Hello everyone, and welcome to another exciting edition of Extraordinary Feats, where each week we bring you new feats to dazzle and amaze. This week is Inquisitor Week here at Necromancers of the Northwest, a week-long tribute to one of our favorite classes from the Advanced Player’s Guide. We’ve got a great selection of feats for you, both for inquisitors, as well as for anyone who feels like putting the screws to the bad guys, so let’s get right to it.
You can force the truth out of someone by applying careful intimidation.
Prerequisites: Intimidate 10 ranks, able to cast interrogation.
Benefit: Whenever you catch someone lying to you, either through the use of the Sense Motive skill or through some other means, you can make a special Intimidate check. If you do, the character whom you caught in a lie must succeed on a Will save (DC equal to the result of the Intimidate check) or be forced to tell you the truth (to the best of his ability) about whatever subject he lied to you about. Any modifiers applied to the target’s initial Bluff check due to the circumstances of the bluff (such as the lie being far-fetched or if you want to believe it, etc.) are also applied to the target’s Will save.
Group Bullying (Teamwork)
You and your allies gang up in social situations, taking advantage of a group dynamic to get things done.
Prerequisites: Bluff, Diplomacy, Intimidate, or Sense Motive 1 rank.
Benefit: Whenever you make a Bluff, Diplomacy, Intimidate, or Sense Motive check while within 10 feet of an ally who also has this feat and at least 1 rank in the skill you are using, you gain a +2 competence bonus on the skill check. This bonus increases by an additional +2 for each additional ally within 10 feet that both has this feat and at least 1 rank in the skill that you are using. You must have at least 1 rank in the skill that you are using in order to gain any benefit from this feat. This feat has no effect on Bluff checks made to feint in combat.
Inquisition (Combat, Teamwork)
You punish the unrighteous with the aid of your allies.
Prerequisite: Inquisitor level 1st.
Benefit: As long as there is at least one ally within 10 feet of you, you are treated as though your inquisitor level were 2 levels higher than it actually is for the purposes of determining the effects of your judgments. For each additional ally within 10 feet of you beyond the first, you are treated as being an additional level higher for the purposes of determining the effects of your judgments (3 levels higher with two allies, 4 levels higher with three allies, and so on).
You know how to use fear to determine if someone is lying to you.
Prerequisites: Intimidate 1 rank, Sense Motive 1 rank.
Benefit: You gain a +4 bonus on all Sense Motive checks made against creatures with the shaken condition. If you have 10 or more ranks in both Intimidate and Sense Motive, then this bonus is increased to +8.
Your judgment is not swift, so much as immediate.
Prerequisites: Inquisitor level 5th, judgment class feature.
Benefits: You may change your judgment as an immediate action, rather than as a swift action. You can use this ability once per day per point of Wisdom modifier. Additionally, you may activate your judgment even while you are flat-footed, though doing so expends two daily uses of this ability.
Violent Intimidation (Combat, Teamwork)
You and your allies know that by roughing up a target, it’s easier to scare them into doing what you want.
Prerequisites: Intimidate 1 rank.
Benefits: Whenever an ally within 10 feet of you who also has this feat successfully deals damage with a melee attack, you may make an Intimidate check to demoralize the target of that attack as an immediate action.