The-Mage-King
2011-07-15, 11:01 PM
The Judge
http://i869.photobucket.com/albums/ab251/The-Mage-King/Archadian_Judges.jpg
"It is a dark day when men fight like dogs over a scrap of meat. Come! Let us battle with honor!"- Judge Oswor, starting an engagement.
____________________________
A student of ancient law, a Judge has learned how to convince the universe to impose his restrictions on combat.
Most Judges belong to an organization called the Lawbringers, who impose their chosen laws, however capricious they may seem, upon all battles fought in the kingdom they make their home in. The members of this group are a welcome sight, as they cut down the chances of warriors actually dying in combat that they declare to be an Engagement.
Becoming a Judge
The easiest route to Judge is through the Crusader class, though Swordsages are able to join this class with enough effort.
Prerequisites
Alignment: Any Lawful.
Feats: Iron Will
Skills: Sense Motive 8 ranks, Spot 4 ranks, Listen 4 ranks
Maneuvers: At least one maneuver from each of the Stone Dragon, Devoted Spirit, and Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) disciplines, along with two more from any of the three, at least one of which must be 5th level.
Languages: Must speak at least five languages, one of which must be common
Skills
The Judge’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (Local) (Int), Ride (Dex), Speak Language, and Sense Motive (Wis)
Skill Points
4+ Int Modifier
LevelBABFort SaveRef Save Will Save SpecialManeuvers KnownManeuvers ReadiedStances Known
1+0+2+0+2Serene Judgement 100
2+1+3+0+3Engagement 1/day, Law000
3+2+3+1+3110
4+3+4+1+4Engagement 2/day, Law000
5+3+4+1+4Bind101
6+4+5+2+5Engagement 3/day, Law010
7+5+5+2+5Advanced Law100
8+6+6+2+6Engagement 4/day, Law000
9+6+6+3+6Red Card110
10+7+7+3+7Engagement 5/day, Law, Advanced Law011
Weapon and Armor Proficiencies: Judges gain no proficiency with any weapon or armor.
Maneuvers: At each odd-numbered level, you learn a new maneuver known from the Devoted Spirit, Stone Dragon, or Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Judg levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd, 6th, 9th, and 10th levels, you gain an additional maneuver readied per day.
Stances Known: At 5th and 10th levels, you learn a new martial stance from the Devoted Spirit, Stone Dragon, or Quicksilver Aegis discipline. You must meet a stance’s prerequisite to learn it.
Serene Judgement: A Judge has an almost supernatural sense for danger, and can avoid blows that would injure most other men. He adds his wisdom modifier as a bonus to AC and all Reflex Saves. This bonus to AC apply even against touch attacks or when the Judge is flat-footed. He loses these bonuses when he is immobilized or helpless and when he is wearing heavy armor.
Engagement (Su): At 2nd level, a judge has been fully initiated in the skills of the class. Once per day per two Judge levels, he may declare an encounter to be an Engagement. While in an Engagement, all damage dealt to anyone involved in the encounter is treated as nonlethal damage. Creatures normally immune to nonlethal damage take damage normally. Furthermore, a Judge can select a Law he knows to be in effect for the duration of the Engagement. If a creature succeeds on a Will save with a DC of 15+1/2th Judge's IL+ Judge's Wisdom modifier, it may ignore the restriction to dealing nonlethal damage. The Judge himself must abide by the rules of the Engagement, or the effect will end. The terms of an Engagement are telepathically broadcast to all creatures involved in it when it is declared.
Law (Su): At 2nd level, and every even level thereafter, a Judge learns a Law that they can enforce during an Engagement. Creatures violating the law within the Engagement take a penalty on all attack and damage rolls and all skill checks equal to the Judge's Wisdom modifier, and takes a penalty to caster/manifester/intiator level equal to the Judge's Wisdom modifier. While striken with the penalty to effective CL/ML/IL, creatures are unable to use abilities of which the levels are greater than 1/2th of their caster level (eg: Judge Oswor is in an Engagement, fighting a level 16 Wizard. The wizard violates the "No Fire" law set down by Oswor at the beginning of the battle, and fails his Will save to resist the penalty. Oswor has a Wisdom score of 18, and so the wizard takes a -4 penalty to CL. This means that he may not cast any spells of higher than 6th level for the rest of the Engagement.). This penalty is negated by a successful Will save (DC 10+1/2th Judge's IL+ Judge's Wisdom modifier).
The following laws may be selected by any Judge.
No (Piercing/Bludgeoning/Slashing)- upon selecting this law, a Jude chooses one of the listed damage types. While this law is in effect, no creature may deal damage of that type in the Engagement.
No (Acid/Cold/Electricity/Fire/Sonic)- upon selecting this law, a Jude chooses one of the listed energy types. While this law is in effect, no creature may deal damage of that type in the Engagement.
No (Martial Discipline)- upon selecting this law, a Jude chooses one martial discipline. While this law is in effect, no creature may use a maneuver of this discipline in the engagement, nor may they be in a stance of the discipline.
No Enchantment- while this law is in effect, creatures are not allowed to cast spells of the enchantment school, uses SLAs of the enchantment school, or activate items of the enchantment school. This also applies to any analogues of the Enchantment school, such as the Telepathy discipline of powers.
No Transmutation- while this law is in effect, creatures are not allowed to cast spells of the transmutation school, uses SLAs of the transmutation school, or activate items of the transmutation school. This also applies to any analogues of the Transmutation school, such as the Psychometabolism discipline of powers.
No Summoning- while this law is in effect, creatures are not allowed to cast spells of the summoning sub-school, uses SLAs of the summoning sub-school, or activate items that replicate spells of the summoning sub-school. Any creatures summoned while this law is in effect take the penalties associated with violating the terms of Engagement, with no save.
Bind (Su): At 5th level, a Judge can bind an creature who has violated the Law set upon the Engagement. This may be used once per encounter, and is treated like the Hold Monster spell, with a save DC of 10+1/2th Judge's IL+ Judge's Wisdom modifier, and a duration of "Encounter". A Judge does not suffer the penalties for using this ability in combat if the Law is "No Enchantment".
Advanced Law (Su): At 7th and 10th level, a Judge learns one Advanced Law from the following list. Advanced Laws may be put into effect instead of a normal Law when an Engagement is declared. Violating an advanced law institues a penalty to the Save DCs of abilities used by the violator equal to the Judge's Wisdom modifier. The Judge must still abide by these laws while they are in effect.
No Arcane- No creature may cast Arcane spells for the duration of the Engagement.
No Divine- No creature may cast Divine spells for the duration of the Engagement.
No Psionics- No creature may manifest powers or use Psi-like abilities for the duration of the Engagement.
No Maneuvers- No creature may initiate maneuvers or gain the benefit of a stance for the duration of the Engagement.
No Spell Like Abilities- No creature may use SLAs for the duration of the Engagement.
Red Card (Su): At 9th level, a Judge is high enough on the hierarchy to request the temporary storage of a Law violator. Once per day, you may issue a Red Card to any violator of the current Engagement's Law, and banish them to an extradimensional prison until the end of the encounter, at which point they return to the point they were at when you used this ability. If they managed to escape the prison (such as due to using Plane Shift or a similar ability), they do not return to the point they were banished from. A creature may make a Will save with a DC of 10+1/2th Judge's IL+ Judge's Wisdom modifier to resist this effect.
__________________________________
Yeah. Inspired by the Judges of FFTA.
Any comments?
http://i869.photobucket.com/albums/ab251/The-Mage-King/Archadian_Judges.jpg
"It is a dark day when men fight like dogs over a scrap of meat. Come! Let us battle with honor!"- Judge Oswor, starting an engagement.
____________________________
A student of ancient law, a Judge has learned how to convince the universe to impose his restrictions on combat.
Most Judges belong to an organization called the Lawbringers, who impose their chosen laws, however capricious they may seem, upon all battles fought in the kingdom they make their home in. The members of this group are a welcome sight, as they cut down the chances of warriors actually dying in combat that they declare to be an Engagement.
Becoming a Judge
The easiest route to Judge is through the Crusader class, though Swordsages are able to join this class with enough effort.
Prerequisites
Alignment: Any Lawful.
Feats: Iron Will
Skills: Sense Motive 8 ranks, Spot 4 ranks, Listen 4 ranks
Maneuvers: At least one maneuver from each of the Stone Dragon, Devoted Spirit, and Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) disciplines, along with two more from any of the three, at least one of which must be 5th level.
Languages: Must speak at least five languages, one of which must be common
Skills
The Judge’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (Local) (Int), Ride (Dex), Speak Language, and Sense Motive (Wis)
Skill Points
4+ Int Modifier
LevelBABFort SaveRef Save Will Save SpecialManeuvers KnownManeuvers ReadiedStances Known
1+0+2+0+2Serene Judgement 100
2+1+3+0+3Engagement 1/day, Law000
3+2+3+1+3110
4+3+4+1+4Engagement 2/day, Law000
5+3+4+1+4Bind101
6+4+5+2+5Engagement 3/day, Law010
7+5+5+2+5Advanced Law100
8+6+6+2+6Engagement 4/day, Law000
9+6+6+3+6Red Card110
10+7+7+3+7Engagement 5/day, Law, Advanced Law011
Weapon and Armor Proficiencies: Judges gain no proficiency with any weapon or armor.
Maneuvers: At each odd-numbered level, you learn a new maneuver known from the Devoted Spirit, Stone Dragon, or Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266) disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Judg levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd, 6th, 9th, and 10th levels, you gain an additional maneuver readied per day.
Stances Known: At 5th and 10th levels, you learn a new martial stance from the Devoted Spirit, Stone Dragon, or Quicksilver Aegis discipline. You must meet a stance’s prerequisite to learn it.
Serene Judgement: A Judge has an almost supernatural sense for danger, and can avoid blows that would injure most other men. He adds his wisdom modifier as a bonus to AC and all Reflex Saves. This bonus to AC apply even against touch attacks or when the Judge is flat-footed. He loses these bonuses when he is immobilized or helpless and when he is wearing heavy armor.
Engagement (Su): At 2nd level, a judge has been fully initiated in the skills of the class. Once per day per two Judge levels, he may declare an encounter to be an Engagement. While in an Engagement, all damage dealt to anyone involved in the encounter is treated as nonlethal damage. Creatures normally immune to nonlethal damage take damage normally. Furthermore, a Judge can select a Law he knows to be in effect for the duration of the Engagement. If a creature succeeds on a Will save with a DC of 15+1/2th Judge's IL+ Judge's Wisdom modifier, it may ignore the restriction to dealing nonlethal damage. The Judge himself must abide by the rules of the Engagement, or the effect will end. The terms of an Engagement are telepathically broadcast to all creatures involved in it when it is declared.
Law (Su): At 2nd level, and every even level thereafter, a Judge learns a Law that they can enforce during an Engagement. Creatures violating the law within the Engagement take a penalty on all attack and damage rolls and all skill checks equal to the Judge's Wisdom modifier, and takes a penalty to caster/manifester/intiator level equal to the Judge's Wisdom modifier. While striken with the penalty to effective CL/ML/IL, creatures are unable to use abilities of which the levels are greater than 1/2th of their caster level (eg: Judge Oswor is in an Engagement, fighting a level 16 Wizard. The wizard violates the "No Fire" law set down by Oswor at the beginning of the battle, and fails his Will save to resist the penalty. Oswor has a Wisdom score of 18, and so the wizard takes a -4 penalty to CL. This means that he may not cast any spells of higher than 6th level for the rest of the Engagement.). This penalty is negated by a successful Will save (DC 10+1/2th Judge's IL+ Judge's Wisdom modifier).
The following laws may be selected by any Judge.
No (Piercing/Bludgeoning/Slashing)- upon selecting this law, a Jude chooses one of the listed damage types. While this law is in effect, no creature may deal damage of that type in the Engagement.
No (Acid/Cold/Electricity/Fire/Sonic)- upon selecting this law, a Jude chooses one of the listed energy types. While this law is in effect, no creature may deal damage of that type in the Engagement.
No (Martial Discipline)- upon selecting this law, a Jude chooses one martial discipline. While this law is in effect, no creature may use a maneuver of this discipline in the engagement, nor may they be in a stance of the discipline.
No Enchantment- while this law is in effect, creatures are not allowed to cast spells of the enchantment school, uses SLAs of the enchantment school, or activate items of the enchantment school. This also applies to any analogues of the Enchantment school, such as the Telepathy discipline of powers.
No Transmutation- while this law is in effect, creatures are not allowed to cast spells of the transmutation school, uses SLAs of the transmutation school, or activate items of the transmutation school. This also applies to any analogues of the Transmutation school, such as the Psychometabolism discipline of powers.
No Summoning- while this law is in effect, creatures are not allowed to cast spells of the summoning sub-school, uses SLAs of the summoning sub-school, or activate items that replicate spells of the summoning sub-school. Any creatures summoned while this law is in effect take the penalties associated with violating the terms of Engagement, with no save.
Bind (Su): At 5th level, a Judge can bind an creature who has violated the Law set upon the Engagement. This may be used once per encounter, and is treated like the Hold Monster spell, with a save DC of 10+1/2th Judge's IL+ Judge's Wisdom modifier, and a duration of "Encounter". A Judge does not suffer the penalties for using this ability in combat if the Law is "No Enchantment".
Advanced Law (Su): At 7th and 10th level, a Judge learns one Advanced Law from the following list. Advanced Laws may be put into effect instead of a normal Law when an Engagement is declared. Violating an advanced law institues a penalty to the Save DCs of abilities used by the violator equal to the Judge's Wisdom modifier. The Judge must still abide by these laws while they are in effect.
No Arcane- No creature may cast Arcane spells for the duration of the Engagement.
No Divine- No creature may cast Divine spells for the duration of the Engagement.
No Psionics- No creature may manifest powers or use Psi-like abilities for the duration of the Engagement.
No Maneuvers- No creature may initiate maneuvers or gain the benefit of a stance for the duration of the Engagement.
No Spell Like Abilities- No creature may use SLAs for the duration of the Engagement.
Red Card (Su): At 9th level, a Judge is high enough on the hierarchy to request the temporary storage of a Law violator. Once per day, you may issue a Red Card to any violator of the current Engagement's Law, and banish them to an extradimensional prison until the end of the encounter, at which point they return to the point they were at when you used this ability. If they managed to escape the prison (such as due to using Plane Shift or a similar ability), they do not return to the point they were banished from. A creature may make a Will save with a DC of 10+1/2th Judge's IL+ Judge's Wisdom modifier to resist this effect.
__________________________________
Yeah. Inspired by the Judges of FFTA.
Any comments?