Prestige Classes


The Sea Mother gives her children life and demands steadfast devotion in return. Those kuo-toas who become monitors (monks) typically spend their lives protecting their community from outside threats. Some, however, go on to become inquisitors of the Drowning Goddess, who are tasked with protecting the community from inside threats.

Though most inquisitors of the Drowning Goddess come from the ranks of kuo-toa monks, an occasional rogue may also answer the call. Characters from spellcasting classes rarely become inquisitors.

An inquisitor of the Drowning Goddess’s devotion is to his deity and his church. It is his duty to impose the will of the Sea Mother upon the community and to seek out and punish any who violate the edicts of the church. Most kuo-toas live in dread of attracting the attention of an inquisitor. The presence of such characters tends to make a kuo-toan community even more rife with fear, suspicion, and accusations than it would be otherwise.

Hit Die: d8.


To qualify to become an inquisitor of the Drowning Goddess, a character must fulfill all of the following criteria.

Race: Kuo-toa.

Alignment: Lawful evil or lawful neutral.

Skills: Concentration 8 ranks, Knowledge (religion) 4 ranks.

Feat: Improved unarmed strike.

Patron: Blibdoolpoolp.

Class Skills

The inquisitor of the Drowning Goddess's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana, religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table: The Inquisitor of the Drowning Goddess

Level Base
Attack Bonus
1st +0 +2 +2 +2 Fear aura, mien of justice +4
2nd +1 +3 +3 +3 Grappling adhesive +2
3rd +2 +3 +3 +3 Devoted mind
4th +3 +4 +4 +4 Grappling adhesive +4, mark of the outcast
5th +3 +4 +4 +4 Body-coating adhesive, mien of justice +8
[Editor's note: no explanation is given for "mark of the outcast". It probably involves the spell of the same name later in the book]
Class Features

All of the following are class features of the inquisitor of the Drowning Goddess prestige class.

Weapon and Armor Proficiency: Inquisitors of the Drowning Goddess are proficient with steel fins (see Underdark, Chapter 5: Equipment and Magic Items). They gain no proficiency with any other weapon or armor.

Fear Aura (Su): Once per day, an inquisitor of the Drowning Goddess can project a fear aura to a radius of 20 feet as a standard action. This effect lasts for 1 round per inquisitor level. Each foe in the area must make a Will save (DC 10 + inquisitor level + inquisitor’s Cha modifier) or be affected as if by a fear spell (caster level equals inquisitor level). A new saving throw is required for each round that the creature remains in the area.

Grappling Adhesive (Ex): At 2nd level, an inquisitor of the Drowning Goddess learns how to utilize his own natural adhesive effectively in unarmed combat. He gains a +2 bonus on grapple checks made to start or maintain a grapple and a +2 bonus on attack rolls made to disarm an opponent with his bare hands. When he reaches 4th level, each of these bonuses increases to +4. The inquisitor of the Drowning Goddess requires one hour and special materials costing 20 gp to coat his limbs with grappling adhesive, which remains effective for up to 24 hours.

Mien of Justice (Ex): At 1st level, an inquisitor of the Drowning Goddess gains a +4 insight bonus on Intimidate and Sense Motive checks. At 5th level, this bonus increases to +8.

Devoted Mind (Ex): Upon reaching 3rd level, an inquisitor of the Drowning Goddess gains a +4 insight bonus on saving throws against all spells with the charm, compulsion, or glamer descriptors.

Body-Coating Adhesive (Ex): At 5th level, an inquisitor of the Drowning Goddess can use his own body oil and other materials to give his body a finish almost like flypaper, which can hold fast any creatures or items that touch him. Anyone who makes an unsuccessful melee attack against an inquisitor so prepared must succeed on a Reflex save (DC 15 + inquisitor’s Con modifier), or the weapon used in the attack sticks to the inquisitor and is yanked out of its wielder’s grip. Creatures using natural weapons are automatically grappled if they get stuck. An inquisitor requires one hour and special materials costing 50 gp to coat his body with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the inquisitor’s body can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from the inquisitor requires a successful DC 20 Strength check. An inquisitor can secrete a natural oil to break up and remove the adhesive any time he likes.