NeoSeraphi
2011-08-23, 09:16 AM
The Judge
http://i1098.photobucket.com/albums/g374/TVTroper/Awesome%20pictures/stephen_colbert_paladin_by_todd_loc.jpg
"The peace of the world can only be maintained when those in authority have absolute power."- Tsubaki Yayoi, BlazBlue Continuum Shift
The judge is an instrument of law and order for his deity. With much stronger convictions than a normal cleric, a judge will fight until his last breath in order to maintain the stability of the rulers of the world.
Religion: A judge must select a lawful deity to worship and bestow power upon him. The judge cannot gain his power from an idea such as Law as a cleric can.
Alignment: Any lawful. A judge is not bound by the relative moral system of "good" and "evil". As long as the judge obeys what is stated as law, he is in the right in his own mind.
HD: d10
Class Skills: The judge's class skills are Climb, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Nobility and Royalty), Knowledge (Religion), Sense Motive and Swim.
Skill Points: 4+Int per level (x4 at 1st level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Aura of Law, Detect Chaos, Smite Chaos 1+Cha/day
2nd|+2|+3|+0|+3|Divine Grace, Law Before Justice
3rd|+3|+3|+1|+3|Divine Health, Aura of Order
4th|+4|+4|+1|+4|Turn Chaos
5th|+5|+4|+1|+4|Smite Chaos 2+Cha/day
6th|+6/+1|+5|+2|+5|Shackles of Order
7th|+7/+2|+5|+2|+5|Sword of Law +1
8th|+8/+3|+6|+2|+6|Rebuke Law
9th|+9/+4|+6|+3|+6|Rule of Law
10th|+10/+5|+7|+3|+7|Smite Chaos 3+Cha/day, Sword of Law +2
11th|+11/+6/+1|+7|+3|+7|Aura of Restriction
12th|+12/+7/+2|+8|+4|+8|Improved Shackles of Order
13th|+13/+8/+3|+8|+4|+8|Sword of Law +3
14th|+14/+9/+4|+9|+4|+9|Natural Diplomat
15th|+15/+10/+5|+9|+5|+9|Smite Chaos 4+Cha/day
16th|+16/+11/+6/+1|+10|+5|+10|Sword of Law +4
17th|+17/+12/+7/+2|+10|+5|+10|Improved Rule of Law
18th|+18/+13/+8/+3|+11|+6|+11|Greater Shackles of Order
19th|+19/+14/+9/+4|+11|+6|+11|Sword of Law +5
20th|+20/+15/+10/+5|+12|+6|+12|You Will All Submit, Smite Chaos 5+Cha/day
[/table]
Class Features:
Weapon and Armor Proficiency: A judge is proficient with all simple and martial weapons, as well as light, medium, and heavy armor, and shields (except tower shields)
Aura of Law (Ex): A judge is a being of law and order, much like an inevitable or a devil. He projects a magical aura of law, as if he were a lawful outsider with an HD equal to his judge level.
Detect Chaos (Sp): A judge is able to sense the wild abandon within people, so that he may either correct or remove them in order to protect the stability of society. A judge is able to cast detect chaos as a spell-like ability at will, with a caster level equal to his judge level.
Smite Chaos (Su): A judge's blade carries will of his deity. A judge may declare his intention to cleanse the world of his enemy. If the enemy he has targeted is chaotic, he receives a bonus to his attack rolls equal to his Charisma modifier (minimum +0), and a bonus on damage rolls equal to his judge level for the rest of the encounter. These bonuses only apply to attacks and damage rolls made against the targeted creature. If the enemy is not chaotic, the paladin does not gain a bonus, though he still expends a use of his divine power as a lesson of restraint to him. The judge receives one use of Smite Chaos per day, and an additional use for every 5 judge levels he gains, plus one use per point of Charisma bonus (minimum +0).
Divine Grace (Su): The judge is a warrior, and though he does not receive the spellcasting power from his god that the cleric does, he does receive more protection from harm. Starting at 2nd level, the judge receives a bonus on all his saving throws equal to his Charisma modifier (minimum +0)
Law Before Justice (Ex): Even when the scum of the earth have raped, pillaged, and destroyed everything in sight, even when the goody-two shoes creeps have convinced so many of your allies to atone and join the side of good, even when every inch of the judge's being wants nothing more than to plunge his sword into the creature's neck and end its life for good, the paladin knows that it is not his place. He is not a vigilante or some defender of justice. He is simply an officer of the law. Starting at 2nd level, the judge may deal nonlethal damage with any attack without taking the standard -4 penalty.
Divine Health (Ex): The divine power of law allows for regulation of things that normal creatures couldn't even begin to understand, including the most effective immune system in the world. Starting at 3rd level, the judge's completely structured life affects his own body as well. The judge becomes immune to all mundane and magical diseases, such as those caused by the contagion spell, as well as supernatural diseases such as mummy rot and lycanthropy.
Aura of Order (Su): Though weaker creatures can, through magical influence, succumb to their inner madness, a judge has no such tendencies to begin with. Starting at 3rd level, the judge becomes immune to confusion, and allies within 10 feet of the paladin receive a morale bonus to their saving throws against confusion effects equal to the judge's class level.
Turn Chaos (Su): The judge is a force of law. He stands firm against outsiders who would spread their filth about freedom and destruction through the world. Beginning at 4th level, a judge gains the ability to turn chaotic outsiders, as a cleric turns undead. If the judge is of good alignment, he may turn demons, if the judge is of evil alignment, he may turn eladrin. A neutral judge chooses one or the other when he gains this class feature, he may not change this option later. The judge gains daily uses of this class feature equal to 3+his Charisma modifier. His effective cleric level for this class feature is equal to his judge level-3.
Shackles of Order (Sp): Unfortunately, sometimes those who would disobey don't stand and fight for their freedom like men, but run like cowards. Like slaves who try to escape from their owners. In order for a judge to capture criminals without harming them and bring them to justice, his god has given him many tools. Starting at 6th level, once per day, the judge may cast hold person as a spell-like ability, with a caster level equal to his class level. The save DC is 13+the judge's Charisma modifier.
Sword of Law (Su): In the judge's hands, any weapon becomes an instrument of law and is infused with the power of order. Starting at 7th level, any weapon the judge wields has its enhancement bonus increased by 1 and automatically receives the axiomatic weapon ability. At 10th level, and every 3 levels after that, the enhancement bonus increases by another +1, to a maximum of +5 at level 19. Additionally, starting at level 13, the weapon also projects a magic circle against chaos effect, with a caster level equal to the judge's class level. (The judge's Aura of Restriction automatically suppresses the sword's protection from compulsion effect) This ability allows a weapon's total enhancement bonus to increase up to +10, regardless of whether the judge holding it is epic level or not. It also allows the weapon to be axiomatic regardless of how many other abilities the weapon has. If a judge's weapon has a total enhancement bonus of +6 or higher, it overcomes DR/Epic.
Rebuke Law (Su): The judge speaks for his deity, and creatures of law find it difficult to question his authority. Starting at 8th level, the judge gains the ability to rebuke lawful outsiders. A lawful evil judge is able to rebuke and command any lawful evil outsider, such as a devil. A lawful neutral judge is able to rebuke and command any lawful neutral outsider, such as an inevitable. A lawful good judge is able to rebuke and command any lawful good outsider, such as certain angels and celestials. A judge's effective cleric level for his rebuke/command law ability is equal to his judge level+his Sword of Law bonus. A judge may rebuke law 3+his Charisma modifier times per day (minimum 3).
Rule of Law (Sp): A judge does not always use his weapon to restore order. Sometimes all it takes is a few strong words, and a little magic. Starting at 9th level, a judge gains the ability to cast dominate person as a spell-like ability once per day per four class levels (to a maximum of 5/day at 20th level). His caster level is equal to his judge level, and the save DC is equal to 15+his Charisma modifier.
Aura of Restriction (Su): A judge does not have the time to deal with those who believe themselves above the law. The strength of his deity exceeds all other magic, and even those who thought themselves gods with their arcane power bow before the judge's commands. Starting at 11th level, the judge projects an aura of restriction, which completely negates magical freedom. Any creature with an Intelligence score of 3 or higher within 60 feet of the judge loses any immunities to mind-affecting and compulsion abilities, whether those immunities were natural (such as a vampire's) or magical (such as a wizard's mind blank spell) for as long as they remain within the judge's aura. This aura affects the judge's allies, as well as the judge himself.
Improved Shackles of Order (Sp): Starting at 12th level, the judge's shackles of order ability improves. The judge may now cast hold monster as a spell-like ability, once per day per four class levels, maximum of 5 at 20th. The DC is 16+his Charisma modifier. This ability overlaps Shackles of Order, and the judge loses his daily casting of hold person.
Natural Diplomat (Ex): The judge respects authority, and he is able to naturally adapt to any social situation that is called for, though his honesty often betrays him, he is not naive. Starting at 14th level, the judge receives an insight bonus on his Diplomacy, Knowledge (Nobility and Royalty), and Sense Motive checks equal to half his class level, but takes the same amount as a penalty to his Bluff and Forgery checks, as well as his Disguise checks made to act in-character.
Improved Rule of Law (Sp): A judge must have authority to maintain the order of the world. That authority must command the respect of all, from the mightiest dragon to the strongest giant. Starting at 17th level, the judge's rule of law ability now allows him to cast dominate monster as a spell-like ability once per day per four class levels instead of dominate person. His caster level is equal to his judge level, and the save DC is equal to 19+his Charisma modifier.
Greater Shackles of Order (Sp): A judge will stand and fight every enemy of law, even if he is outnumbered 30 to 1, in order to protect the structure of the world. Starting at 18th level, the judge may cast mass hold monster as a spell-like ability once per day, with a caster level equal to his judge level. The DC is 19+his Charisma modifier. This ability is in addition to his spell-like abilities from Improved Shackles of Order.
You Will All Submit (Su): The 20th level judge is a remarkable force of law and order. At 20th level, the judge gains DR 10/Chaotic and projects a supernatural aura that imposes the rule of law on all who enter. Any creature within 100 ft of the judge takes a -5 penalty on all saving throws against compulsion effects, as well as a -4 HD penalty for the purposes of turning and rebuking checks.
Code of Conduct: A judge must always be lawful, and must submit to the authority of those above him, as well as to the laws and customs of the land. If the judge comes from a country that has banned slavery, it does not permit him to free the slaves of other countries where slavery is legal, for example. The rule of law is all-important. The judge must also never knowingly ally himself with chaotic creatures.
The judge must worship his Patron Deity, and must obey his deity's will. If the law of the land changes or if the judge enters new territory that clashes with the deity's beliefs or orders, the judge treats his deity's will as the absolute law over the local law.
The judge may not employ the following dishonorable tactics in battle: poison, ravages, sneak attack, death attack, sudden strike. The judge may not deal lethal damage to a creature who has voluntarily surrendered to his authority.
The judge may only accept followers and cohorts whose alignment matches his own exactly, should he take the Leadership feat or gain followers through some similar system.
If the judge violates this code of conduct in any way, he immediately loses all his class features until such time that he has atoned and received an atonement spell from a cleric of the church of his deity.
Unlike the PHB paladin, this judge does not face any multiclassing restrictions.
http://i1098.photobucket.com/albums/g374/TVTroper/Awesome%20pictures/stephen_colbert_paladin_by_todd_loc.jpg
"The peace of the world can only be maintained when those in authority have absolute power."- Tsubaki Yayoi, BlazBlue Continuum Shift
The judge is an instrument of law and order for his deity. With much stronger convictions than a normal cleric, a judge will fight until his last breath in order to maintain the stability of the rulers of the world.
Religion: A judge must select a lawful deity to worship and bestow power upon him. The judge cannot gain his power from an idea such as Law as a cleric can.
Alignment: Any lawful. A judge is not bound by the relative moral system of "good" and "evil". As long as the judge obeys what is stated as law, he is in the right in his own mind.
HD: d10
Class Skills: The judge's class skills are Climb, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Nobility and Royalty), Knowledge (Religion), Sense Motive and Swim.
Skill Points: 4+Int per level (x4 at 1st level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Aura of Law, Detect Chaos, Smite Chaos 1+Cha/day
2nd|+2|+3|+0|+3|Divine Grace, Law Before Justice
3rd|+3|+3|+1|+3|Divine Health, Aura of Order
4th|+4|+4|+1|+4|Turn Chaos
5th|+5|+4|+1|+4|Smite Chaos 2+Cha/day
6th|+6/+1|+5|+2|+5|Shackles of Order
7th|+7/+2|+5|+2|+5|Sword of Law +1
8th|+8/+3|+6|+2|+6|Rebuke Law
9th|+9/+4|+6|+3|+6|Rule of Law
10th|+10/+5|+7|+3|+7|Smite Chaos 3+Cha/day, Sword of Law +2
11th|+11/+6/+1|+7|+3|+7|Aura of Restriction
12th|+12/+7/+2|+8|+4|+8|Improved Shackles of Order
13th|+13/+8/+3|+8|+4|+8|Sword of Law +3
14th|+14/+9/+4|+9|+4|+9|Natural Diplomat
15th|+15/+10/+5|+9|+5|+9|Smite Chaos 4+Cha/day
16th|+16/+11/+6/+1|+10|+5|+10|Sword of Law +4
17th|+17/+12/+7/+2|+10|+5|+10|Improved Rule of Law
18th|+18/+13/+8/+3|+11|+6|+11|Greater Shackles of Order
19th|+19/+14/+9/+4|+11|+6|+11|Sword of Law +5
20th|+20/+15/+10/+5|+12|+6|+12|You Will All Submit, Smite Chaos 5+Cha/day
[/table]
Class Features:
Weapon and Armor Proficiency: A judge is proficient with all simple and martial weapons, as well as light, medium, and heavy armor, and shields (except tower shields)
Aura of Law (Ex): A judge is a being of law and order, much like an inevitable or a devil. He projects a magical aura of law, as if he were a lawful outsider with an HD equal to his judge level.
Detect Chaos (Sp): A judge is able to sense the wild abandon within people, so that he may either correct or remove them in order to protect the stability of society. A judge is able to cast detect chaos as a spell-like ability at will, with a caster level equal to his judge level.
Smite Chaos (Su): A judge's blade carries will of his deity. A judge may declare his intention to cleanse the world of his enemy. If the enemy he has targeted is chaotic, he receives a bonus to his attack rolls equal to his Charisma modifier (minimum +0), and a bonus on damage rolls equal to his judge level for the rest of the encounter. These bonuses only apply to attacks and damage rolls made against the targeted creature. If the enemy is not chaotic, the paladin does not gain a bonus, though he still expends a use of his divine power as a lesson of restraint to him. The judge receives one use of Smite Chaos per day, and an additional use for every 5 judge levels he gains, plus one use per point of Charisma bonus (minimum +0).
Divine Grace (Su): The judge is a warrior, and though he does not receive the spellcasting power from his god that the cleric does, he does receive more protection from harm. Starting at 2nd level, the judge receives a bonus on all his saving throws equal to his Charisma modifier (minimum +0)
Law Before Justice (Ex): Even when the scum of the earth have raped, pillaged, and destroyed everything in sight, even when the goody-two shoes creeps have convinced so many of your allies to atone and join the side of good, even when every inch of the judge's being wants nothing more than to plunge his sword into the creature's neck and end its life for good, the paladin knows that it is not his place. He is not a vigilante or some defender of justice. He is simply an officer of the law. Starting at 2nd level, the judge may deal nonlethal damage with any attack without taking the standard -4 penalty.
Divine Health (Ex): The divine power of law allows for regulation of things that normal creatures couldn't even begin to understand, including the most effective immune system in the world. Starting at 3rd level, the judge's completely structured life affects his own body as well. The judge becomes immune to all mundane and magical diseases, such as those caused by the contagion spell, as well as supernatural diseases such as mummy rot and lycanthropy.
Aura of Order (Su): Though weaker creatures can, through magical influence, succumb to their inner madness, a judge has no such tendencies to begin with. Starting at 3rd level, the judge becomes immune to confusion, and allies within 10 feet of the paladin receive a morale bonus to their saving throws against confusion effects equal to the judge's class level.
Turn Chaos (Su): The judge is a force of law. He stands firm against outsiders who would spread their filth about freedom and destruction through the world. Beginning at 4th level, a judge gains the ability to turn chaotic outsiders, as a cleric turns undead. If the judge is of good alignment, he may turn demons, if the judge is of evil alignment, he may turn eladrin. A neutral judge chooses one or the other when he gains this class feature, he may not change this option later. The judge gains daily uses of this class feature equal to 3+his Charisma modifier. His effective cleric level for this class feature is equal to his judge level-3.
Shackles of Order (Sp): Unfortunately, sometimes those who would disobey don't stand and fight for their freedom like men, but run like cowards. Like slaves who try to escape from their owners. In order for a judge to capture criminals without harming them and bring them to justice, his god has given him many tools. Starting at 6th level, once per day, the judge may cast hold person as a spell-like ability, with a caster level equal to his class level. The save DC is 13+the judge's Charisma modifier.
Sword of Law (Su): In the judge's hands, any weapon becomes an instrument of law and is infused with the power of order. Starting at 7th level, any weapon the judge wields has its enhancement bonus increased by 1 and automatically receives the axiomatic weapon ability. At 10th level, and every 3 levels after that, the enhancement bonus increases by another +1, to a maximum of +5 at level 19. Additionally, starting at level 13, the weapon also projects a magic circle against chaos effect, with a caster level equal to the judge's class level. (The judge's Aura of Restriction automatically suppresses the sword's protection from compulsion effect) This ability allows a weapon's total enhancement bonus to increase up to +10, regardless of whether the judge holding it is epic level or not. It also allows the weapon to be axiomatic regardless of how many other abilities the weapon has. If a judge's weapon has a total enhancement bonus of +6 or higher, it overcomes DR/Epic.
Rebuke Law (Su): The judge speaks for his deity, and creatures of law find it difficult to question his authority. Starting at 8th level, the judge gains the ability to rebuke lawful outsiders. A lawful evil judge is able to rebuke and command any lawful evil outsider, such as a devil. A lawful neutral judge is able to rebuke and command any lawful neutral outsider, such as an inevitable. A lawful good judge is able to rebuke and command any lawful good outsider, such as certain angels and celestials. A judge's effective cleric level for his rebuke/command law ability is equal to his judge level+his Sword of Law bonus. A judge may rebuke law 3+his Charisma modifier times per day (minimum 3).
Rule of Law (Sp): A judge does not always use his weapon to restore order. Sometimes all it takes is a few strong words, and a little magic. Starting at 9th level, a judge gains the ability to cast dominate person as a spell-like ability once per day per four class levels (to a maximum of 5/day at 20th level). His caster level is equal to his judge level, and the save DC is equal to 15+his Charisma modifier.
Aura of Restriction (Su): A judge does not have the time to deal with those who believe themselves above the law. The strength of his deity exceeds all other magic, and even those who thought themselves gods with their arcane power bow before the judge's commands. Starting at 11th level, the judge projects an aura of restriction, which completely negates magical freedom. Any creature with an Intelligence score of 3 or higher within 60 feet of the judge loses any immunities to mind-affecting and compulsion abilities, whether those immunities were natural (such as a vampire's) or magical (such as a wizard's mind blank spell) for as long as they remain within the judge's aura. This aura affects the judge's allies, as well as the judge himself.
Improved Shackles of Order (Sp): Starting at 12th level, the judge's shackles of order ability improves. The judge may now cast hold monster as a spell-like ability, once per day per four class levels, maximum of 5 at 20th. The DC is 16+his Charisma modifier. This ability overlaps Shackles of Order, and the judge loses his daily casting of hold person.
Natural Diplomat (Ex): The judge respects authority, and he is able to naturally adapt to any social situation that is called for, though his honesty often betrays him, he is not naive. Starting at 14th level, the judge receives an insight bonus on his Diplomacy, Knowledge (Nobility and Royalty), and Sense Motive checks equal to half his class level, but takes the same amount as a penalty to his Bluff and Forgery checks, as well as his Disguise checks made to act in-character.
Improved Rule of Law (Sp): A judge must have authority to maintain the order of the world. That authority must command the respect of all, from the mightiest dragon to the strongest giant. Starting at 17th level, the judge's rule of law ability now allows him to cast dominate monster as a spell-like ability once per day per four class levels instead of dominate person. His caster level is equal to his judge level, and the save DC is equal to 19+his Charisma modifier.
Greater Shackles of Order (Sp): A judge will stand and fight every enemy of law, even if he is outnumbered 30 to 1, in order to protect the structure of the world. Starting at 18th level, the judge may cast mass hold monster as a spell-like ability once per day, with a caster level equal to his judge level. The DC is 19+his Charisma modifier. This ability is in addition to his spell-like abilities from Improved Shackles of Order.
You Will All Submit (Su): The 20th level judge is a remarkable force of law and order. At 20th level, the judge gains DR 10/Chaotic and projects a supernatural aura that imposes the rule of law on all who enter. Any creature within 100 ft of the judge takes a -5 penalty on all saving throws against compulsion effects, as well as a -4 HD penalty for the purposes of turning and rebuking checks.
Code of Conduct: A judge must always be lawful, and must submit to the authority of those above him, as well as to the laws and customs of the land. If the judge comes from a country that has banned slavery, it does not permit him to free the slaves of other countries where slavery is legal, for example. The rule of law is all-important. The judge must also never knowingly ally himself with chaotic creatures.
The judge must worship his Patron Deity, and must obey his deity's will. If the law of the land changes or if the judge enters new territory that clashes with the deity's beliefs or orders, the judge treats his deity's will as the absolute law over the local law.
The judge may not employ the following dishonorable tactics in battle: poison, ravages, sneak attack, death attack, sudden strike. The judge may not deal lethal damage to a creature who has voluntarily surrendered to his authority.
The judge may only accept followers and cohorts whose alignment matches his own exactly, should he take the Leadership feat or gain followers through some similar system.
If the judge violates this code of conduct in any way, he immediately loses all his class features until such time that he has atoned and received an atonement spell from a cleric of the church of his deity.
Unlike the PHB paladin, this judge does not face any multiclassing restrictions.