in the immediate vicinity of where it is shattered. The smoke 
  does not obscure vision and only lasts for a few seconds. 
  When used in conjunction with an Intimidate check, the user 
  gains a +2 circumstance bonus on the result of the die roll.
  Scroll Gauntlets  
  Price: 150 gp; Weight: 3 lbs.     
  These lamellar gauntlets have intricate etchings of holy 
  symbols dedicated to a deity. A hollow tube on the underside 
  of each gauntlet may house a scroll. A scroll held in one of the 
  tubes can be drawn to read by pulling it out with a free hand 
  as a free action. Activating a scroll stored in a scroll gauntlet 
  takes a standard action or the spell’s casting time, whichever is 
  longer. Loading a scroll into a scrolled gauntlet takes a move 
  action that provokes an attack of opportunity.
  Traveller’s Shrine
  Price: 500 gp; Weight: 5 lbs.
  A sacred candle, incense holder, small collapsible table, and 
  altar cloth are contained in this linen rolling pouch covered 
  with holy symbols. Meditating or praying at this shrine allows 
  a divine spellcaster to prepare her spells for the day in 10 
  minutes less time than normal.
  Weight
  ¼ lb.
  ½ lb.
  ½ lb.
  10 lbs.
  Cost
  500 gp
  150% of the original symbol price 
  100 gp
  50 gp
  150 gp
  2 lbs.
  Item
  Bolt Feed
  Folding Symbol
  Holy Dust
  Bolt Feed
  Price: 500 gp; Weight: 2 lbs.
  This special under-stock, spring-loaded chamber allows 
  for two crossbow bolts to be stored and loaded 
  automatically when the string is pulled back on a 
  crossbow. A bolt feed can be attached to any light or hand 
  crossbow that has fewer than two bolt feeds attached. As 
  long as there are bolts in the bolt feed, reloading a 
  crossbow is a swift action that does not provoke an attack 
  of opportunity. Adding a bolt to a bolt feed is a full-round 
  action that provokes an attack of opportunity.
  Folding Symbol
  Price: 150% of the original symbol’s price; Weight: varies 
  The cunning use of hinges, miter joints, and collapsible 
  screws allow a holy symbol to be folded into a small 
  circular, square, or triangular shape. When folded, the DC 
  to identify a holy (or unholy) symbol as such is increased 
  by 5. The holy (or unholy) symbol can still be used as a 
  divine focus while folded but the caster must make a 
  successful concentration check as if casting defensively or 
  lose the spell. The weight of a folding symbol is the same 
  as the weight of a non-folding symbol.
  Holy Dust
  Price: 100 gp; Weight: 1 lb.
  This waxed-paper wrapped package of dust is infused with 
  the vapor from boiled holy water. When the package is 
  thrown to the ground, it bursts open and fills a 5-foot cube 
  of space with the dust particles for 5 rounds. Any undead 
  or evil outsider creature that comes into contact with the 
  dust particles suffers the direct damage from holy water. 
  Any incorporeal creature that comes into contact with the 
  dust particles suffers direct damage from holy water and is 
  shunted 5 feet in a random direction.
  Menacing Smoke
  Scroll Gauntlets
  Traveller's Shrine
  500 gp
  3 lbs.
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author:  
  Jason Bulmahn.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
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  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 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 Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
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  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Into the Breach: The Inquisitor Copyright 2015, Authors: Frank Gori, Dylan Brooks, 
  Jeff Harris, Taylor Hubler, Kiel Howell, Taylor Hubler, Richard Litzkow,  Jacob W. 
  Michaels, Mark Nordheim, Anthony Butler
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Flying Pincushion/Into the Breach - The Inquisitor.pdf