CryWolfCorrupt
2014-01-24, 10:39 AM
The Judgemaster
http://static1.wikia.nocookie.net/__cb20061025014347/finalfantasy/images/6/60/Ffta-cid.jpg
"We are the judges, and I, the Great Judgemaster. They call me a pillar, and I wield absolute power. That power must not be abused." -Judgemaster Cid Randell
Becoming a Judgemaster
Judgemasters are lawful fighters who decide to undertake the rigorous training to becoming a judge of the land itself through battle. Separate from the judges of the courts, Judgemasters carry out the law in a physical (and usually violent) method. They become renowned throughout the land, and must be capable of social skills.
Entry Requirements:
Skills:Knowledge (Nobility) 5 ranks, Diplomacy 8 ranks, Intimidate 5 ranks
BAB: +3
Languages: Must speak 3 languages in addition to Common
Alignment: Lawful
Special: A Judgemaster must finish all five levels of Judgemaster or else are considered an Ex-Judgemaster and lose all class features.
Class Skills (2 + Int per level): Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility), Listen, Search, Sense Motive, Spot, and Use Rope.
Table 1-1: Judgemaster Hit Die: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Judge Points, Judgemaster’s Weapon
2nd|
+2|
+3|
+0|
+0|Authority, Mercy
3rd|
+3|
+3|
+1|
+1|Disarmer, Justice
4th|
+4|
+4|
+2|
+2|Strength in Solidarity
5th|
+5|
+4|
+2|
+2|Law Card[/table]
Class Features:
Judgemaster’s Weapon: Judgemasters are notorious across the land for their large, overbearing weapons that they carry to enforce the law. A Judgemaster may choose Exotic Weapon Proficiency as a bonus feat, and select either the Knight Sword or the Greathammer as their weapon. Both weapons are masterwork and are granted to the Judgemaster upon entering the prestige class for a cost of 1,000 gp. They are considered lawful weapons.
Table 1-2: Weapons
{table=head]Weapon|Size|Damage|Crit
Knight Sword|M, 2h|2d8(S)|19-20/x3
Greathammer |M, 2h|3d6(B)|x4[/table]
Judge Points: A Judgemaster gains statistics for those they bring to justice. If a Judgemaster can justify their kill for their alignment (more difficult for LG than LE) they gain a Judgment Point upon delivering the final blow. They only gain a Judgment Point if they deliver the final blow, and do not gain the Judgment Point if they do not declare the righteousness of their killing. This can come in any form of speech delivered to the opponent before they are killed, but it must justify the kill (as satisfactory to the DM) in order to gain the Judgment Point. This can only be used on intelligent creatures (Intelligence score of 5+), but the creature does not have to understand their judgment for the Judgemaster to get the Judgment Points. Judgment Points carry over out of combat, and stack up to a maximum of 20. Judgment Points can also be gained through successful critical strikes and diplomatic surrender through the use of a Diplomacy or Intimidate check.
Each point grants a +1 insight bonus to Gather Information, Knowledge, Listen, Search, Sense Motive, and Spot when investigating someone the Judgemaster believes to be a criminal.
Meat Shield (1JP): When an enemy makes a ranged attack against you, as an immediate action you may make a grapple check against 1 enemy within 10' of you. If you succeed, you enter that enemy's square and the attack is resolved against that enemy's AC, and they take damage if successful. After the attack is resolved, you may move into any square adjacent to that enemy.
Smite Chaos (1JP): Add your Charisma modifier to your next attack roll. You also deal +2 damage for each Judgemaster level. If you use this on an opponent that is not Chaotic, it has no effect but the Judgment Point is still spent.
Denounce (2JP): You may replace your attack roll with an intimidation check. For every 5 points the roll exceeds the enemy's AC, you deal an additional 5 damage.
Appeasement (2JP): As a Swift action, you heal yourself for 2d10/Judgemaster level and gain the same amount in temporary hit points.
Wrathful Strike (4JP): Your next attack causes your opponent to lose focus. They take a penalty to saves, attack rolls and damage equal to your Judgemaster level.
Incite (4JP): As an Immediate Action, you may grant one ally with up to twice your Judgemaster levels as an untyped bonus to attack, damage, or skill check rolls.
Condemnation (6JP): As a Move Action, choose one opponent within 100' and move to any square adjacent to that opponent. For every 10' you travel over your normal move speed, you gain a +2 bonus to attack and damage rolls against that enemy.
Parley (6JP): As a Standard Action, choose one enemy within 100' and make a Diplomacy check against that enemy's AC. If you succeed, that enemy cannot take actions on their next turn.
Righteous Indignation (8JP): As an Immediate Action, take any damage you would take from an attack, double it, and make one attack at highest BAB against an enemy in range.
Justified Pursuit (8JP): As a free action, you may move the same distance as one enemy who leaves your threatened range. You may choose to use this ability after you resolve your attack of opportunity.
Judge, Jury, Executioner (10JP): You may make two Full-Round Attacks against one enemy. Each attack that crits grants you an additional attack. Following your attack, you are fatigued for 1d4 turns.
You may only spend Judgment Points once per round.
Authority: Judgemasters gain a +4 competency bonus to Bluff, Intimidate, and Diplomacy when they speak to civilians or citizens. This increases to +8 when speaking to military units.
Mercy: Judgemasters may choose at any time to deal non-lethal damage with their weapon at no penalty. If their attack would reduce the opponent to 0 hit points or fewer, the Judgemaster may take a free 5’ step.
Disarmer: Judgemasters are experts at disarming criminals. They may choose either the Improved Disarm or the Improved Sunder feat as a bonus feat. The bonus granted increases to +6. In addition, the Judgemaster can control their might when making these attempts. A Judgemaster who successfully disarms or sunders an unarmed opponent may sever (Knight Sword) or crush (Greathammer) that opponen'ts natural weapons, provided they are extremities (hands, claws, spikes, tails, etc.). A Judgemaster who sunders a weapon does not destroy it, they simply break it. It may be repaired with a DC20 (Craft for weapons; Spellcraft for wands, staves, and rods; Heal for natural weapons) check. This check may be made in combat as a Swift Action. It is unusable as a weapon until it is repaired.
Justice: Judgemasters gain a +5 bonus to attack and damage rolls against Chaotic opponents as long as they are using their Greathammer or Knight Sword.
Strength in Solidarity: Judgemasters excel at fighting alone and become a larger threat as more enemies surround them due to their large weapons. As long as a Judgemaster is more than 15’ from any allies, they gain a +1d4 bonus to damage for each enemy they can see. Killing an enemy removes their damage bonus to the Judgemaster’s fighting.
Law Card: As a Judgemaster, you will have access to tremendous power over battles you preside in. Judgemasters have access to a tool known as the Law Card; the Law Card can be used once per encounter. The Law Card allows the Judgemaster to control the tide of battle. At any time in the encounter, once per encounter as a Standard Action, the Judgemaster may ban up to 3 forms of damage. These forms of damage are:
Slashing
Piercing
Bludgeoning
Fire
Cold
Electricity
Sonic
Force
Acid
Positive
Negative
Non-Lethal
Untyped
Vile
Poison
Ability-Score Drain
Level Drain
Anytime anyone in the encounter uses a form of banned damage, they immediately take 6d6 damage from the Law Card. The second time they use the banned form of damage, the Law Card immediately deals 8d6, and so forth increasing by 2 dice each offense. Law Card deals double the damage to Chaotic beings who break them. Law Card only affects those within 200' of the Judgemaster. In addition, the power of Smite Chaos and Justice doubles anytime a Law Card is active.
http://static1.wikia.nocookie.net/__cb20061025014347/finalfantasy/images/6/60/Ffta-cid.jpg
"We are the judges, and I, the Great Judgemaster. They call me a pillar, and I wield absolute power. That power must not be abused." -Judgemaster Cid Randell
Becoming a Judgemaster
Judgemasters are lawful fighters who decide to undertake the rigorous training to becoming a judge of the land itself through battle. Separate from the judges of the courts, Judgemasters carry out the law in a physical (and usually violent) method. They become renowned throughout the land, and must be capable of social skills.
Entry Requirements:
Skills:Knowledge (Nobility) 5 ranks, Diplomacy 8 ranks, Intimidate 5 ranks
BAB: +3
Languages: Must speak 3 languages in addition to Common
Alignment: Lawful
Special: A Judgemaster must finish all five levels of Judgemaster or else are considered an Ex-Judgemaster and lose all class features.
Class Skills (2 + Int per level): Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility), Listen, Search, Sense Motive, Spot, and Use Rope.
Table 1-1: Judgemaster Hit Die: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Judge Points, Judgemaster’s Weapon
2nd|
+2|
+3|
+0|
+0|Authority, Mercy
3rd|
+3|
+3|
+1|
+1|Disarmer, Justice
4th|
+4|
+4|
+2|
+2|Strength in Solidarity
5th|
+5|
+4|
+2|
+2|Law Card[/table]
Class Features:
Judgemaster’s Weapon: Judgemasters are notorious across the land for their large, overbearing weapons that they carry to enforce the law. A Judgemaster may choose Exotic Weapon Proficiency as a bonus feat, and select either the Knight Sword or the Greathammer as their weapon. Both weapons are masterwork and are granted to the Judgemaster upon entering the prestige class for a cost of 1,000 gp. They are considered lawful weapons.
Table 1-2: Weapons
{table=head]Weapon|Size|Damage|Crit
Knight Sword|M, 2h|2d8(S)|19-20/x3
Greathammer |M, 2h|3d6(B)|x4[/table]
Judge Points: A Judgemaster gains statistics for those they bring to justice. If a Judgemaster can justify their kill for their alignment (more difficult for LG than LE) they gain a Judgment Point upon delivering the final blow. They only gain a Judgment Point if they deliver the final blow, and do not gain the Judgment Point if they do not declare the righteousness of their killing. This can come in any form of speech delivered to the opponent before they are killed, but it must justify the kill (as satisfactory to the DM) in order to gain the Judgment Point. This can only be used on intelligent creatures (Intelligence score of 5+), but the creature does not have to understand their judgment for the Judgemaster to get the Judgment Points. Judgment Points carry over out of combat, and stack up to a maximum of 20. Judgment Points can also be gained through successful critical strikes and diplomatic surrender through the use of a Diplomacy or Intimidate check.
Each point grants a +1 insight bonus to Gather Information, Knowledge, Listen, Search, Sense Motive, and Spot when investigating someone the Judgemaster believes to be a criminal.
Meat Shield (1JP): When an enemy makes a ranged attack against you, as an immediate action you may make a grapple check against 1 enemy within 10' of you. If you succeed, you enter that enemy's square and the attack is resolved against that enemy's AC, and they take damage if successful. After the attack is resolved, you may move into any square adjacent to that enemy.
Smite Chaos (1JP): Add your Charisma modifier to your next attack roll. You also deal +2 damage for each Judgemaster level. If you use this on an opponent that is not Chaotic, it has no effect but the Judgment Point is still spent.
Denounce (2JP): You may replace your attack roll with an intimidation check. For every 5 points the roll exceeds the enemy's AC, you deal an additional 5 damage.
Appeasement (2JP): As a Swift action, you heal yourself for 2d10/Judgemaster level and gain the same amount in temporary hit points.
Wrathful Strike (4JP): Your next attack causes your opponent to lose focus. They take a penalty to saves, attack rolls and damage equal to your Judgemaster level.
Incite (4JP): As an Immediate Action, you may grant one ally with up to twice your Judgemaster levels as an untyped bonus to attack, damage, or skill check rolls.
Condemnation (6JP): As a Move Action, choose one opponent within 100' and move to any square adjacent to that opponent. For every 10' you travel over your normal move speed, you gain a +2 bonus to attack and damage rolls against that enemy.
Parley (6JP): As a Standard Action, choose one enemy within 100' and make a Diplomacy check against that enemy's AC. If you succeed, that enemy cannot take actions on their next turn.
Righteous Indignation (8JP): As an Immediate Action, take any damage you would take from an attack, double it, and make one attack at highest BAB against an enemy in range.
Justified Pursuit (8JP): As a free action, you may move the same distance as one enemy who leaves your threatened range. You may choose to use this ability after you resolve your attack of opportunity.
Judge, Jury, Executioner (10JP): You may make two Full-Round Attacks against one enemy. Each attack that crits grants you an additional attack. Following your attack, you are fatigued for 1d4 turns.
You may only spend Judgment Points once per round.
Authority: Judgemasters gain a +4 competency bonus to Bluff, Intimidate, and Diplomacy when they speak to civilians or citizens. This increases to +8 when speaking to military units.
Mercy: Judgemasters may choose at any time to deal non-lethal damage with their weapon at no penalty. If their attack would reduce the opponent to 0 hit points or fewer, the Judgemaster may take a free 5’ step.
Disarmer: Judgemasters are experts at disarming criminals. They may choose either the Improved Disarm or the Improved Sunder feat as a bonus feat. The bonus granted increases to +6. In addition, the Judgemaster can control their might when making these attempts. A Judgemaster who successfully disarms or sunders an unarmed opponent may sever (Knight Sword) or crush (Greathammer) that opponen'ts natural weapons, provided they are extremities (hands, claws, spikes, tails, etc.). A Judgemaster who sunders a weapon does not destroy it, they simply break it. It may be repaired with a DC20 (Craft for weapons; Spellcraft for wands, staves, and rods; Heal for natural weapons) check. This check may be made in combat as a Swift Action. It is unusable as a weapon until it is repaired.
Justice: Judgemasters gain a +5 bonus to attack and damage rolls against Chaotic opponents as long as they are using their Greathammer or Knight Sword.
Strength in Solidarity: Judgemasters excel at fighting alone and become a larger threat as more enemies surround them due to their large weapons. As long as a Judgemaster is more than 15’ from any allies, they gain a +1d4 bonus to damage for each enemy they can see. Killing an enemy removes their damage bonus to the Judgemaster’s fighting.
Law Card: As a Judgemaster, you will have access to tremendous power over battles you preside in. Judgemasters have access to a tool known as the Law Card; the Law Card can be used once per encounter. The Law Card allows the Judgemaster to control the tide of battle. At any time in the encounter, once per encounter as a Standard Action, the Judgemaster may ban up to 3 forms of damage. These forms of damage are:
Slashing
Piercing
Bludgeoning
Fire
Cold
Electricity
Sonic
Force
Acid
Positive
Negative
Non-Lethal
Untyped
Vile
Poison
Ability-Score Drain
Level Drain
Anytime anyone in the encounter uses a form of banned damage, they immediately take 6d6 damage from the Law Card. The second time they use the banned form of damage, the Law Card immediately deals 8d6, and so forth increasing by 2 dice each offense. Law Card deals double the damage to Chaotic beings who break them. Law Card only affects those within 200' of the Judgemaster. In addition, the power of Smite Chaos and Justice doubles anytime a Law Card is active.