PropertyValue
rdf:type
rdfs:label
  • Inquisitor
  • Inquisitor
  • Inquisitor
  • Inquisitor
rdfs:comment
  • A supervillain from Millennium City.
  • Inquisitor má unikátní světelný meč. Jeho dvě čepele jsou upevněny na kotouči který se velmi rychle otáčí, což z tohoto světelného meče dělá velmi nebezpečnou zbraň.
  • Volk Volk Art Dämonen Zugehörigkeit Fraktion Geschlecht Titel Gesinnung Herkunft Mardum Zone Gebiet Status Level Stufe Die vermummten Inquisitoren sind eine Dämonenart, die mit WoW: Legion auf Azeroth erscheint. Von allen grausigen Kreaturen, die der Legion dienen, sind sie vielleicht die rätselhaftesten und bedrohlichsten Gestalten.
  • Inquisitor was a stalker who appeared only in S.T.A.L.K.E.R.: Clear Sky.
  • The Inquisitor is a unit in the Civilization games.
  • The following are changes in the Inquisitor class from its listing in Paizo material.
  • Der Inquisitor war ein Sith der das Imperium dabei unterstützte alle überlebenden Jedi zu töten, doch er konnte keinen einzigen töten da er von dem Jedi Kanan Jarrus getötet wurde.
  • Inquisitors are flying squid-like Bio-Organic Weapons developed by Ayana Hamontree and the Nafanuan state-owned pharmaceuticals Company for the Royal Associated Intelligence Department. They are capable of cloaking themselves for a limited amount of time, and then switch to using active camouflage. They also are capable of accessing, utilizing, hacking, modifying, disabling, probing, and bugging technology and electronics using electrical and electromagnetic signals it emits from its cilia.
  • The role of an Inquisitor is played by Peter Messaline in the Season Three episode "Sons of Belial".
  • Inquisitor could refer to: * Inquisitor (Cardassia), a Cardassian title for researchers * Inquisitor (Sarpeidon), a Sarpeidon title for legal entities
  • Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile where righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.
  • The team also entered the pinball tournament of Series 3 with Inquisitor Mk 2 (however it was only occasionally known as Inquisitor Mk 2). Although it did not fare too well in the competition itself, it was still able to overturn Matilda.
  • Groups that utilized Inquisitors include(d) the following:
  • left En mektig og skrekkinnjagende Imperie-trussel. Inquisitor er Kraft-følsom spion og en truende figur som har fått i oppgave å spore opp de gjenværende Jedi-ridderne. Hans skarpe, analytiske sinn er hans mektigste våpen. * [ ] * [ ] * * [ ] * [ ] * [ ] * * [ ] Kategori:Star Wars Rebels
  • The Inquisitor is the general of the Knights. They are the final arbiters of the code, of who is right, and who is dead. They wield a sword made of pure electrical energy, and can cast the purify spell, which smites nearby evil creatures with magical damage. In addition, they do double damage to evil creatures, and they can summon dancing swords by using only mana.
  • The Inquisitor is a really really evil or good guy (it depends). He fights people who practice mockery, enjoy so-called immature humor, and/or edit the Unnderground Clubb Phengin Weekee. His dream is to purge Antarctica of "unholy filth".
  • The Inquisitor is a flight-capable attack unit for Masari which can gain support and neutralization abilities. His pulse cannon is good against infantry, Walker hard points, and Masari Dark Matter Armor but bad against structures, heavy vehicles, and heroes.
  • The Church has developed mastery of counter-infiltration and ideological control over millennia, and the Inquisitor is a cleric who conducts this art masterfully, identifying subversive elements - and purifying them with his cleansing flame.
  • Inquisitors are a type of demon found within Mardum and, presumably, on other Burning Legion worlds. According to Allari the Souleater, these demons are horrific fel casters who see through their floating eyes and specialize in dark pacts.
  • An Inquisitor seems to be early version of Graden that did not make it into final shape of The Witcher 3: Wild Hunt. He was supposed to be high-ranked member of Inquisition (later changed to witch hunters) and he would appear in No Man’s Land, where Geralt would have the choice to kill or spare him for some reason.
  • The Manual describes Inquisitor like this: "Rumor has it that The Order's Loremaster is developing a deadly new mechanical menace. It's bigger, more dangerous, flies, shoots lasers out of its eyes - well, since no one has seen one, who knows? If you DO see one, panic." The Inquisitors are extremely well armored, with 1000 Hit Points, and equipped with a grenade launcher and a Mauler blaster in addition to their extreme mobility.
  • A Gaiden Game set in the Warhammer 40000 universe. Inquisitor focuses on the details of the Emperor's Most Holy Inquisition, specifically the ideological schisms and factional infighting that plague that organization, and the problems that arise when two loyal Imperial servants with unlimited authority have a disagreement with each other. It's notable for providing the first real insight into the workings of the Inquisition, which was portrayed in most previous materials as being monolithic, inscrutable, and united in the face of mankind's enemies.
  • Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion. Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis. Hit Dice: d8. Starting Wealth: 4d6 × 10 hl (average 140hl.) In addition, each character begins play with an outfit worth 10 hl or less.
  • There are, however, some Inquisitors who, for whatever reason, have less choice in their allies. Perhaps a newly ascended Inquisitor has only a small pool of allies on which to draw, or one of a more radical bent has, by way of his viewpoint, fewer willing to aid him. Many Inquisitors favour a small, permanent group of highly trusted allies, with a balanced range of skills, while others maintain a large pool of retainers, selecting the most appropriate on a mission-by-mission basis. Although the Inquisitor is the leader of the cadre, its members are often every bit as important to a mission’s success or failure. An effective cadre is a tight-knit group, each member able to anticipate the thoughts and deeds of the others. Inquisitors rarely find themselves with a surplus of what they might
  • The Inquisitor is a high-ranking official of the Clave, wielding authority outside of the government of the Clave and Council. The Inquisitor investigates Nephilim for the Clave, making sure that they have not broken the Covenant or the Accords. The Inquisitor typically serves as the prosecuting attorney on Shadowhunter trials, and is thus, along with the Silent Brothers, legally permitted to use the Mortal Sword on Shadowhunters to compel the truth out of them. The Inquisitor may also choose to recommend or request the punishment or sentence in some cases, though these also require the approval of the Council; such was the case when Inquisitor Herondale exiled the Lightwoods and enforced Hodge Starkweather's curse.
  • Der Inquisitor ist einer der höchsten Personen im Rat. Er befragt und verfolgt Schattenjäger, die das Gesetz gebrochen haben oder dem Kreis angehörten. Er ist laut Luke der Einzige, der das Schwert des Engels, die zweite Insignie des Engels, mit deren Hilfe man sagen kann, ob ein Schattenjäger lügt, benutzen kann. Er untersucht Nephilim für den Rat und stellt fest, ob sie das Gesetzt oder das Abkommen gebrochen haben. Auch legt er in manchen Fällen Bestrafungen fest, wie Imogen Herondale, die die Lightwoods aus Idris schmiss und Hodge Starkweather verbannt hat.
  • Inquisitors are used by the Vorlons from time to time to determine if someone is truly the right person is in the right place for the right reasons. In 2260, Sebastian was summoned by Kosh to Babylon 5, where he was charged with interrogating Ambassador Delenn. Sebastian focused his interrogation around the Vorlon's question, "Who are you?" It's unknown what became of Mr. Sebastian following his assignment to Babylon 5, especially given the later departure of the First Ones from the galaxy, though Sebastian himself expressed that perhaps the Vorlons would finally allow him to die.
  • A fourth protective fighter class, the inquisitor was proposed as the 'psionic tank'. The design apparently involved high arcane resists, and could therefore be useful against spell casting opponents. However, it has not yet been implemented in the game, nor has any date been set for its inclusion. Fessius made the following post on the official forums explaining the Vanguard developers' attitude to the class: The idea to add the Inquisitor and Berserker classes has not been abandoned completely. However, they are not on our radar as anything we'll be doing in the near future.
  • Inquisitor was an office held by a member of the High Council of Time Lords. During the Sixth Doctor's trial on the Space Station Zenobia, Darkel assumed the role of Inquisitor, acting, in the terms of the British legal system, in the role of judge to evaluate his guilt or innocence. (TV: The Trial of a Time Lord)
  • The Inquisitor is one of Zagor's servants, and appears in Return to Firetop Mountain. He appears to be a Human sorceror of great power, and presides over the Path of the Puzzles. The path is essentially a test of mathematical acumen, and one of two paths into the inner reaches of Firetop Mountain. The other is the Path of the Pits, a test of strength. The Inquisitor presents the player with two puzzles which must be solved to progress further in the book. If the player does not know the answer the Inquisitor destroys him.
  • The Inquistor is an officer of The High Court of the Dead. Directly answerable to The Judges of the Dead, his position combines the offices of prosecutor and executioner, granting him jurisdiction over both The Beyond and the Living World. Sometimes confused with The Specter of Death, The Inquisitor serves the Lords of Judgement, delivering their summons and carrying out their verdicts whenever required. As such, he is charged with prosecuting the evil and delivering the guilty to Hell.
  • Inquisitor is a class kit in Baldur's Gate II and Baldur's Gate: Enhanced Edition. It is one of three kits of the Paladin and is considered one of the best kits in the game, replacing the meager cleric-like abilities of the Paladin with powerful innate anti-magic abilities and a couple of useful immunities. This class is a spellcaster’s worst nightmare as it is able to cast two powerful anti-spell abilities twice their actual level, thus being able to disrupt any and all spells with relative ease.
  • Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn’s absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn’s madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.
owl:sameAs
Level
  • Unknown
Length
  • 122.722523
Bonus
  • 5
  • 10
rodná planeta
dcterms:subject
Ice
  • 47
pohlaví
  • muž
Battle Start
  • Pagans!
Soldiers
  • 3030
civ
  • no
jméno
  • Inquisitor
zemřel
  • 4
Upgrades
  • 3
skill lv
  • Critical DMG to a single enemy / battle start 30% chance
  • Critical DMG to a single enemy / battle start 20% chance
hidecop
  • Yes
oči
  • žlutá
Lightning
  • 42
hideshoc
  • Yes
obrázek
  • The-inquisitor-photo.jpg
csaff
  • 22
holy
  • 40
procs
  • 1
období
Druh
Herkunft
ATK
  • 3690
friendship max
  • Do you really want me to
  • torment you that much?
robot name
  • Inquisitor
příslušnost
friendship event
  • Fine, I will recognize it.
  • Well then? What kind of equipment do you want me to torment you
  • You are my master.
  • with?
battle end
  • You heathens.....!
Rarity
  • R
Výška
  • 2 m
csequip
  • *SPSA-14 *PS5-M Universal Protection
DMG
  • 2000
login
  • I'm ready to torture
  • Let's get going
race restriction
  • Humans only
able to cast priest spells
  • No
usable alignments
  • Only lawful good
weapon restrictions
  • Able to wield all weapons.
quick weapon buttons
  • Three
body armor restriction
  • All armor available, except mage robes.
cap proficiency points
  • Two for each proficiency
character abilities
  • Charisma, wisdom, strength and constitution.
class group
  • Warrior
additional lore points
  • + 1/lvl.
able to cast mage spells
  • No
shield restriction
  • All shields available.
starting profiency points
  • Four
additional proficiency points
  • Lvl 3.
headgear restriction
  • All headgear available.
weapon slots
  • Three
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Realm
  • Mortis Dramoris
Range
  • 35
KO
  • 인퀴지터
  • 인퀴지터
NL
  • Grand Inquisitor
  • The Inquisitor
Element
  • Dark
Water
  • 99
Faction
  • Unknown
GP
  • 420
Velocity
  • 270
Power
  • 4
Speed
  • 6.0
Series
  • 2
Blood
  • 99
Status
  • WoW: Legion
  • In use by PHSGN and Nafanuan Government
  • Searching for users of the Undderground Clubb Phengin Weekee
Races
  • Any
Fire
  • 83
team members
  • Gavin Hatton
  • Keith Millward
  • Michael Millward
Role
DE
  • Großinquisitor
  • Inquisitor
En
  • The Grand Inquisitor
  • The Inquisitor
Name
  • Inquisitoren
  • Inquisitor
  • The Inquisitor
Caption
  • Inquisitor .
  • Inquisitor MK 2
  • Nobody expects the Inquisitor!
desc
  • The Inquisitor is another example of how the Amarr Imperial Navy has modeled their design to counter specific tactics employed by the other empires. The Inquisitor is a fairly standard Amarr ship in most respects, having good defenses and lacking mobility. It is more Caldari-like than most Amarr ships, however, since its arsenal mostly consists of missile bays.
CPU
  • 125
dbkwik:gothador/property/wikiPageUsesTemplate
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Spalte 1 Titel
  • Spezies
Infoboxtitel
  • Inquisitor
Spalte 3 Titel
  • Heimat
Spalte 1 Info
  • Pau'aner
Spalte 2 Titel
  • Geschlecht
Spalte 3 Info
  • Utapau
Spalte 2 Info
  • Männlich
Special Abilities
  • Protection from evil, Detect evil, Dispel magic, True sight
aem
  • 60
aexplosive
  • 20
srecharge
  • 2500000
inertia
  • 4.110000
crecharge
  • 187500
scapacity
  • 274
hem
  • 0
Warp
  • 1
ccapacity
  • 250
hkinetic
  • 0
sexplosive
  • 60
akinetic
  • 25
hthermal
  • 0
sem
  • 0
dcapacity
  • 0
acapacity
  • 423
hexplosive
  • 0
skinetic
  • 40
sthermal
  • 20
lowslots
  • 3
athermal
  • 35
hcapacity
  • 368
iconic
Radar
  • 8
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attacks per round
  • Gains 1/2 melee attacks per round at levels 7 and 13
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IT
  • Il Grande Inquisitore
meet
  • Where are the pagans?
  • You can't hide them from me.
bandwidth
  • 0
Weight
  • 78.9
PL
  • Inkwizytor
  • Inkwizytor
Tech
  • Inquisitor
  • Purifier
trans
  • 50
Other Names
  • Inquisitor Mk 2
Mass
  • 1130000
Based
  • Human/Sea-pig/Angler Fish Recombinant DNA
Height
  • 6
Volume
  • 28700
Title
  • The Inquisitor
ATT
  • 6600
DEF
  • 3266
  • 3390
Weapons
  • Lifting Arm
targets
  • 3
XP
  • 1800000
Skill
  • Amarr Frigate
  • Condemnation
Ru
  • Гранд-инквизитор
  • Инквизитор
Enemies
Class
  • Celestial
AC
  • 1600
Description
  • A convict that hunts pagans. She deals severe punishment to heathens.
Cost
  • 38
Purpose
  • Controllable Stealth and Intelligence gathering bioweapon
friendship
  • Pick your favorite equipment.
  • Which do you like?
dbkwik:de.offeepedia/property/wikiPageUsesTemplate
Dark
  • 99
Fi
  • Suurinkvisiittori
JA
  • 大尋問官(パウアン)
Pt
  • Cânon:O Grande Inquisidor
Occupation
  • Grand Inqusitor of the Antarctic Inquisition
Interests
  • Purging filth from Antarctica
ES
  • El Inquisidor
  • El Inquisidor
HP
  • 85000
Friends
Gender
  • Male
Health
  • Unknown
Cargo
  • 315
Race
  • Dark Penguin
Art
  • Dämonen
Portrayed
Hull
doc
  • 2009
CS
  • Inquisitor
Bild
Location
  • Unknown, but he will appear when you least expect him
wikipage disambiguates
narozen
  • 47
powergrid
  • 32
launchers
  • 3
medslots
  • 2
scanres
  • 525
sigradius
  • 43
hislots
  • 4
Turrets
  • 1
kůže
  • sivá
oimage
  • 200
ocaption
  • Inquisitor Frigate
calibration
  • 400
turnoverfrom
  • Judge
mistři
Spalte 4 Info
Spalte 7 Titel
  • Zugehörigkeit
Spalte 4 Titel
  • Beruf
Spalte 6 Info
  • Durch Kanan Jarrus
Spalte 7 Info
csrank
  • Veteran
Spalte 6 Titel
  • Tod
Spalte 5 Titel
  • Meister
Spalte 5 Info
abstract
  • A supervillain from Millennium City.
  • A fourth protective fighter class, the inquisitor was proposed as the 'psionic tank'. The design apparently involved high arcane resists, and could therefore be useful against spell casting opponents. However, it has not yet been implemented in the game, nor has any date been set for its inclusion. Fessius made the following post on the official forums explaining the Vanguard developers' attitude to the class: The idea to add the Inquisitor and Berserker classes has not been abandoned completely. However, they are not on our radar as anything we'll be doing in the near future. – Ben Phong, Associate Producer, Official VG:SOH Forums
  • Inquisitor má unikátní světelný meč. Jeho dvě čepele jsou upevněny na kotouči který se velmi rychle otáčí, což z tohoto světelného meče dělá velmi nebezpečnou zbraň.
  • Volk Volk Art Dämonen Zugehörigkeit Fraktion Geschlecht Titel Gesinnung Herkunft Mardum Zone Gebiet Status Level Stufe Die vermummten Inquisitoren sind eine Dämonenart, die mit WoW: Legion auf Azeroth erscheint. Von allen grausigen Kreaturen, die der Legion dienen, sind sie vielleicht die rätselhaftesten und bedrohlichsten Gestalten.
  • The Inquisitor is a high-ranking official of the Clave, wielding authority outside of the government of the Clave and Council. The Inquisitor investigates Nephilim for the Clave, making sure that they have not broken the Covenant or the Accords. The Inquisitor typically serves as the prosecuting attorney on Shadowhunter trials, and is thus, along with the Silent Brothers, legally permitted to use the Mortal Sword on Shadowhunters to compel the truth out of them. The Inquisitor may also choose to recommend or request the punishment or sentence in some cases, though these also require the approval of the Council; such was the case when Inquisitor Herondale exiled the Lightwoods and enforced Hodge Starkweather's curse. According to Isabelle, if there was a hierarchy in command, the Inquisitor would be near the top, as shown when Inquisitor Herondale sent Jace to the cells underneath the Silent City just for talking back to her.
  • The Inquistor is an officer of The High Court of the Dead. Directly answerable to The Judges of the Dead, his position combines the offices of prosecutor and executioner, granting him jurisdiction over both The Beyond and the Living World. Sometimes confused with The Specter of Death, The Inquisitor serves the Lords of Judgement, delivering their summons and carrying out their verdicts whenever required. As such, he is charged with prosecuting the evil and delivering the guilty to Hell. On occasion, The Inquisitor is empowered to cross over to Realm of the Living to investigate unauthorized supernatural activities or apprehend escapees from final justice. His main targets in this regard are mortals who have violated the Laws of Life and Death, in which case he is sanctioned to execute the offender and drag their soul before the Court. His intermittent appearances throughout history have added to the myth of The Grim Reaper, with whom he is closely identified.
  • Inquisitor was an office held by a member of the High Council of Time Lords. During the Sixth Doctor's trial on the Space Station Zenobia, Darkel assumed the role of Inquisitor, acting, in the terms of the British legal system, in the role of judge to evaluate his guilt or innocence. (TV: The Trial of a Time Lord) There were a number of Inquisitors on Gallifrey. They served as judges and heads of inquiries. Darkel was Inquisitor Prime and appeared to be the senior Inquisitor and a member of the High Council. Darkel claimed that, as Inquisitor General, she was the highest legal authority on Gallifrey. (AUDIO: Gallifrey)
  • Inquisitor was a stalker who appeared only in S.T.A.L.K.E.R.: Clear Sky.
  • The Inquisitor is a unit in the Civilization games.
  • The following are changes in the Inquisitor class from its listing in Paizo material.
  • Der Inquisitor war ein Sith der das Imperium dabei unterstützte alle überlebenden Jedi zu töten, doch er konnte keinen einzigen töten da er von dem Jedi Kanan Jarrus getötet wurde.
  • Inquisitors are flying squid-like Bio-Organic Weapons developed by Ayana Hamontree and the Nafanuan state-owned pharmaceuticals Company for the Royal Associated Intelligence Department. They are capable of cloaking themselves for a limited amount of time, and then switch to using active camouflage. They also are capable of accessing, utilizing, hacking, modifying, disabling, probing, and bugging technology and electronics using electrical and electromagnetic signals it emits from its cilia.
  • The role of an Inquisitor is played by Peter Messaline in the Season Three episode "Sons of Belial".
  • Inquisitor could refer to: * Inquisitor (Cardassia), a Cardassian title for researchers * Inquisitor (Sarpeidon), a Sarpeidon title for legal entities
  • Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile where righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.
  • Der Inquisitor ist einer der höchsten Personen im Rat. Er befragt und verfolgt Schattenjäger, die das Gesetz gebrochen haben oder dem Kreis angehörten. Er ist laut Luke der Einzige, der das Schwert des Engels, die zweite Insignie des Engels, mit deren Hilfe man sagen kann, ob ein Schattenjäger lügt, benutzen kann. Er untersucht Nephilim für den Rat und stellt fest, ob sie das Gesetzt oder das Abkommen gebrochen haben. Auch legt er in manchen Fällen Bestrafungen fest, wie Imogen Herondale, die die Lightwoods aus Idris schmiss und Hodge Starkweather verbannt hat. Laut Isabelle wären die Schattenjäger ganz unten und der Inquisitor ganz oben, wenn es eine Hierarchie geben würde. Imogen Herondale schickte Jace in die Zellen in der Stillen Stadt, da er ihr widersprochen hatte. Während der Geschehnisse von Clockwork Prince, usw. ist Victor Whitelaw der Inquisitor. In City of Ashes hat Imogen Herondale (geb. Whitelaw) den Job inne. Nach ihrem Tod auf Valentins Jacht, wird Aldertree als ihr Nachfolger bestimmt. Als dieser getötet wird, wird Robert Lightwood der neue Inquisitor.
  • The Inquisitor is one of Zagor's servants, and appears in Return to Firetop Mountain. He appears to be a Human sorceror of great power, and presides over the Path of the Puzzles. The path is essentially a test of mathematical acumen, and one of two paths into the inner reaches of Firetop Mountain. The other is the Path of the Pits, a test of strength. The Inquisitor presents the player with two puzzles which must be solved to progress further in the book. If the player does not know the answer the Inquisitor destroys him. From what the Inquisitor mentions of his career he has been in the service of Zagor for a few decades, which would place him as one of Zagor's original servants before the warlock's resurrection. The illustration of him bears the likeness of Ian Livingstone, and there is also a Fighting Fantasy emblem on his belt.
  • Inquisitor is a class kit in Baldur's Gate II and Baldur's Gate: Enhanced Edition. It is one of three kits of the Paladin and is considered one of the best kits in the game, replacing the meager cleric-like abilities of the Paladin with powerful innate anti-magic abilities and a couple of useful immunities. All Inquisitors are immune to charm and hold. They have the special abilities Dispel Magic, which acts as twice their level and is cast very quickly, and True Sight, which dispels hostile illusions. They gain one extra use of each ability every four class levels. However, this comes at the price of not being able to cast priest spells andthe loss of the the Paladin abilities Lay on Hands and Turn Undead. This class is a spellcaster’s worst nightmare as it is able to cast two powerful anti-spell abilities twice their actual level, thus being able to disrupt any and all spells with relative ease.
  • Inquisitors are used by the Vorlons from time to time to determine if someone is truly the right person is in the right place for the right reasons. In 2260, Sebastian was summoned by Kosh to Babylon 5, where he was charged with interrogating Ambassador Delenn. Sebastian focused his interrogation around the Vorlon's question, "Who are you?" It's unknown what became of Mr. Sebastian following his assignment to Babylon 5, especially given the later departure of the First Ones from the galaxy, though Sebastian himself expressed that perhaps the Vorlons would finally allow him to die. While it is inferred that there are other Inquisitors, and that Sebastian has been deployed from time to time over the centuries, Sebastian is the only known Inquisitor.
  • The Manual describes Inquisitor like this: "Rumor has it that The Order's Loremaster is developing a deadly new mechanical menace. It's bigger, more dangerous, flies, shoots lasers out of its eyes - well, since no one has seen one, who knows? If you DO see one, panic." The Inquisitor is the most powerful non-boss enemy in the game Strife. It is a gigantic bipedal robot which appears similar to many different varieties of popular mechs, and to an extent resembles a larger version of the Reaver. It has no visible head, except for a blocky structure where it would be. It is equipped with rocket boosters on its back and feet, allowing it to take flight temporarily to get over walls between it and the player. It is the only enemy in a Doom engine game that that can switch between walking and flying. The Inquisitors are extremely well armored, with 1000 Hit Points, and equipped with a grenade launcher and a Mauler blaster in addition to their extreme mobility. The Inquisitor only appears in the final third of the game. One appears in Factory: Manufacturing, two guard the Loremaster in his laboratory, and one also appears in the Entity's spaceship wreck at the end of the game.
  • The team also entered the pinball tournament of Series 3 with Inquisitor Mk 2 (however it was only occasionally known as Inquisitor Mk 2). Although it did not fare too well in the competition itself, it was still able to overturn Matilda.
  • Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn’s absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn’s madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority. * Skill Proficiencies: Investigation, Religion * Tool Proficiencies: Thieves’ tools, one set of artisan’s tools of your choice * Equipment: A holy symbol, a set of traveler’s clothes, and a belt pouch containing 15 gp
  • Groups that utilized Inquisitors include(d) the following:
  • left En mektig og skrekkinnjagende Imperie-trussel. Inquisitor er Kraft-følsom spion og en truende figur som har fått i oppgave å spore opp de gjenværende Jedi-ridderne. Hans skarpe, analytiske sinn er hans mektigste våpen. * [ ] * [ ] * * [ ] * [ ] * [ ] * * [ ] Kategori:Star Wars Rebels
  • Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion. Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis. Hit Dice: d8. Starting Wealth: 4d6 × 10 hl (average 140hl.) In addition, each character begins play with an outfit worth 10 hl or less. The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Martial Knowledge (Axes), Martial Knowledge (Bows) (Int), Martial Knowledge (Blades, Light) (Int), Martial Knowledge (Blades, Heavy) (Int), Martial Knowledge (Polearms/spears), Martial Knowledge (Novelty) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier. Class Features The following are class features of the inquisitor. Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the Long Sword, the Rapier, the Halberd, hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Evility: Inquisitors possess the evilities of paladins. Spirit Benediction: When Utilizing a spell or technique that deals damage of a specific energy type, you deal an additional amount of damage equal to 1/2 your level. Martial Techniques An Inquisitor can learn to perform a number of martial techniques he can utilize in battle. An Inquisitor can qualify for bonus martial techniques from a high Charisma score in the same way a cleric can with spells. Unlike with spells however, technique saving throws depend on the type of weapon wielded, listed in the technique's description. Very few classes gain martial techniques for free, they must train to learn how to utilize the techniques. However this also means there is truly no limit to the number of martial techniques one can learn. Martial Techniques need not be prepared beforehand, they can be performed so long as you have uses left in the day. Learning martial techniques is described in the Skills Section of this system. Inquisition Like a cleric’s deity, an inquisitor’s deity influences her alignment, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one Inquisition that fits her own deity's personality, battle style, or theme. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. A full list of Inquisitions is listed here. Judgment (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every two levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. 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. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Spell Sage (Ex) At 1st level, a Inquisitor adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Knowledgeable Defense (Ex) At 2nd level, a Inquisitor who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the Inquisitor identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the Inquisitor’s next Spellcraft check as a swift action while under the effect of this ability. Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Bane (Su) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Discern Lies (Sp) At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Spell Bane (Su) At 5th level, an Inquisitor learns to better protect herself from the harmful effects of Magic. The Inquisitor gains spell Resistance 10+her inquisitor class level, and the Inquisitor selects a single school of magic from the list of arcane magic schools. These schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and Universal. When effected by a spell of that school of magic, you gain a +4 bonus to saving throws, a +4 bonus to armor class against those spells. At 10th level, you gain those bonuses to another school of magic. In addition, your bonuses to your first selected school of magic increase by +2. Additionally, if the spell should allow a save for half damage, or partial damage, you instead take nothing on a successful saving throw. if it was for partial damage you take 1/2 of the partial damage on a successful throw. At 15th level, you gain the bonuses to a third school of magic, and the second school of magic you selected gain the bonuses of the ability gained at 10th level. In addition, when effected by the first school of magic you selected, your bonuses increase by another +2. Furthermore you cannot critically fail your saving throw against spells of this school. If you fail a save against a spell of the school of magic that allows for half damage you take 1/2 damage, and if it was a save for partial damage you take 1/2 of the partial damage. At 20th level you gain the bonuses to a fourth and final school of magic that gain the abilities from 5th level. Your second School gain the abilities from 15th level, and your third school gain the abilities from 10th level. Finally, the initial school of magic you selected, your bonus increases by another +2, and you gain a +10 bonus to spellcraft checks to identify spells of that school of magic. If the spell allows for spell resistance, you are immune to all of it's effects, save for effects that would be beneficial to you, however if you still do not wish to be subject to them you do not have to be. Spell Scent At 6th level, the Inquisitor learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the Inquisitor comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell’s effect. Instead of locating a known creature, the Inquisitor locates the caster of the spell effect or magic item she examined. Doing so does not allow the Inquisitor to gain any intelligence about the spellcaster other than its location. Second Judgment (Ex) At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type. Stalwart (Ex) At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability. Greater Bane (Su) At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. Witch's Bane (Ex) At 14th level, the Inquisitor gains the following Judgment. Witch’s Bane: Any creature that casts an arcane spell within 30 feet of the Inquisitor takes a –2 penalty to AC against her attacks and a –2 penalty on saving throws against her while this judgment remains in effect. Exploit Weakness (Ex) At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor 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 inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. Third Judgment (Ex) At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. Slayer (Ex) At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment. True Judgment (Su) At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
  • The Inquisitor is the general of the Knights. They are the final arbiters of the code, of who is right, and who is dead. They wield a sword made of pure electrical energy, and can cast the purify spell, which smites nearby evil creatures with magical damage. In addition, they do double damage to evil creatures, and they can summon dancing swords by using only mana.
  • A Gaiden Game set in the Warhammer 40000 universe. Inquisitor focuses on the details of the Emperor's Most Holy Inquisition, specifically the ideological schisms and factional infighting that plague that organization, and the problems that arise when two loyal Imperial servants with unlimited authority have a disagreement with each other. It's notable for providing the first real insight into the workings of the Inquisition, which was portrayed in most previous materials as being monolithic, inscrutable, and united in the face of mankind's enemies. Inquisitor is a "narrative wargame," designed more around telling stories than providing fair and balanced competition between two players, and in many ways could be considered the spiritual forefather to the first true 40k roleplaying game, Dark Heresy. It also served as the inspiration for the Eisenhorn series of novels by Dan Abnett. The game is also notable for its miniatures, which (at 54mm scale) are approximately twice as large as a normal 40k miniature, with a correspondingly increased level of detail. Although Games Workshop no longer actively supports Inquisitor, the miniatures remain available through the company's Specialist Games division, and the rulebooks and other supplementary material are available for download on the GW website. See also Warhammer 40000, Eisenhorn, and Ravenor.
  • The Inquisitor is a really really evil or good guy (it depends). He fights people who practice mockery, enjoy so-called immature humor, and/or edit the Unnderground Clubb Phengin Weekee. His dream is to purge Antarctica of "unholy filth".
  • The Inquisitor is a flight-capable attack unit for Masari which can gain support and neutralization abilities. His pulse cannon is good against infantry, Walker hard points, and Masari Dark Matter Armor but bad against structures, heavy vehicles, and heroes.
  • The Church has developed mastery of counter-infiltration and ideological control over millennia, and the Inquisitor is a cleric who conducts this art masterfully, identifying subversive elements - and purifying them with his cleansing flame.
  • Inquisitors are a type of demon found within Mardum and, presumably, on other Burning Legion worlds. According to Allari the Souleater, these demons are horrific fel casters who see through their floating eyes and specialize in dark pacts.
  • There are, however, some Inquisitors who, for whatever reason, have less choice in their allies. Perhaps a newly ascended Inquisitor has only a small pool of allies on which to draw, or one of a more radical bent has, by way of his viewpoint, fewer willing to aid him. Many Inquisitors favour a small, permanent group of highly trusted allies, with a balanced range of skills, while others maintain a large pool of retainers, selecting the most appropriate on a mission-by-mission basis. Although the Inquisitor is the leader of the cadre, its members are often every bit as important to a mission’s success or failure. An effective cadre is a tight-knit group, each member able to anticipate the thoughts and deeds of the others. Inquisitors rarely find themselves with a surplus of what they might consider friends amongst the Inquisition, for Inquisitors often end up in opposition to one another. However, within his cadre, an Inquisitor may form relationships, even friendships, not possible otherwise. Ultimately, the cadre ‘belongs’ to the Inquisitor rather than to the Inquisition. His enemies are his cadre’s enemies, meaning the fates of all involved are entwined for all time. Furthermore, most Inquisitors gather individuals with a similar philosophical outlook to their own. Should an Inquisitor’s factional leanings cause him to be denounced by his fellows, the same fate befalls all of his allies. Thus, the cadre is bound together by a common cause. The tragedy is that many cadres fall apart if the Inquisitor loses his life in the execution of his duty, often finding themselves severed from the greater institution of the Inquisition. The fortunate are able to call upon other Inquisitors known to be allies of their erstwhile master, perhaps becoming part of a new cadre, but for others, a far darker end awaits.
  • An Inquisitor seems to be early version of Graden that did not make it into final shape of The Witcher 3: Wild Hunt. He was supposed to be high-ranked member of Inquisition (later changed to witch hunters) and he would appear in No Man’s Land, where Geralt would have the choice to kill or spare him for some reason.
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