Imperial Inquisitor

The Imperial inquisitor is a Force-trained hunter charged with seeking out other Force-users and either turning them to the service of the Emperor or eliminating them. Given tools and resources, they range the boundaries of the Empire and beyond, searching for rumors of hidden enclaves of Jedi who might have escaped the great purge of their Order-and clues where to find them. Employing draconian tactics and ruthless violence, an Imperial inquisitor gradually homes in on his quarry, then brings the might of the Empire to bear until his target is broken or dead. An Imperial inquisitor has little time for subtlety. He is a hammer designed to pound the galaxy into a shape the Emperor finds pleasing.

The Emperor created the office of Imperial inquisitor after the purge that destroyed most of the Jedi. He then enlisted inquisitors to help seek out and destroy the last vestiges of the Jedi Order. Armed with the weapons of their fallen nemies, the inquisitors began tracking down every rumor of every Jedi that had somehow escaped the Emperor's notice. As the targets became fewer and fewer, inquisitors drifted into other roles in the Empire, or disappeared altogether. Some fall in battle, while others earn the displeasure of their master and pay the price.

Inquisitors who survive their service to the Emperor receive greater honors, greater resources, and greater assignments to test them even further. Their master places ships, troops, weapons, and money at their disposal, along with sophisticated instruments of torture no living being should ever have to see, let alone suffer. An Imperial inquisitor's greatest fear is that he will one day incur the Emperor's displeasure and find himself hunted by his erstwhile colleagues. Each inquisitor is intimately acquainted with this possibility from the moment he chooses to seek the position. To prove one's skill, one must convince the Emperor himself of one's ability with the Force, without seeming either too powerful or too critical of the Emperor's cause. Otherwise the applicant is no different from the quarry he seeks-and thus may prove unreliable.

The potential inquisitor must be carefully tested and examined, first by Imperial Intelligence, then by the Grand Inquisitor, and finally by the Emperor himself. If the inquisitor does not pass, he is executed as a traitor. And this scrutiny does not end with the application process. Each Imperial inquisitor is constantly observed by the watchful eye of the Grand Inquisitor, and frequently tested by Lord Vader as well. An unfortunate few are sometimes called to make reports to the Emperor himself-with potentially fatal repercussions.

To qualify to become an Imperial inquisitor, a character must fulfill the following criteria:
Base Attack Bonus: +4
Skills: Intimidate 4 ranks, Knowledge (Jedi Lore) | 4 ranks, See Force 4 ranks, Telepathy 6 ranks
Dark Side Skills: 8 ranks total. Feats: Force Sensitive, Sense, Track. Reputation: 3
Dark Side Points: Equal to or greater than half the character's Wisdom score.
Species: The character must be Human.
Special: A character wishing to become an Imperial Inquisitor must first demonstrate his loyalty and devotion to Imperial Intelligence. When Imperial Intelligence is satisfied that the character is a loyal citizen of the Empire, the candidate passes to the judgment of the Grand Inquisitor. He must prove his detection abilities by ferreting out secrets and arriving quickly at the correct solution to a test devised by the Grand Inquisitor. If he is again successful, the character is granted an audience with the Emperor, who tests the character's skill in the Force-and his moral character. Those who fail to pass this scrutiny, at any step of the way, are destroyed.

Game Rule Information
Vitality: Imperial Inquisitors gain 1d10 vitality points per level. The character's Constitution modifier applies.

Class Skills
The Imperial Inquisitor's class skills, and the key ability for each skill, are as follows.
Bluff (Cha), Computer Use (lnt), Craft (lnt), Drain Knowledge* (lnt), Enhance Senses (Wis), Fear* (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (lnt), Profession (Wis), See Force (Wis), Sense Motive (Wis), Survival (Wis), Telepathy (Wis), and Tumble (Dex).
Use of this skill gives the Imperial inquisitor a Dark Side Point.
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
The following are features of the Imperial Inquisitor prestige class.

Starting Feat
The Imperial Inquisitor gains the following bonus feats:
Weapon Group Proficiency (simple weapons))
Weapon Group Proficiency (blaster pistols)
Exotic Weapon Group Proficiency (Lightsaber)
Exotic Weapon Group Proficiency (Double Bladed Lightsaber)

The Imperial inquisitor gains the bonus feat Control at 1st level and gains access to Control-based class skills.

As an agent of the Emperor, the Imperial inquisitor is given the weapon most suited to her job: an Inquisitor's Double-bladed Lightsaber. The Lightsaber is almost invariably from the Emperor's private collection-and certainly belonged to a Jedi at some point in the past.

Resource Access
Beginning at 2nd level, an Imperial inquisitor has access to nearly the full array of Imperial resources. Once per game session, the Imperial inquisitor may make a Charisma check to use those resources during the game session. The value of the resources gained equals the Imperial inquisitor's class level x the result of the Charisma check x 50. Thus, a 4th-level inquisitor who got a check result of 17 would gain (4 x 17 x 50) 3,400 credits' worth of resources.
These resources can take virtually any form the Imperial inquisitor chooses (within reason) and are hers to do with as he pleases. She may keep them, use them, give them away, or sell them as she sees fit.

The Imperial inquisitor gains the bonus feat
Alter at 3rd level and gains access to Alter-based
class skills.

In pursuit of her duties to the Emperor, an Imperial inquisitor is granted special privileges within the Imperial bureaucracy to facilitate her missions. This allows the inquisitor to add her Intimidate skill rank to Diplomacy checks when dealing with Imperial officers or personnel.

Favored Enemy
The purpose of the Imperial inquisitor is to hunt those strong in the Force especially Jedi. Extensive study of the Force, and those who wield it, grants the Imperial inquisitor a +2 attack bonus against Force-using victims. The Imperial inquisitor gets the same bonus on Bluff, Intimidate, See Force, Sense Motive, Survival, and Telepathy checks when using these skills against or when tracking this specific kind of target. At 5th level, the Imperial inquisitor must choose either Force adept, Jedi consular, Jedi Sentinel, or Jedi guardian as her favored enemy. At 8th level, the Imperial inquisitor's bonus against this favored enemy increases to +4. She can then choose a second favored enemy, against which she has a +2 bonus.

High Inquisitor
At 6th level, the Imperial inquisitor is promoted to the rank of High Inquisitor and gets a bonus feat. This bonus feat must be drawn from the following list:
Burst of Speed
Deflect Blasters
Dissipate Energy
Force Lightning
Lightsaber Defense
Throw Lightsaber
Weapon Focus (lightsaber)
The Imperial inquisitor must meet the prerequisite for the feat to select it.

Grand Inquisitor
At 10th level, the Imperial inquisitor is promoted to the rank of Grand Inquisitor and gets a bonus feat. This bonus feat must be drawn from the following list:
Deflect Blasters
Dissipate Energy
Force Lightning
Knight Defense
Knight Speed
Throw Lightsaber
Weapon Focus (lightsaber)
The Imperial inquisitor must meet the prerequisite for the feat to select it. The only exception to this rule is that the Imperial inquisitor may substitute her Imperial inquisitor levels for Jedi levels for purposes of qualifying for Knight Defense and Knight Speed.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +2 +1 +2 Control, Lightsaber - +3 +1
2 +1 +3 +2 +3 Resource access - +4 +1
3 +2 +3 +2 +3 Alter - +4 +1
4 +3 +4 +2 +4 Authority +1d8 +5 +0
5 +4 +4 +3 +4 Favored Enemy +1d8 +5 +1
6 +5 +5 +3 +5 High Inquisitor +1d8 +6 +1
7 +6 +5 +4 +5 +1d8 +6 +1
8 +7 +6 +4 +6 Favored enemy +2d8 +7 +0
9 +8 +6 +4 +6 +2d8 +7 +1
10 +9 +7 +5 +7 Grand Inquisitor +2d8 +8 +1
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