PDA

View Full Version : [3.5e] Prestige Class: Arbiter (PEACH)



Merk
2009-11-27, 10:27 AM
Arbiter

"It is impossible to break the Law. You can only break yourself against the Law."

An Arbiter is a servant of the Divine Courts. They are unyielding paragons of the Law, and use a document known as the Codex Vitae to guide all moral and legal decisions. They serve as jury members, and sometimes even judges, and have a supernatural power that allows them to create and enforce arbitrary "rules".

Most Arbiters are Clerics or Paladins. Sorcerers and Wizards also sometimes pursue this path. Rangers and Druids typically find the interests of the Divine Courts too far removed from nature, and thus are not common Arbiters.

Arbiter NPCs usually serve as emissaries and secretaries of the courts. High-ranking Arbiters serve as jury members or judges during cases. The most powerful of Arbiters are usually lawful outsiders or deities, and do not present themselves in all but the most important cases.
Hit Die: d6.

Requirements
To qualify to become an arbiter, a character must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +6
Skills: Knowledge (The Planes) 5 Ranks, Knowledge (Religion) 8 Ranks
Spells: Able to cast 2nd-level spells, including at least one spell with the [Lawful] descriptor.
Special: Must have been granted permission to join the Courts by another arbiter or a sufficiently-ranked lawful outsider.

Class Skills
The arbiter's class skills (and the key abilities for each) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Religion), Knowledge (The Planes), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Arbiter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Rules Known|Spells

1st|
+0|
+0|
+0|
+2|Rule (Least)|
1| -

2nd|
+1|
+0|
+0|
+3|Law Casting +1|
2|+1 level of existing spellcasting class

3rd|
+2|
+1|
+1|
+3|Turn Chaotic Outsiders|
2|+1 level of existing spellcasting class

4th|
+3|
+1|
+1|
+4|Rule (Lesser)|
3|+1 level of existing spellcasting class

5th|
+3|
+1|
+1|
+4|Law Casting +2|
3|+1 level of existing spellcasting class

6th|
+4|
+2|
+2|
+5|Dispel Chaos|
4|+1 level of existing spellcasting class

7th|
+5|
+2|
+2|
+5|Rule (Greater)|
4|+1 level of existing spellcasting class

8th|
+6|
+2|
+2|
+6|Law Casting +3|
5|+1 level of existing spellcasting class

9th|
+6|
+3|
+3|
+6|Shield of Law|
5|+1 level of existing spellcasting class

10th|
+7|
+3|
+3|
+7|Rule (Absolute), Axiomatic Apotheosis|
6|+1 level of existing spellcasting class [/table]

Class Features
All of the following are features of the arbiter prestige class.

Weapon and Armor Proficiency:
Arbiters gain no proficiency with any weapon or armor.

Spells per Day/Spells Known
When a new arbiter level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 2nd-level spells before he became an arbiter, he must decide to which class he adds each level of arbiter for the purpose of determining spells per day.

Rule (Su)
Beginning at 1st level, an arbiter gains the ability to create rules (prohibitions) against certain actions. A rule is a 60-ft. emanation centered on the arbiter. It takes a swift action to project or change a rule. Only one rule can be in effect at any time, but the arbiter can command a number of different rules. A rule applies to all targets within 60 feet, including allies and self.

There are four categories of rules: least rules, lesser rules, greater rules, and absolute rules. Least rules are available at 1st level, lesser rules are available at 4th level, greater rules are available at 7th level, and absolute rules are available at 10th level. Any being who breaks a rule while in range, while the arbiter is conscious, and while the rule is in effect, must make a will save (DC 10 + Arbiter's class level + Wis Mod) or suffer the consequences.

{table=head]Rule Type | Consequence

Least | Dealt 1d6 damage per arbiter level.

Lesser | Cursed, as Bestow Curse at a caster level of the arbiter's total level.

Greater | Turned to Stone.

Absolute | Suffers the effects of Trap the Soul into a shard of adamantine that immediately appears next to the transgressor.[/table]

An arbiter learns a number of rules as described on the table. At each odd level (excluding 1st level), the arbiter may decide to change any one rule she knows, including exchanging a lower-level rule for a higher-level rule.

Upon applying a rule, an arbiter must verbally state the rule. Whether or not anyone in the rule's area of effect can understand the speaker, everyone instantly knows of the nature of the rule and its associated consequence. Anyone who enters the area is also made aware of the rule and its consequence, and if the rule changes, everyone is made aware of the new rule and new consequence.

Rules are not applied retroactively. Thus, an arbiter that judges Force Rule while in a force cage has no effect on the caster of the force cage. However, if the same caster then attempts to cast Wall of Force, he will have to save against Force Rule's consequence.

Rules are applied once per transgression. If an Arbiter has Evocation Rule in effect and an enemy casts a quickened Magic Missile and a Fireball in the same round, the enemy must save against the consequence twice.

Rules are applied immediately after a transgression. If an enemy sorcerer casts Invisibility while in the range of Illusion Rule, the sorcerer gets her spell off before suffering the consequence.

Transgressors must be within the area of effect to be subject to a consequence. If an archer stands 100 feet away, well outside the 60 foot radius, and shoots the arbiter, the archer is not subject to an arbiter's Damage Rule, for example.

Law Casting (Su)
Beginning at 2nd level, the arbiter receives +1 to caster level to cast any spell with the [Lawful] descriptor. This bonus rises to +2 at 5th level and +3 at 8th level.

Turn Chaotic Outsiders (Su)
Beginning at 3rd level, the arbiter gains the ability to turn (or destroy) chaotic outsiders just as a Cleric turns undead at first level. The arbiter has an effective turning level equal to his arbiter level minus two. Turning undead enhances an arbiter's ability to turn chaotic outsiders, but not the other way around. Thus, an 8th level Cleric / 3rd level Arbiter turns undead as an 8th level cleric and turns chaotic outsiders as a 9th level cleric. A 10th-level Paladin / 5th level Arbiter turns undead as a 7th level cleric and turns chaotic outsiders as a 10th level cleric.

It is not possible to destroy chaotic outsiders with any turning attempt.

Dispel Chaos (Sp)
At 6th level, an arbiter can cast Dispel Chaos as a spell-like ability once per day. Her Law Casting bonus applies to the caster level.

Shield of Law (Sp)
At 8th level, an arbiter can cast Shield of Law as a spell-like ability once per day. Her Law Casting bonus applies to the caster level.

Axiomatic Apotheosis
At 10th level, an arbiter has become a perfect representative of the law. She is now and forevermore treated as a Native, Lawful Outsider. Additionally, she gains damage reduction 10/Chaotic. Finally, the Divine Courts recognize her devotion to the Law, and bestow upon her the rank of Minor Juror. This allows the arbiter to cast votes in the Divine Court during cases.

Rules

Least Rules

Acid Rule: Subjects may not use any spells, abilities, or items that deal acid damage or have the [Acid] type.

Cold Rule: Subjects may not use any spells, abilities, or items that deal cold damage or have the [Cold] type.

Creation Rule: Subjects may not use any spells, abilities, or items that conjure or call objects or have the [Creation] type.

Electricity Rule: Subjects may not use any spells, abilities, or items that deal electric damage or have the [Electricity] type.

Fire Rule: Subjects may not use any spells, abilities, or items that deal fire damage or have the [Fire] type.

Force Rule: Subjects may not use any spells, abilities, or items that deal force damage or have the [Force] type.

Healing Rule: Subjects may not use any spells, abilities, or items that restore HP (such as Cure Light Wounds).

Sonic Rule: Subjects may not use any spells, abilities, or items that deal sonic damage or have the [Sonic] type.

Summoning Rule: Subjects may not use spells, abilities, or items that bind creatures to service or have the [Calling] or [Summoning] type.

Lesser Rules

Abjuration Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Abjuration school.

Conjuration Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Conjuration school.

Divination Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Divination school.

Enchantment Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Enchantment school.

Evocation Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Evocation school.

Illusion Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Illusion school.

Necromancy Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Necromancy school.

Transmutation Rule: Subjects may not use any spells, spell-like abilities, or items that have an effect from the Transmutation school.

Greater Rules

Arcane Rule: Subjects may not use arcane spells, spell-like abilities, or items that imitate arcane spells.

Bludgeoning Rule: Subjects may not deal bludgeoning damage.

Brute Rule: Subjects may not use Power Attack, or any feat or ability that relies on it.

Charge Rule: Subjects may not make charging attacks or pounces.

Craven Rule: Subjects may not make sneak attacks, sudden strikes, or other attacks that rely on precision or surprise damage.

Divine Rule: Subjects may not use divine spells, spell-like abilities, or items that imitate divine spells.

Magic Device Rule: Subjects may not activate scrolls, wands, staves, wondrous items, cursed items, or sentient item powers. (Passive bonuses, such as a strength enhancement from a Belt of Giant Strength, are allowed)

Movement Rule: Subjects may not physically use move actions to change position (walking, swimming, climbing, burrowing, flying, etc.). They are still able to move for the purposes of dodging, evasion, etc.

Piercing Rule: Subjects may not deal piercing damage.

Skill Rule: Subjects may not use skills. If the subject must make a skill check as part of an opposed roll (such as Sensing Motive against a bluff), the subject does not suffer a consequence, but automatically fails the roll.

Slashing Rule: Subjects may not deal slashing damage.

Tactics Rule: Subjects may not Bull Rish, Disarm, Grapple, Overrun, Sunder, or Trip. Defensive opposed rolls do no suffer consequences but are automatically failed.

Absolute Rules

Damage Rule: Subjects may not deal lethal damage through any means.

Magic Rule: Subjects may not use any spells or spell-like abilities.

Weapon Rule: Subjects may not use weapons to make attacks, or complete any actions that would be dependent on using a weapon (maneuvers, for example).

Multiclass Note: Paladins who become arbiters retain all of their paladin abilities and may freely continue to take levels as paladins, assuming they remain true to both the paladin's code of conduct and the arbiter's lawful devotion and court duties.

Caldarin
2009-11-27, 10:49 AM
Just the first thing that jumps out at me: Your requirements are kinda screwy
BaB of +6 AND 2nd level divine spell casting would require either 8th level paladin or 8th level cleric

Frog Dragon
2009-11-27, 11:08 AM
No alingment restriction?

Merk
2009-11-27, 02:19 PM
Just the first thing that jumps out at me: Your requirements are kinda screwy
BaB of +6 AND 2nd level divine spell casting would require either 8th level paladin or 8th level cleric

Yeah, it's intended for clerics and paladins for the most part. The BAB requirement is mostly there so that sorcerers and wizards have a higher barrier of entry (d6 HD and 3/4 BAB is a step up for arcanists and a step down for clerics).


No alingment restriction?

Whoops. Yeah, it's supposed to be any lawful, added.

Caldarin
2009-11-27, 04:11 PM
So you're not supposed to be able to enter in until 8th level? Plus I could never see a Paladin taking this in favor of another Prc, what with the major HD drop and loss of BaB?

maybe make 2 kinds, one that progresses spell casting (like this) and one that progresses BaB regularly (with D8s for Hit Dice)

Xefas
2009-11-27, 04:47 PM
The abilities are nice, but all of that on top of full casting?

I'd take casting off of the first level to make this less of a no-brainer for clerics.

I mean, at this point, the only reason Clerics have trouble choosing prestige classes is because there are just so many that have little-to-no drawbacks and significant boosts in power for their base class.

When the only reason someone would ever not take your no-requirement full-casting class is because it'd get in the way of the other no-requirement full-casting classes they're considering (Contemplative?, Church Inquisitor?, Divine Oracle?, Radiant Servant?), I think something is gravely wrong.

Ashtagon
2009-11-27, 05:02 PM
This class is meant to be the epitome of lawfulness.

But wouldn't creating one of these rule auras without letting everyone in the area know what the rule is be considered a chaotic act? And wouldn't rapidly changes the rules be considered chaotic too?

Turning chaotic creatures: iirc, every turn xyz feature that has a target other than undead is written top note that destroying the target is not actually possible; the best result is turning. I don't think this should be an exception.

Lappy9000
2009-11-27, 10:40 PM
This class is meant to be the epitome of lawfulness.

But wouldn't creating one of these rule auras without letting everyone in the area know what the rule is be considered a chaotic act? And wouldn't rapidly changes the rules be considered chaotic too?Try telling that to an Inevitable and see how far that logic gets you :smallwink::smalltongue:

Although, I do agree that the rule auras don't really seem to be equivalent with supreme Law. Mechanically, they seem fine; the auras just don't really fit the fluff. I did something like this (but not nearly as in-depth) a while back. Feel free to steal from the Axiom Magic if you wish [link (http://www.giantitp.com/forums/showpost.php?p=6591252&postcount=61)]

I quite like the PrC, but I think it needs a bit more focus in terms of the auras and for prerequisites.