Interrogator

Demons of political espionage and intrigue who aid Overlords and Demon lords in breaking captives to force them to become allies or learn any useful information they may be hiding.

**Role**: Interrogators are dangerous combatants who crush the will of their foes with damaging abilities that target their foe's wisdom and break their morale.

**Alignment**: Any (Usually Lawful or Evil)

**Hit Die**: d10

**Requirements**

**Base Attack Bonus**: +10

**Feats**: 8 Ranks in Sense Motive, Bluff, Intimidate, Diplomacy, and Heal

**Special:** Must have interrogated correct information out of someone at least 3 times.

**Class Skills**

The Interrogator's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Dex), Escape Artist (Dex), Heal (wis), Intimidate (Cha), Knowledge Dungeoneering (Int), Knowledge Engineering (Int), Knowledge Nature (Int), Knowledge Planes (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), and Survival (Wis)

**Skill Ranks at Each Level**: 5 + Int modifier.

**Class Features**

All of the following are class features of the Interrogator prestige class.

**Weapon and Armor Proficiency**: A Interrogator gains proficiency in Blades Heavy, Axes, and Blades Light if it didn't already possess them.

**Techniques and spells known**: At levels 1, 3, and 5,  a Interrogator gains the ability to perform martial techniques as if they had leveled up in it's previous class, and at levels 2 and 4 it gains spells in the same way. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Interrogations Expert (Ex):**

At 1st level you achieve the title of Interrogations expert, as your skill at forcing enemies to bend under your will and physical torture has grown immense. When making a Bluff, Diplomacy, Intimidate, Sense Motive, or Heal check, you add twice your Interrogations Expert level to the roll in addition to any other modifiers. In addition, they add the spells interrogation and greater interrogation to their list of techniques and spells they can perform.

**Torture Pool (Su):**

At 1st level you gain a pool of supernatural energy that you can use when playing good cop bad cop, trying to beat information out of a spy, or when tickling your girlfriend into submission so she'll give you the T.V. Remote.

Your Torture pool has a number of points in it equal to your Charisma modifier + Your Interrogator level.

So long as you have at least 1 point in your torture pool you are always treated as having the wounding enchantment for every weapon you wield, melee, and ranged, and it applies to spells that require a touch attack as well.

By spending a point from your Torture pool as a swift action, you can do the following.

·         Cause bleed damage caused by your wounding ability to stack for 1 round.

·         Increase the DC to stop bleed damage by an amount equal to your Interrogator level.

·         For 1 attack, and for 1 round, you add your charisma modifier to damage dealt from bleed.

·         Deal +1d6 on all attacks for 1 round.

·         Gain a +6 bonus to Intimidate,  Sense Motive, Bluff, Heal, or Diplomacy.

Points in this pool are regained when you rest. If you successfully land a critical hit,  break an enemy with interrogation, End an enemy's morale bonus, or lower their wisdom score to 0, you gain a point of this pool back.

**Discipline:**

At 2nd level and every level after, you gain a discipline. A discipline is a method to "Discipline" enemies that you face to force them to do what you ask for, or a combat method to increase your skill in bringing pain to your foes. If a Discipline has a saving throw the DC is 10+ twice your Interrogator level+ your Charisma modifier. All Disciplines can be taken only once unless stated otherwise in the description.

***Blood Bathed:*** Gain the feat Super M as a bonus feat.

***Bloodstarved beast:*** As a swift action, spend 2 points from your torture pool. Doing so turns all bleed damage into fast healing for 1 round.

***Bleeding wound:*** Your wounding weapon's bleed damage isn't healed by magic unless they succeed in an opposed caster level check against you.

***Ultra Bleeding Wound:*** Requires Bleeding Wound. Your bleed damage isn't healed by magic fully, it is cut in half the first time they receive healing and it's gone the next time.

***Blood for the Bloodless:*** By spending 1 point from your Torture pool, you can deal bleed damage to creatures such as undead or constructs who normally have a racial immunity to it.

***Pain for the Painless:*** By spending 1 point from your Torture pool, you can deal non-lethal damage or effect creatures with pain effects who are usually immune such as undead or constructs.

***Mind Breaking Technique**:* When using a meta-magic feat to perform a technique, you also deal 1 wisdom damage to the creature with that technique. This increases the technique level cost by an additional +1.

***Mind Breaking Spell**:* When using a meta-magic feat to perform a spell, you also deal 1 wisdom damage to the creature with that spell. This increases the spell level by an additional +1.

***Extra Torture:*** Gain an additional 3 points to your Torture pool.

***Better than the best:*** All abilities that grant bonuses based on class level treat your level as if 2 higher.

***Inquisition:*** If you have levels in Inquisitor, your Interrogator levels are treated as inquisitor levels for the purpose of your Judgment, Stern Gaze, Detect Alignment, and Discern Lies ability. If you do not possess levels in inquisitor, you gain an inquisition, using your Interrogator level as your Inquisitor level.

***Litany of Courage:*** Gain the feat Litany of Courage as a bonus feat.

***Fear will Take you:*** Increase the penalty a creature has when you leave it shaken or suffering from any other fear effect by an additional -1. This increases by a further -1 at 5th level in this class.

***Fear will Break you:*** Enemies add their penalty they suffer from fear effects to their armor class as well.

***Body Breaking Interrogation:*** Enemies that are restrained, helpless, or grappled take an amount of damage equal to your Charisma modifier when you effect them with a torture technique.

***Mind Breaking Interrogation:*** Enemies that have failed the saving throw against your Interrogation Techniques take 1 additional wisdom damage.

***Break the Unbreakable:*** Your Interrogation techniques can deal wisdom damage to creatures immune to wisdom damage. If they have no wisdom score, 1 point of wisdom damage drops them to 0.

***Mind Over Matter:*** When using an Interrogation Technique that calls for an attack roll, you can make a Diplomacy or intimidate check in place of an attack roll and use their Sense motive bonus with an added base of 10 as if it were AC.

***Resist Pain:*** So long as you possess a point in your torture pool, you are immune to pain effects. In addition you gain DR 5/-. As a swift action you can increase this DR by 5 by spending a point from your torture pool.

***Good Cop, Bad Cop:*** If you possessed levels in Danger cop prior to taking levels in Interrogator, your Interrogator levels count as Danger cop levels for the purpose of your Grit pool, your unarmed strike, and Damage Reduction.

**Interrogation Techniques**

Starting at 2nd level and at every level afterward you gain an Interrogation technique. These use your torture pool to allow you strange combat maneuvers against enemies. Some enemies may gain bonuses against these effects if they are immune to specific methods of torture, but some may also take penalties if they are susceptible to the torture method. If it has a save DC it uses the same save DC as a Discipline.

***Slap with a Wad of Bills:*** You gain the Interrogation Technique "Slap them with a Wad of Bills" allowing you to smack your foe in the face with money. By spending points from your torture pool, and a full round action, you can make a touch attack against an enemy within reach. Enemies take any penalties from fear to their armor class against this attack roll and save as well. If successful, the creature must make a will saving throw and if they fail they are effected with a crushing despair spell for 1 round per Interrogator level. They also take 1 wisdom damage from the attack and another 1 wisdom damage if they fail their saving throw , as well as an additional amount of hit point damage based on how much money you're hitting them with. This also costs additional amounts of points from your torture pool based on which one you select. You must possess the money amount to do the option you select.

If the demon is particularly greedy, a Nether Noble, a dragon, or possesses the Devil of Sin feat or Paragon of Sin feat for greed or envy, they take an additional 1 wisdom damage. (And an additional 4d6 if they have both sin feats for greed or envy).

If the creature possesses the Angel of Virtue feat or the Paragon of Virtue feat for Charity, or the Super M Feat, they gain a +4to armor class and their saving throw from this for each one they possess.

***Contract Signing:*** You gain the Interrogation Technique "Contract Signing" causing you to force the enemy to sign up for the Hellumbia records club or some other magazine company that will never cancel your subscription, Thus a devil contract is born. By spending 3 points from your torture pool, and a round action, you can make a touch attack against an enemy within reach. If successful, Your enemy is sickened for 1 round per Interrogator level and the must make a will saving throw. If they fail they are effected by a mark of justice and take 1 wisdom damage.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

You must possess at least 2 other Torture Techniques to select this one.

***Tie their Wrists:*** You gain the Interrogation Technique "Tie their wrists" allowing you to tie up your opponent and tickle their armpits. You By spending 4 points from your torture pool, and a full round action, you can make a touch attack or ranged touch attack against an enemy within reach. Enemies take any penalties from fear to their armor class against this attack roll and save as well. If successful, the enemy is grappled in their square and takes 1 wisdom damage. The CMD to break the grapple is equal to your own, and they must make a fortitude saving throw or be effected by the spell Hideous Laughter for 1 round per Interrogator level. If they fail their saving throw they take 1 additional wisdom damage.

If the demon is particularly ticklish, A Succubus, or possesses the Devil of Sin feat or Paragon of Sin feat for Lust, they take an additional 1 wisdom damage damage. (And an additional 1 if they have both sin feats for Lust).

If the creature possesses the Angel of Virtue feat or the Paragon of Virtue feat for chastity they gain a +4to armor class and their saving throw from this for each one they possess.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

***Guillotine:*** You gain the Interrogation Technique "Guillotine" allowing you to tie up your opponent Down to a deadly guillotine. You By spending 6 points from your torture pool, and a full round action, you can make a touch attack against an enemy within reach. If successful, That creature must make a reflex save or it will be Knocked prone. It takes 1 wisdom damage, and if it failed it's save it takes 1 more. Regardless, you gain an additional attack on them as a called shot to the head. This attack can be a vital strike and you can apply critical hit effects to it. If they were knocked prone they are flat footed for this attack.

If the demon is a two headed dragon, is particularly slothful, or possesses the Devil of Sin feat or Paragon of Sin feat for sloth or they take an additional 1 wisdom damage. (And an additional 4d6 HP damage if they have both sin feats for sloth).

If the creature possesses the Angel of Virtue feat or the Paragon of Virtue feat for diligence, has no head, or can survive without one like a slime, they gain a +4 to armor class and their saving throw from this for each one they possess.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

You must possess at least 2 other Torture Techniques to select this one.

***Spinning Globe:*** You gain the Interrogation Technique "Spinning Globe" allowing you to Spin your opponent until you say stop. You By spending 5 points from your torture pool, and a full round action, you can make a touch attack against an enemy within reach. If successful, you deal 1 wisdom damage and the enemy is Staggered for 1 round. They must make a fortitude saving throw or be Nauseated for 1 round and sickened for a number of rounds equal to your Interrogator level. If they fail their saving throw they take an additional 1 wisdom damage.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

If the creature possesses the gentle fist feat, they gain a +4 bonus to armor class and their saving throw from this attack.

***Forced Gifting:*** You gain the Interrogation Technique "Forced Gifting" allowing you force your foe to give you a present, hopefully it's something sweet. By spending 3 points from your torture pool, and a full round action, target an enemy within 30 feet. If successful, you deal 1 point of wisdom damage and they must make a will saving throw or take an additional point of wisdom damage and they must give you any 1 item on their person that you ask for. You can determine this item or simply ask for the most valuable item on their person.

If the demon is particularly generous, or possesses the Angel of Virtue feat or Paragon of Virtue feat for Charity or Kindness, they take an additional 1 wisdom damage. (And an additional 4d6 HP damage if they have both virtue feats for charity or Kindness).

If the creature possesses the Demon of Sin feat or the Paragon of Sin feat for Greed or Jealousy, Or are a Nether Noble or Dragon , they gain a +4to their saving throw from this for each one they possess.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

***Spank:*** You gain the Interrogation Technique "Spank" allowing you to paddle their butt with deadly force. You By spending 4 points from your torture pool, and a full round action, you can make a full attack against an enemy within reach. If at least one attack connects, The enemy is knocked prone and takea 1 point of wisdom damage for each attack you land, and must make a Will saving throw. If they fail they are effected by a waves of ecstasy spell for 1 round per Interrogator level. This does not allow for feats such as two weapon fighting or multi weapon fighting.

If the demon has the well endowed feat for their rear end, is a Succubus, or possesses the Devil of Sin feat or Paragon of Sin feat for Lust, they take an additional 1 wisdom damage damage. (And an additional 1 if they have both sin feats for Lust).

If the creature possesses the Angel of Virtue feat or the Paragon of Virtue feat for chastity they gain a +4to armor class and their saving throw from this for each one they possess.

If the creature possesses the Super M feat they gain a +8 to armor class  and saving throws against this.

You must possess 3 other Disciplines to select this one.

***Candy:*** You gain the Interrogation Technique "Candy" allowing you to force your foe to bring you buckets' worth of candy. You By spending 6 points from your torture pool, and a full round action,  the enemy within reach must make a fortitude saving throw or give you a single one shot healing item, or use an item or ability on you that has a beneficial effect. This item is your choice. In addition the enemy takes 1 additional wisdom damage.

If the creature is a baby, is particularly generous, or possesses the Angel of Virtue feat or Paragon of Virtue feat for Charity or Kindness, they take an additional 1 wisdom damage. (And an additional 4d6 HP damage if they have both virtue feats for charity or Kindness).

If the creature possesses the Demon of Sin feat or the Paragon of Sin feat for Greed, Jealousy, or gluttony, Or are a Gobbler (Gourmet Demon) , Hundred Knight, or generally gluttonous creature, they gain a +4to their saving throw from this for each one they possess.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

***Greeting Practice:*** You gain the Interrogation Technique "Greeting Practice" allowing you to force your foe to learn a proper delinquent greeting. You By spending 6 points from your torture pool, and a full round action, you can make a ranged touch attack out to 60 feet against an enemy within reach. If successful, the enemy takes 1 wisdom damage, and must make a will saving throw or have all effects granting them a morale bonus be ended immediately.

If the creature possesses any honor student feats they take a -4 penalty to their saving throw and Ac for each one.

The creature gains a +4 bonus to their AC and saving throws for each delinquent feat they possess.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

***Loyalty Training:*** You gain the Interrogation Technique "Loyalty Training" allowing you to force your foe to submit to your will. You By spending 3 points from your torture pool, and a full round action, you can make a touch attack against an enemy within 30 feet. If successful, the enemy will take 1 wisdom damage and must make a will saving throw or have to do one of the following. the creature attacks your enemies for 1 round or drops prone at your feet and grovels for 1d4 rounds.

If the creature is a Samurai, A Cleric, Paladin, or any other creature loyally bound to another lord, they gain a +4 bonus to their armor class and saving throws against this ability.

If the creature has no alliances like that it takes a -4.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

You must possess 2 other Interrogation Techniques to select this one.

***Play:*** You gain the Interrogation Technique "Play" allowing you to force them to chase a cute little butterfly. How horrid. You By spending 6 points from your torture pool, and a full round action, you can make a touch attack against an enemy within 60 feet. If successful, the enemy takes 1 wisdom damage and must make a will saving throw or it will be Dazed for 1 round and confused for 1 round per Interrogator level. If it fails it also takes 1 additional wisdom damage.

If the creature possesses the Super M feat they gain a +4 to armor class  and saving throws against this.

***Hit:*** You gain the Interrogation Technique "Hit" allowing you to swing and hit them begging for answers. You By spending 4 points from your torture pool, you can make a diplomacy check as a swift action. if successful, you lower their armor class by an amount equal to your interrogator level for 1 round, and any attacks you land deal +2d6 damage in this round.

If the creature possesses the Super M feat they gain a +4 to the diplomacy DC.

***Threaten:*** You gain the Interrogation Technique "Threaten" allowing you to reveal their secrets on the internet. By spending 4 points from your torture pool, As a standard action, make an intimidate check against a single opponent within 60 feet. If successful, they must make a will save or lose all benefits of their leadership feat or digital leadership for 1 day per level of Interrogator. If they possess none of those feats you deal 1d4 wisdom damage and lose 1 technique slot and 1 spell slot of their highest level spell.

If the creature possesses the Super M feat they gain a +4 to the Intimidate DC.

***Starve:*** You gain the Interrogation Technique "Starve" allowing you to make them go insane with hunger. As a standard action, Spend 6 points from your torture pool and make a diplomacy check against a creature's sense motive within 30 feet. If successful, that creature loses all benefits of food based healing items. If you have a food item to offer them with this, you gain a +4 bonus to your roll.

If that creature possesses the Devil of Sin or Paragon of sin feat for gluttony, is a Hundred Knight, a Gobbler, or in general a gluttonous creature, they take a -4 penalty to this check for every -4.

If the creature posses the Angel of virtue or paragon of virtue feats for avarice they gain a +4 bonus to their roll against you.

If the creature possesses the Super M feat they gain a +4 to the check against this.

***Ignore:*** You gain the Interrogation Technique "Ignore" allowing you to ignore them. Sensory Deprivation is good training for Astronauts. As a full round action, spend 8 points from your torture pool and make an intimidate check against your opponent, if successful, they take 1 wisdom damage, and are deafened, blinded, if they possess scent it is nullified, and staggered for 1 round.

If the creature posses blindsense or are an astronaut, they gain a +4 bonus to their roll against you.

If the creature possesses the Super M feat they gain a +4 to the check against this.

You must posssess 3 other Interrogation techniques to select this one.

**Bloodletting (Su):**

At 2nd level you learn the skills of Bloodletting. You gain the feat Bloodletting as a bonus feat and need not meet the prerequisites. You can use it with any sort of weapon or with a spell or technique so long as it requires an attack roll. If you have a stamina pool, when you spend stamina points you can also spend torture pool points as well granting you a +3 to the bleed damage for each point spent. This bleed stacks with wounding and with the touch of bloodletting spell.

In addition you can cast the spell Touch of Bloodletting once per day per point in your Charisma modifier, but only with a range of personal, as a swift action. The save DC is 10+twice your Interrogator level+ Charisma modifier, and that determines the DC to stop the bleed as well. The bleed caused by this spell stacks with the bleed from the bloodletting ability above and from wounding.

**Master Interrogator**

At 5th level you become a master of interrogations. So long as you have at least one point remaining in your sin pool you are under the effects of a discern lies spell. In addition, you can select one of the following  master Interrogation Techniques. A master Interrogation technique applies to all of your interrogation techniques and can be triggered when an opponent you have interrogated has their hitpoints or wisdom drop to 0 because of your actions.

***Take Money:*** When you successfully break an enemy, they give to you all of the money they own. If they had possessed no money or if you had taken all of their belongings prior, you still gain 1d4 X100 hl from that enemy. The 1d4 is increased by 1 for every hit dice they possess.

***Find Treasure:*** When you successfully break an enemy, they give to you the location of their base, hideout, home, or the location of where any secret goods they possess are hidden. They may not possess any hidden treasure, but if they do, they give the location without fail so long as they themselves remember it. Alternatively you can  learn information from them like who they treasure (If searching for a love interest), where a friend's treasure was hidden if they know, or any similar effect.

***Take in as an Ally:*** When you successfully break an enemy, they immediately become friendly towards you and join you as an ally. This may not apply to some monsters such as bosses and the like, and as such those monsters usually just self terminate at this point. You gain the Leadership feat if you didn't already possess it, and you gain no penalties for losing or changing cohorts. If you already had the leadership feat you gain a +6 bonus to your leadership score. At any point you can switch out your current cohort for another that you have taken in as an ally, or switch them if one should die. You can also choose to lower their level and make them into followers.

***Release:*** When you successfully break an enemy, you release them back to do their own thing. From then on, you can always track that enemy and know their location as if using Discern Location. You can track up to 1 enemy per point in your Charisma modifier in this way, once that number is met, you can remove one to gain another.

***Extract:*** When you successfully break an enemy, you gain the materials to make an extract. An extract is a liquid that contains pure mana, and can be used through brew potion to gain a special extract. Through creating an extract, this liquid is treated as the required feat, all of the material components and spell components save for the cost of hl to create the following items using them. Blood Reservoir of Physical Prowess, Tome of Clear Thought, Tome of Understanding, Manual of Gainful Exercise, Tome of Leadership and Influence, Manual of Quickness of Action, Manual of Bodily of health, Mana Potions, and EXP Potions. These are all created in the form of Elixers that must be consumed to gain their power.