The Ravenloft Files: Dead of the Night
Inquisitors are far more common in Ravenloft than in other worlds, due to the potential for heresy to remain hidden in church hierarchies. They are charged with maintaining the purity of dogma and rooting out undesirables in both the church and their flocks. They are frequently brought into conflict with supernatural forces as well. They are particularly comon in the churches of Belenus in both Nidala (where they fight heresy) and Tepest (where they fight fey influence). The church of the Lawgiver, however, has no less than 3 orders of inquisitors (including many with the Exarcg archetype), all of whom test and oppose each other, to ensure the word of the Lawgiver is not altered in any way.
Altered Class Features
Detect Alignment: Inquisitors cannot detect evil or good in Ravenloft, but can detect chaos or detect law.
Torture (Inquisition): Using these abilities is cause for a powers check.
Sin Eater archetype: Upon eating a target’s sin, the inquisitor must make a Will save (DC 10 + target’s CR) or have his alignment move one step towards either evil or the target’s ethical alignment (the GM’s choice, although it should reflect the general nature of the soul and the sins being eaten) for 1 hour.
Detect Undead (Kinslayer archetype): undead can make Will saves to avoid detection. The aura of undeath detected by this ability is determined by how many fail their saves.
Optional rule – Hidden Soul: As the cleric ability, although it is much rarer for inquisitors with the “wrong” alignment to escape the notice of their peers. Rather than seeking atonement, they can take the Heretic archetype
Weaknesses: Like the cleric and paladin, inquisitors who commit questionable acts that call for a powers check must do so at twice the normal chance for failure.
Like sorcerers and wizards, inquisitors also run the risk of becoming power hungry or corrupt due to their ever increasing habit of passing judgement upon their foes and thus developing a sense, whether it is justified or not, of divine righteousness and a dispenser of punishments. As a result, as in the case of fighters, the GM may assume there is a base 5% chance per level above 1st that an inquisitor commits some action worthy of calling for a powers check. But, like the fighter, every obviously selfless, humble and good action performed may reduce this percentage by 1% but never falling below 1% total.