View Full Version : [3.5 Base Class] You Have Been Called For Inquisition! (PEACH)

2012-11-10, 05:33 AM

"You have been called for Inquisition! If you refuse to answer my questions, you will be considered guilty. If you lie, you will be considered guilty. If you attempt to flee or resist, you will be considered guilty." -Tamlin Norwill, Inquisitor of Tyr.

The original inquisitors were a breed of battle-priest, trained and blessed to resist magic and seek out heretics, corrupt mages, and dangerous monsters. Over time, the basic skills of the inquisitor were refined and passed on, and now they come from many walks of life. From traditional holy warriors to master detectives, mage-slayers to monster hunters, the inquisitor is a warrior who hunts down its foes with its keen instincts, and overcomes their magic and powers with skill and will.

Adventures: Inquisitors can adventure for all manner of reasons. Some fight crime and protect their people, while others seek bounties or treasures for hunting dangerous monsters, and still others use their skills to perform brutal assassinations. Many younger inquisitors seek to prove themselves against the power of more formidable enemies. Vengeance, too, is not an uncommon motivator, with the inquisitor seeking to destroy those it deems responsible for some great loss.

Characteristics: Inquisitors are capable fighters who excel in denying enemies their abilities. They don't have the sheer combat power as, say, a barbarian or warblade, but are incredibly resistant to magical and special attacks. As they advance, they gain the ability to protect their allies from such attacks as well, and actively strip away their enemies' abilities, allowing them to provide valuable defensive support. They also bring some useful skills and information-gathering abilities to the table, and excel in any sort of mystery or hunting scenario.

Alignments: Inquisitors have a slight tendency towards the Lawful alignments, but only just. The class can appeal to those of any moral and ethical background.

Religion: Inquisitors remain common among all manner of religions, especially those that have strong animosity towards opposing deities. Independent inquisitors often follow deities of vengeance, hunting, or justice.

Background: The great majority of inquisitors have a background in either law enforcement or religion. A veteran of a city's police force with a few years experience dealing with magical threats or overbearing adventurers could easily develop the instinct, defensive training, and will that are the hallmarks of the class. The class could also serve for bounty hunters and assassins, as well as less directly divine paladin or crusader type characters.

Races: Dwarves often have inquisitors as ranking law enforcement officers. Inquisitors are not uncommon among the savage races either, especially among barbarian tribes that hold superstitious views of magic.

Other Classes: Depending on the campaign setting, inquisitors may ave a rivalry or even outright hatred of the arcane casting classes, especially those of a darker bent, such as warlocks and necromancers, although this isn't always the case. Even when relations are more benign, though, there is no denying that spellcasters are one of the primary types of enemy that inquisitors train to deal with, so there will often be at least a bit of mutual wariness. Inquisitors have quite a bit in common with rangers, paladins, and crusaders, and tend to show respect to more mundane classes who engage supernaturally powerful foes with only their own skills.

Role: The primary role of the inquisitor is that of a guardian. It isn't quite a tank; it doesn't have really stellar personal defense against mundane physical attack, though it can hold its own on the front lines. Primarily, an inquisitor in combat will be engaging and neutralizing key targets while protecting its allies from special attack forms. An inquisitor can make a very strong team with a mage; the mage can neuter mundane threats, allowing the inquisitor to finish them off, while the inquisitor protects the mage from its counterparts, giving it the edge in a duel of spells.

Adaptation: As written, the class works just fine for a wide variety of archetypes, and those options are mentioned in the descriptions above. Really, any warrior with keen instincts and a strong will could make use of the inquisitor class.

Inquisitors have the following game statistics.
Abilities: Wisdom is of primary importance for an inquisitor, as it governs their combat skills and most of their abilities, as well as several important skills. Constitution is also valuable, as it helps the inquisitor to resist magic. Inquisitors have many skills to draw from, but fairly limited skill points, so many also find Intelligence to be important.
Alignment: Any.
Hit Die: d8.
Starting Age: As cleric.
Starting Gold: As fighter.

Class Skills
The Inquisitor's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier


+2|Inquisition (Detection), Quarry.


+3|Inquisition (See Invisibility), Defiance.

+4|Willful Strike.

+4|Inquisition (Arcane Sight), Inquisitor's Grace.

+5|Mob Mentality.

+5|Inquisition (Discern Lies), Burn the Witch.

+6|Pure Skill.

+6|Inquisition (Commune), Rejection.

+7|Immovable Object.

+7|Inquisition (True Seeing), Spell Shredder.

+8|Denying Strike.

+8|Inquisition (Greater Arcane Sight), Reaping Strike.

+9|Even Field.

+9|Inquisition (Discern Location), Unstoppable Force.


+10|Inquisition (Foresight), Aggravated Damage.

+11|Spell Immunities.

+11|Inquisition (Unlimited), Adaptive Immunity.

+12|Implacable Will.[/table]

Class Features
All of the following are class features of the Inquisitor. The DC for the Inquisitor's abilities is equal to 10 + 1/2 level + Wis modifier.

Weapon and Armor Proficiencies: Inquisitors are proficient with simple and martial weapons, all armor, and shields.

Inquisition (Ex): Inquisitors are master investigators, and are able to sense when things are out of the ordinary. This sense could come from divine insight, enhanced perceptions, or even just a gut instinct. This ability is usable at will as a free action, requiring only that the inquisitor take a moment to consider the matter at hand. It is not, however, possible to keep this ability constantly active over a prolonged period; the inquisitor must actively assess the situation to begin an inquisition. When activating an inquisition, the inquisitor gains information as if from various divination spells, following all normal rules given for those spells. However, this is an Exceptional ability, and does not, itself, count as a Divination effect. The inquisitor always acts as if it were concentrating for the maximum possible time on these abilities, where that matters. A character subject to an inquisition may roll a Bluff check opposing the Inquisitor's Sense Motive check, to gain immunity to certain aspects the inquisitor's Inquisition for 24 hours (as noted). Any saving throws or other normal methods of resistance normally allowed against the spells in question are replaced by this opposed check. If such a check fails, that character may not try again for 24 hours.

At first level, the inquisitor gains the benefits of Detect Magic and all four Detect {Alignment} spells. The Detect {Alignment} effect is subject to Bluff. If the inquisitor can currently perceive an illusion when using this ability, it may roll an immediate Will save to disbelieve the illusion.

At third level, the inquisitor gains the benefits of See Invisibility.

At fifth level, the inquisitor gains the benefits of Arcane Sight.

At seventh level, the inquisitor gains the benefits of Discern Lies. This is subject to Bluff.

At ninth level, the inquisitor gains the benefits of Commune, but the answer to the questions are drawn from its current Quarry's knowledge (the Quarry does not actually choose what answer to provide; the inquisitor always learns the truthful answer as the Quarry knows it). This is subject to Bluff.

At eleventh level, the inquisitor gains the benefits of True Seeing.

At thirteenth level, the inquisitor gains the benefits of Greater Arcane Sight.

At fifteenth level, the inquisitor gains the benefits of Discern Location, targeting its current Quarry.

At seventeenth level, the inquisitor gains the benefits of Foresight.

At nineteenth level, the inquisitor may have any number of Quarry's at once, giving it more subjects to affect at once with Commune and Discern Location.

Not an incredibly flashy ability, but very useful outside of combat, especially in the right sort of campaigns. The Commune one especially lets them easily confirm or refute suspects during mysteries, as long as they can get them as a Quarry.

Quarry (Ex): Inquisitors tend to focus their efforts on a single key target. As a swift action after hitting a target with an attack, successfully using a combat maneuver against a target, or successfully making a Bluff, Diplomacy, Intimidate, or Sense Motive check opposed by the target, the inquisitor can designate that target as its Quarry. The Inquisitor may only have one Quarry at a time (until nineteenth level). The Quarry is the subject of the Inquisitor's focus; it might be the prime suspect in a crime, or the subject of a hunt, or even the contract of an assassination.

The Inquisitor receives a bonus equal to its Wisdom modifier on all damage rolls against its Quarry, and adds half its Wisdom modifier as a bonus on all attack rolls, saving throws, and opposed checks made against its Quarry. It also adds its Wisdom modifier as a dodge bonus to AC against attacks of opportunity provoked by moving, so long as its movement brings it closer to its Quarry than it began. Additionally, some inquisitor abilities only work against the inquisitor's current Quarry or have an improved effect against it. Finally, if the inquisitor hits its Quarry with an attack of opportunity or readied attack, the Quarry must make a Concentration check (DC = damage dealt) or lose the provoking action and end its turn.

Once a target is designated as the inquisitor's quarry, that designation remains until the inquisitor chooses to end the distinction or select a new Quarry.

This gives the inquisitor a bit of oomph in combat, but it's also useful outside of battle for the skill bonus. The big advantage, though, is the ability to deny actions with successful attacks of opportunity and readied actions.

Denial (Ex): The original purpose of the Inquisitor was as a hunter of heretical priests and corrupt mages, and a great part of their training involves defending against various supernatural effects. Over time, this training has expanded to more general purpose. Starting at second level, the Inquisitor may choose a number of spell levels worth of spells equal to half its class level from the Wizard, Cleric, or Druid spell lists. The spells chosen must provide a defense, resistance, or immunity that is specific to a certain type of attack, effect, or source (typed Damage Reduction always counts, as does Spell Resistance). The inquisitor constantly receives the benefits of the spell (if the effects can be discharged, it can renew the benefit as a full-round action). If the spell has benefits that do not meet that criteria, these are ignored.

For example, an inquisitor could choose spells such as Protection from Energy, Stoneskin, Death Ward, Spell Resistance, or the like, gaining the relevant effects. It could choose a spell like Shield, Freedom of Movement, or Ironguard, but it would only receive the specified defensive benefits (Shield would merely grant immunity to Magic Missile, Freedom of Movement would protect against restrictive effects and attacks but not allow free action under water, and Ironguard would protect against metal weapons but not allow passage through metal obstacles). Spells such as Mage Armor, Mirror Image, and Superior Resistance are not applicable, since they provide direct statistical bonuses or defenses, rather than being limited to certain types of attacks.

This ability is Exceptional in nature; no actual magic is involved. The inquisitor simply focuses its defensive training against particular threats, granting it protection against or immunity to threats of that nature.

The inquisitor may change its chosen defenses once per day as a full-round action.

Direct access to a full host of immunizing spell effects. Gives the inquisitor a bit of wizard-like preparation to deal with the main threat of the foes of the day. Very good for general monster hunting and...decent against mages. And, there are a few options that can make you a bit tankier against physical threats.

Defiance (Ex): Starting at third level, whenever targeted or affected by a spell, spell-like ability, or supernatural ability, or an Exceptional abilities that cause negative effects other than damage (or in addition to damage, though the ability does not protect against the damage itself), the inquisitor may attempt to ignore the effect. This requires that the inquisitor forgo any normal saving throw or opposed check allowed by the effect, and also results in any touch attacks required by the effect automatically hitting.

The inquisitor may then roll a check pitting its character level + its Constitution modifier against a DC of 10 + the CR of the character imposing the effect + the ability modifier relevant to the effect (typically whichever modifier is used to set the save DC or make the attack roll). If this check succeeds, the inquisitor ignores the effect outright.

This ability works against any appropriate effect that targets the inquisitor or includes the inquisitor in its area when first used. If the inquisitor enters the area of a persistent effect after it is originally placed, or if the effect has some negative impact against those outside its area (such as a cloud blocking line of sight) this ability doesn't apply.

Because spells don't play fair. This is basically the inquisitor saying, "I always get a saving throw."

Willful Strike (Ex): Inquisitors rely more on willpower than sheer physical prowess to win their battles. Starting at fourth level, the inquisitor may add its Wisdom modifier to all attack and damage rolls. This is in lieu of whatever ability modifiers it would normally add, if any. The inquisitor also gains an Enhancement bonus to attack and damage rolls with any weapon wielded equal to one-fourth its class level, rounded down.

If desired, a first level inquisitor may give up its initial feat to gain this ability early. Upon reaching fourth level in this class, it regains its feat. If, before reaching fourth level, it ever has more levels in other classes as it has in this class, it immediately loses this ability and regains its feat.

This ability serves two important purposes. The first is that I hate MAD. More importantly, though, the aim is for the class to be competent with melee and ranged weapons. They aren't quite raw warrior enough that I feel comfortable giving them a "can use melee abilities on ranged attacks" sort of thing, but this at least allows them to switch from sword to bow and keep using their main stat and a level-appropriate enhancement bonus.

Inquisitor's Grace (Ex): A fifth level inquisitor has trained its resistance to all manner of magical and unusual attacks. It adds its Constitution modifier as a competence bonus on all saving throws.

This should help make sure there's at least a reason to roll saves rather than all Defiance all the time, and it's thematic. I went with Con for the direct magic defense abilities just so everything isn't keying off Wis. Con's a solid secondary stat no matter what, so it doesn't trigger my MAD hatred. Much.

Mob Mentality (Ex): More experienced inquisitors often find themselves leading groups against dangerous enemies. Whether a unit of guardsmen against a notorious killer, a mob wielding torches and pitchforks against a foul necromancer, or even a party of adventurers against a dragon, the inquisitor uses its knowledge of defensive tactics to help protect its allies from area and multi-targeted effects.

Starting at sixth level, the inquisitor can coordinate the defenses of all allies within 5' per class level, including the inquisitor itself. Whenever a single effect affects more than one such ally, its effectiveness is distributed among them. If the effect deals damage, only one instance of damage is dealt, divided evenly among all affected targets (round damage up). If the effect allows a saving throw against effects other than damage, as long as any of the affected targets makes the save, they are all treated as having made the save (note that abilities such as Mettle would still only apply to those members of the group that actually have the ability). Additionally, if the inquisitor (or any allied inquisitors in the area) successfully uses its Deny Magic ability against the effect, all of its allies may likewise ignore it.

Allies in this radius also benefit from the inquisitor's Denial, Spell Immunities, and Adaptive Immunity abilities.

This is what ensures the inquisitor earns its share of treasure and XP. Area effects are a pain for PCs, and this provides a potent defense. It also lets the inquisitor protect the whole party from specialized attack forms to a degree on par with a cleric.

Burn the Witch (Ex): A seventh level inquisitor has studied its share of magic and monsters. It knows how to exploit their weaknesses, and circumvent their strengths. When the inquisitor deals damage to its Quarry (including with the attack that designates the target as a Quarry, if applicable), the Quarry must make a Fortitude save (unliving creatures are subject to this effect). If it fails, it loses any Immunities or Resistances (including typed Damage Reduction) it possesses except for those granted by an elemental subtype for as long as it remains the inquisitor's Quarry. A successful save renders that target immune to this ability for 24 hours.

This gives you a nice offensive option by proxy. Team up with the party rogue or beguiler or whoever else has a commonly resisted attack form, or just get rid of enemy DR for your party.

Pure Skill (Ex): An eighth level inquisitor relies on skill alone to overcome the magic and powers of its foes. The inquisitor is always entitled to an opposed check when in a situation that would normally be resolved with an opposed check, regardless of any effects or abilities the target has that would otherwise obviate skill checks (it could attempt to Spot invisible foes, use Listen against intangible or silenced enemies, use Survival to track a foe affected by Pass Without Trace, Grapple a foe with Freedom of Movement or even an incorporeal foe, etc). It may also forego any magical bonuses to its own check to ignore any magical bonuses to the opposing check (it need not actually possess magical bonuses to take this option). Finally, it can elect to ignore a Miss Chance by taking a -1 penalty to its attack roll per 10% of the Miss Chance. Effects that would cause an automatic miss (such as high winds) are treated as a 100% Miss Chance for purposes of this ability.

These capabilities are substantially enhanced against its Quarry. The inquisitor ignores all situational penalties to its rolls or situational bonuses to its Quarry's rolls (whether directly opposed or not). For this purpose, a "situational" modifier is one that does not constantly apply and is not being directly imposed by a spell, feat, condition, class feature, or ability. For example, it would ignore the penalties to Hide and Move Silently for moving and attacking, the penalty to its attack rolls for range increments, and so on. It likewise ignores all miss chances or decoy effects (such as Mirror Image and Project Image) when attacking its Quarry.

Continuing the role of Defiance in not letting casters play chess while the rest of us are playing checkers. Again, works just as well for monster hunting.

Rejection (Ex): Starting at ninth level, the inquisitor can utterly negate a spell with sheer willpower. It may use a swift action to negate an active spell, or an immediate action to negate a spell as it is being cast. The inquisitor must be within Close range of the spell's caster, effect, area, or target. The inquisitor rolls a Will save against the spell's save DC (even if a save is not normally allowed). If the save succeeds, the spell is negated outright. Spells that are not normally subject to dispelling impose a -2 penalty on the check per level the caster is higher than the inquisitor. If you fail the check, you cannot try again on that spell.

Not much to say here. Everyone knew dispelling would make an appearance, the only question was when.

Immovable Object (Ex): A tenth level inquisitor cannot be easily forced back or disarmed. The inquisitor adds its class level to any checks or DCs to resist attempts to forcefully move it by any means. It also adds this bonus to any check to oppose a Disarm, Sunder, or other action that would remove or damage an attended object, and to all saving throws made by its items.

This one is fairly niche, but potentially helpful against all the Large and Huge monsters you're likely to deal with at these levels.

Spell Shredder (Ex): An eleventh level inquisitor can tear magic and energy apart. Any weapon it wields is treated as a ghost touch weapon.

Additionally, the inquisitor can attack any visible or tangible spell or energy effect. This passively allows the inquisitor to add its weapon enhancement bonus to its Defiance checks when resisting such spells, and may use Defiance to counter spells that target allies within its reach. If the inquisitor successfully resists a spell with Defiance, the spell is negated outright.

Used actively, the inquisitor may attack an active spell or energy effect as a normal attack, or attempt to shred a single spell active upon its target with every successful attack. The inquisitor makes a Defiance check as normal (adding its weapon's Enhancement bonus). If the check succeeds, the targeted spell is negated.

Prismatic effects must be shredded one layer at a time, but a successful shred attempt means the inquisitor and its weapon suffers no ill effects from the prismatic effect for that attack.

Because sundering spells with your weapon is cool. Also extends your dispelling abilities, letting you spend attacks to slice through multiple spells per round, and gives you more party-defense powers; even if foes don't target you, you can still protect adjacent allies.

Denying Strike (Ex): Starting at twelfth level, the inquisitor can deny its foes access to their abilities. As a swift action, upon making a successful attack against a target, the inquisitor can force the target to make a Will save. If it fails, the inquisitor chooses one subschool or descriptor. The target cannot cast spells or use abilities corresponding to the chosen subschool or descriptor for the remainder of the encounter.

Very useful against foes who rely heavily on a certain descriptor (enemy beguilers will cry when they lose access to [Mind-affecting]), but I imagine the most common use will be, "No [Teleportation] for you!" Taking out a cleric's [Healing] could also be a good choice...

Reaping Strike (Ex): A thirteenth level inquisitor can turns its foes' abilities against it. As a standard action, the inquisitor makes a single attack. If the attack hits, the inquisitor may choose a single activable ability (including a spell, martial maneuver, class feature, feat, etc) that the target possesses. The ability must be available from a class level less than or equal to the inquisitor's class level (a 14th level inquisitor couldn't reap a wizard's 8th level spell, for example). The target is immediately visited with the effects of that ability. Only the target is affected, and it receives all normal defenses. The ability must be one that can be activated with a standard action or less. If the ability is limited in usage, the target loses one use of the ability (or pays a corresponding resource cost). The target must have such uses available for the inquisitor to choose that ability.

Alternately, the inquisitor can visit the effects of a spell or ability currently active on itself onto its target. If the target fails to resist or otherwise defend against the effect, it is transferred (at its current duration) from the inquisitor to the target.

By this point, a more solid offensive option is probably necessary. This cuts into your foe's resources and also hits them with their own big gun. It's somewhat niche, since it only works when the enemy has a big gun to reap, but it gives you something to work with.

Even Field (Ex): Starting at fourteenth level, the inquisitor's focus on its Quarry is so great intense that its Quarry is connected to it on a metaphysical level. Any time the Quarry is affected by a spell or ability, the inquisitor can spend an immediate action to receive the same effect. The inquisitor receives exactly the same results as the Quarry; it cannot change any specifications. This is often used to share in beneficial effects, but can also be used to, say, learn what the Quarry learns from divinations, or follow the Quarry through teleports. Even if you can gain multiple Quarries, you may only receive such effects from one at a time. Taking effects from another ends all active effects from the previous Quarry. Effects placed on the Quarry before it became your Quarry are not siphoned.

If this ability is used to share in a Time Stop or similar ability, both the inquisitor and the Quarry can target and affect each other during any bonus rounds gained.

This ability doesn't give the inquisitor any control of the Quarry's spells; it only shares in the effects of those abilities that affect the Quarry itself.

Really, the main intent for this one was the teleport following, but being able to siphon a foe's beneficial effects is always good. Theoretically, if you wanted to give up your Quarry beenfits, you could Quarry an ally caster and get the benefit from its Personal buffs and whatnot, which just could be worth it, especially come 19th level (only being able to siphon from one Quarry at a time helps make sure a 19th level inquisitor can't be grabbing buffs from a whole party of allies).

Unstoppable Force (Ex): A fifteenth level inquisitor on the hunt is nearly impossible to stop. The inquisitor can now use Denial even against active effects that it enters after they were originally placed, or even to ignore supernaturally-created obstructions placed in its path. It also adds its class level on any checks to break, escape, or resist effects that would restrict or hamper its movements.

An extension of Immovable Object. Should help keep the Big Guys from completely ruining your day with their +Yes Grapple checks and such.

Dismissal (Ex): High-level inquisitors don't have time to deal with summoned mooks. Every time an inquisitor of at least sixteenth level hits a Summoned or Called creature, or a creature with the Extraplanar subtype, the target must make a Will save or be banished to its home plane.

Pretty much a classic of the anti-magic warrior.

Aggravated Damage (Ex): A seventeenth level inquisitor knows its foes' every weakness, and with pure will, becomes just as grave a threat. Any attacks made by the inquisitor against its Quarry act as if composed of whatever materials or forces are most harmful to the target. Its blade strikes as ice to a red dragon, as silver to a werewolf, and as the sun itself to a vampire.

Any and all vulnerabilities or weaknesses the target possesses are exploited by the inquisitor's attacks. They ignore typed DR, always deal lethal damage to regenerating targets, and deal extra damage if the target has any Vulnerabilities. Each successful attack also functions as one round of exposure to anything that causes a specific detrimental effect to the Quarry.

Basic mechanics aren't exploited; the inquisitor doesn't automatically target its Quarry's Touch or Flat-Footed AC, for example, or its lowest saving throws. Likewise, penalties against certain conditions don't apply, since the inquisitor's attacks aren't causing any conditions.

The big gun for monster hunting. If they have a weakness, you exploit it. Guaranteed.

Spell Immunities (Ex): An eighteenth level inquisitor is nearing pinnacle of its mastery of specialized defense. It may choose a number of distinct spells equal to its class level. These spells may be of any level and from any spell list. The inquisitor may simply ignore the effects of these spells as if they had not been cast. It may walk through conjured walls, ignore all damage and effects, and so on. However, this ability does not apply to spells cast by the inquisitor, either naturally or through items. Likewise, such spells cannot target the inquisitor to move with it, and the inquisitor must also ignore any benefits that would apply an inquisitor who ignores an Antimagic Field, for example, would not count as being in the field, so it would not be excluded from spell effects cast through or into the field from outside). The inquisitor may change its Spell Immunities when it changes its Denial options.

There's a lot of spells out there, but you can choose around a score of the ones you worry about most and stop worrying about them. Note that this explicitly isn't typical "magic immunity" type unbeatable SR; you flat out ignore the spell as if it wasn't cast, whether it allows SR or not.

Adaptive Immunity (Ex): A nineteenth level inquisitor can immediately close any gap it finds in its magical defenses. The inquisitor may, as an immediate action, gain immunity to any subschool or descriptor that it is successfully affected by. The immunity comes into being after the inquisitor is affected, and has no impact on the effect that triggered it. The immunity lasts until the inquisitor adapts to a new type of effect.

Another one more for monster hunting or specialists. This probably won't slow down an actual wizard much, especially at this level, but it's nice in its niche.

Implacable Will (Ex): A twentieth level inquisitor's will cannot be denied. Any time one of the inquisitor's Quarries takes an action while within line of sight of the inquisitor, the inquisitor can force the Quarry make a Will save. If the Quarry fails, it loses the action, and provokes an attack of opportunity from the inquisitor. The inquisitor may make such attacks of opportunity with ranged weapons, if it has one in hand.

Basically takes your basic first level Quarry benefit and supercharges it. It's very easy to designate someone a Quarry, and you can do so freely at this level, making you pretty amazing at denial (remember, not only do they lose the action, but if the AoO hits, they have a chance at losing the rest of their turn). Still and all, there are plenty of effects at this level can do way worse on a failed save than cost you an action and maybe a turn; the advantage of this one is how easy it is to set up and keep active.