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View Full Version : D&D 3.x Class 3.5e Justiciar Base Class



andreichekov
2014-05-31, 04:18 PM
The Justicar
http://fc06.deviantart.net/fs70/f/2010/024/2/c/Mass_Effect_2_Samara_by_snp19.png
It is finished, and the formatting worked without random deletes.
Please critique.


Hit Die: 1d10
Alignment: Any Lawful.
Race: Any, although chaotic and/or good races are less likely to produce one.
Skills:4 + Intelligence Modifier. The Justiciars class skills (and the key ability for each) are: Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Knowledge (Nobility and Royalty), Listen (Wis), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Starting Gold: As Fighter. 6d4x10 (150 gp)


Level
BAB
Fort
Ref
Will
Special
[tr]
1st
+1
+2
+0
+2
Justiciar Code, Lawbringer, Smite


2nd
+2
+3
+0
+3
Retribution, Judge


3rd
+3
+3
+1
+3
Unbreakable Will


4th
+4
+4
+1
+4
Throw, Pull


5th
+5
+4
+1
+4
Aura of Law, Mettle


6th
+6/+1
+5
+2
+5
Bloodhound, Rift Walk


7th
+7/+2
+5
+2
+5
Singularity, Reave


8th
+8/+3
+6
+2
+6
Relentless Arbiter


9th
+9/+4
+6
+3
+6
Sight of the Lawful


10th
+10/+5
+7
+3
+7
Greater Throw, Greater Pull, Biotic Charge


Class Features: All of the following are class features of the Justiciar.
Weapon and Armour Proficiency: Justiciars are proficient with all simple and martial weapons, all armour, and all shields, except tower shields.
Justiciar Code: A Justiciar must follow a strict code, if he ever breaks it, then he suffers a -2 penalty to all d20 rolls until the sun next rises. If a Justiciar ceases to be lawful, he cannot take further levels in Justiciar, but he retains all of his abilities.
• A Justiciar may not kill the defenceless, unless he was the one to make them defenceless. He can kill prisoners if he was the one to take them prisoner.
• A Justiciar will accept the will of any local law enforcement that is interfering with his attempt to bring a target lawbreaker to justice for 24 hours. After that, he must kill them if they continue to apprehend his case.
• A Justiciar will never allow himself to be taken captive without fighting.
• A Justiciar cannot knowingly break the law of any town he is in, unless that law is preventing him from bringing his target lawbreaker to justice.
Lawbringer: Once per day per Justiciar level, the Justiciar can choose a criminal to track down. He gets a +1/per level competence bonus to attack and damage rolls against the target, on survival checks to track the target, and on Gather Information checks related to the target. The target need not be human, or even sentient. If the Justiciar has declared a target he loses one daily use of Lawbringer until that target is brought to justice, killed, pardoned, or found innocent. Choosing a criminal is a free action, but cannot be done more than once per minute.
Smite (Su): Whenever a Justiciar attacks a chaotic creature, or a creature with a chaotic alignment, his weapon counts as lawful, and deals an extra 1d6 of damage per level of Justiciar. You lose this ability if more than half of your levels are not justiciar levels.
Retribution (Ex): Beginning at 2nd level, whenever a Justiciar is attacked by a foe, he may use an immediate action to declare retribution against that foe. For the rest of the day, the Justiciar gains all of his Lawbringer bonuses against that foe.
Judge (Su): Beginning at 2nd level, a Justiciar may take a full-round action to determine whether or not a creature near him is of chaotic alignment or not.
Unbreakable Will (Su): Beginning at 3rd level, the Justiciar is constantly under the effect of a Protection from Chaos spell.
Throw (Su): Beginning at 4th level, the Justiciar starts to be able to impose his will physically against other creatures. As a standard action he may make a ranged touch attack against any creature within 30 ft. If he succeeds, the target takes 1d6 force damage, and is knocked 10 ft. away from you. The target lands prone, unless they succeed on a reflex save with a DC of 10 + HD + Cha mod (This only affects landing prone, and not the distance moved or damage dealt.). The Justiciar cannot throw anything that weighs more than 50lbs multiplied by his level. This ability can be used once every 3 rounds.
Pull (Su): Beginning at 4th level, the Justiciar can pull any creature towards him. The Justiciar makes a ranged touch attack against any creature within 60 ft. If he succeeds, the creature is pulled 15ft towards the Justiciar, is levitated over obstacles, and lands prone. The target can make a Reflex saving throw with a DC of 10 + HD + Cha mod to avoid landing prone. This takes a standard action, and cannot be used to pull any creature that weighs more than 100lbs multiplied by the Justiciar’s level. Pull can be used once every 3 rounds.
Aura of Law (Su): From 5th level onwards, the Justiciar, and all allies within 30 ft., get a +2 inspired bonus to Will saving throws.
Mettle (Ex): From 5th level onwards, the Justiciar gains the benefits of Evasion, but only for Will saving throws. (See Rogue in PHB)
Bloodhound (Ex): Beginning at 6th level, the Justiciar gains the Scent ability.
Rift Walk (Sp): Beginning at 6th level, the Justiciar can cast Ethereal Jaunt, at will, as a spell like ability with a caster level equal to HD
Singularity (Su): Beginning at 7th level, the Justiciar can call upon his psyche to manifest a black hole of justice. As a full-round action, he creates a sphere 10 feet across, within 60 ft. of himself. Any creature caught within the sphere, as it is created, is lifted up into the air and helpless, unless they succeed on a Fortitude saving throw with a DC of 10 + Justiciar levels + Con mod. Any creature that passes within 5ft. of the sphere must succeed on a Fortitude saving throw with a DC of 10 + ˝ Justiciar levels + Con mod. This effect lasts for a number of rounds equal to the Justiciars Constitution modifier, and can be used once per hour.
Reave (Su): Beginning at 7th level, the Justiciar can send forth his wrath in the form of a soccer sized glowing blue ball. He makes a ranged attack, with a range increment of 100 ft. This attack deals 1d8 of sonic damage per 2 levels of Justiciar, rounded down, and prevents all healing effects on a target hit. If a creature inside a singularity is hit, this attack deals double damage.
Relentless Arbiter (Sp): Beginning at 8th level, the Justiciar can tie up a creature so well, that it is as strong as Force Cage, the spell. The Justiciar can make a Use Rope check to cast Force Cage, with a caster level equal to her ranks in Use Rope -3, as a spell-like ability, useable at will. The effect requires an actual rope, and actual tying, to work, and makes a cage that is exactly the size of the object tied up.
Sight of the Lawful (Ex): Beginning at 9th level, the Justiciar adds his Constitution modifier to his search and spot checks as a competence bonus. In addition, he gains blind-sight and blind-sense out to 120 feet. In addition, any teleport spells used by chosen criminals can be mimicked exactly by the Justiciar, provided he sees the spot where they teleported from within 24 hours.
Greater Throw (Su): Beginning at 10th level, the Justiciar has no weight limitations on who he can throw (the limits still apply to objects), the range is extended to 300 feet, the distance that an enemy is thrown is increased to 100 feet, and the ability can be used at will.
Greater Pull (Su): Beginning at 10th level, the Justiciar can use his Pull ability as a swift action, the range is increased to 300 feet, the distance that an enemy is pulled is increased to 100 feet, there is no weight limit on who can be pulled (but it still applies for objects), and the ability can be used at will.
Biotic Charge (Sp): Beginning at 10th level, as a move action, the Justiciar can teleport any distance up to twice her land speed. If she teleports next to an enemy, she can attack that enemy, and she counts as charging for that attack.
Outside of combat, this functions as an ability to cast teleport as a spell like ability 3/day, with a caster level equal to Hit Die.

Reality Glitch
2014-05-31, 06:01 PM
This seems pretty neat as a Law vs. Chaos variant of a paladin. My only problem w/ it is why is it a 10-level base-class? I thought base classes always had 20 levels.

andreichekov
2014-05-31, 06:11 PM
This seems pretty neat as a Law vs. Chaos variant of a paladin. My only problem w/ it is why is it a 10-level base-class? I thought base classes always had 20 levels.

The only reason classes have to stop at 20 is precedent.

Reality Glitch
2014-05-31, 08:12 PM
This also feels a lot like a prestige class anyway, so maybe make it something for paladin's to take.

andreichekov
2014-06-03, 04:29 PM
bump peach

Carl
2014-07-18, 01:36 PM
Not much i can say TBH, reasonably decent across the board in all area's. My one issue is Mettle. Mettle is allready an established rule with an established effect, having a different version of it creates confusion, (the existing rule is as you described it except it applies to Will and Fort save, not just Will as you have it).