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    Oct 2008
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    Pabrygg Keep
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    Default Ravnica: City of Guilds [Under Construction!] [Base Classes; D&D 3.5]




    Right now, I just want to concentrate my efforts on making a base class for each of the guilds. Eventually? This could grow into a full campaign setting + splatbook. Stay tuned, enjoy the ride, and I hope to hear your feedback.

    The Azorius Arbiter



    Alignment: Any Lawful (or Primary-Secondary in your choice of Blue or White).
    Hit Die: 1d6

    Level BAB Fort Ref Will Special
    Statutes
    Æther
    Æther Binds
    1st +0 +0 +0 +2 Arbitration (Command, Enthrall), Delay Violence (1)
    2
    1
    0
    2nd +1 +0 +0 +3 Æther Bind (Crown)
    2
    2
    1
    3rd +1 +1 +1 +3 Demand Compliance -1
    3
    3
    1
    4th +2 +1 +1 +4 Æther Binds (Feet, Hands)
    3
    4
    1
    5th +2 +1 +1 +4 Forecast
    3
    5
    1
    6th +3 +2 +2 +5 Delay Violence (2)
    4
    6
    2
    7th +3 +2 +2 +5 Demand Compliance -2
    4
    7
    2
    8th +4 +2 +2 +6 Suggestion
    4
    8
    2
    9th +4 +3 +3 +6 Æther Binds (Arms, Brow, Shoulders)
    5
    9
    2
    10th +5 +3 +3 +7 Æther Shift
    5
    10
    3
    11th +5 +3 +3 +7 Demand Compliance -3, Delay Violence (3)
    5
    11
    3
    12th +6/+1 +4 +4 +8 Greater Command
    6
    12
    3
    13th +6/+1 +4 +4 +8 Greater Forecast
    6
    13
    3
    14th +7/+2 +4 +4 +9 Æther Binds (Throat, Waist)
    6
    14
    3
    15th +7/+2 +5 +5 +9 Demand Compliance -4
    7
    15
    4
    16th +8/+3 +5 +5 +10 Delay Violence (4)
    7
    16
    4
    17th +8/+3 +5 +5 +10 Æther Bind (Heart)
    7
    17
    4
    18th +9/+4 +6 +6 +11 Mass Suggestion
    8
    18
    4
    19th +9/+4 +6 +6 +11 Demand Compliance -5
    8
    19
    4
    20th +10/+5 +6 +6 +12 Grand Arbiter, Æther Bind (Soul)
    8
    20
    5

    Class Skills (6 + Int modifier): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Hide, Knowledge (Any), Listen, Perform, Profession, Sense Motive, Speak Language, Spellcraft, Spot, and Use Magic Device.

    Weapon & Armor Proficiencies
    An Azorius Arbiter is proficient with all simple weapons; all light and medium armors; and with shields (but not Tower Shields).

    Æthercrafting
    An Azorius Arbiter is skilled in the art of Æthercrafting, creating idyllic constructs of law, called Statutes, out of raw magic shaped with the force of will. Æthercrafting works in all ways like Meldshaping (see Magic of Incarnum) except that the saving throw DC for a Statute is 10 + 1/2 class level + Charisma modifier and the maximum number of Statutes the Azorius Arbiter may have constructed is equal to his Wisdom score - 10. Replace all instances of Soulmelds with Statutes, all instances of Essentia with Æther, and all instances of Chakra Binds with Æther Binds.

    Azorius Arbiter Statutes
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    CROWN
    Crystal Helm, Diadem of Purelight, Enigma Helm, and Soulspeaker Circlet.

    FEET
    Airstep Sandals and Cerulean Sandals.

    HANDS
    Armguards of Disruption, Bluesteel Bracers, and Incarnate Weapon*.

    ARMS
    Armguards of Disruption, Incarnate Weapon*, Lammasu Mantle, and Lifebond Vestments.

    BROW
    Keeneye Lenses, Mage's Spectacles, Planar Chasuble, Silvertongue Mask, and Truthseeker Goggles.

    SHOULDERS
    Adamant Pauldrons, Pauldrons of Health, Therapeutic Mantle, and Wind Cloak.

    THROAT
    Planar Ward, Silvertongue Mask, and Soulspeaker Circlet.

    WAIST
    Strongheart Vest and Vitality Belt.

    HEART
    Spellward Shirt and Strongheart Vest.

    SOUL
    Fellmist Robe and Incarnate Avatar*.

    *Lawful only.


    Arbitration (Ex): An Azorius Arbiter is trained to use the Perform (Oratory) skill to impose order on creatures around him. For a total number of rounds each day equal to double the sum of his class level + his Wisdom modifier, he may use this ability to Command or Enthrall creatures. An Azorius Arbiter may have any number of Arbitrations active at one time, but each requires a separate activation and each one consumes 1 round from his total rounds per day for every round it remains active. He may dismiss an Arbitration at any time as a free action, even if it isn't his turn.

    Activating Arbitration is a standard action which provokes attacks of opportunity when starting the ability, but it may be maintained as a free action each round. An Arbitration requires the Azorius Arbiter to be able to complete verbal and somatic gestures, and though it cannot be disrupted like spells can, it will automatically end anytime the Azorius Arbiter is made incapable of completing verbal or somatic gestures or otherwise prevented from taking a free action to maintain it each round.

    To be affected by an Azorius Arbiter's Arbitration, his targets must be able to both see and hear him. The ability is language-dependent. Likewise, a deaf or blind Azorius Arbiter has a chance to fail when attempting Arbitrations, equal to 20% failure chance for suffering one of those conditions and 50% failure chance for suffering both. This failure chance applies when he is starting Arbitrations and each round he tries to maintain the effect.

    • Command - A 1st level Azorius Arbiter is able to use his Oratory in attempts to enforce the law on a single creature within 30ft. If he succeeds on a Perform (Oratory) check against DC 10 + creature's total HD, then that creature is affected as by the Command spell (Will negates, DC 10 + 1/2 Azorius Arbiter level + Charisma modifier). For every 5 points you beat the Perform check DC by the save DC to resist your command increases by 1. A creature that successfully saves, or for which this effect is ended is immune to the effect until you gain a level. This effect automatically ends after 1 round. This is a (compulsion), mind-affecting ability.


    • Enthrall - A 1st level Azorius Arbiter is able to capture the attention of one or more creatures. When he begins Arbitration, he makes a Perform (Oratory) check against DC 15. If he succeeds he draws the attention of a single creature within 90ft. For each 5 points he beats the check DC he may choose to draw the attention of another creature within 90ft, or to increase the save DC of this effect by 1. Creatures targeted must succeed on a Will save (10 + 1/2 Azorius Arbiter level + Charisma modifier) or become Fascinated as long as the Azorius Arbiter maintains Arbitration. Any creature that successfully saved, or for which this effect is ended, is immune to the effect until you gain a level. This is a (compulsion), mind-affecting ability.


    Delay Violence (Ex): For the first round of combat, an Azorius Arbiter cannot be attacked as if protected by a Sanctuary spell. Delay Violence does not apply during the Surprise Round unless the Azorius Arbiter is able to act. The protection afforded by this ability lasts for an additional round for every five levels after 1st.

    Æther Binds
    Beginning at 2nd level, an Azorius Arbiter learns to bind his Statutes to Ætheric convergences within their bodies granting him new powers depending on the Statute and the Bind chosen. Æther Binds function just like a meldshaper's Chakra Binds.

    Demand Compliance (Ex): Starting at 3rd level, even if a creature succeeds on its saving throw against an Azorius Arbiter's Arbitrations, or even after the Arbitration's effect would typically be ended, he may continue to maintain the effect regardless. If he does, while he maintains Arbitration, the creature, though still immune to the normal effect, suffers a -1 penalty to attack rolls, damage rolls, and saving throws against charm and compulsion effects. This penalty increases by 1 at every fourth level after 3rd.

    Forecast (Sp): Beginning at 5th level, an Azorius Arbiter may spend a swift action to emulate an Augury effect as the spell. He may use this ability a number of times per day equal to 3 + his Wisdom modifier.

    Suggestion (Ex): Beginning at 8th level, while maintaining an Enthrall Arbitration, an Azorius Arbiter may spend a standard action and one round of his total rounds of Arbitration per day to affect a creature Fascinated by the Arbitration as by a Suggestion spell. The creature is entitled to a Will save to resist the effect at the same DC as the Azorius Arbiter's initial Enthrall effect. Even if the creature successfully saves against the Suggestion effect, it is still Fascinated as long as the Azorius Arbiter maintains Arbitration.

    At 18th level, he may spend two rounds of his total rounds of Arbitration per day to affect all creatures Fascinated by the Arbitration as by a Suggestion spell.

    Æther Shift (Su): At 10th level, an Azorius Arbiter can spend a standard action to remove one of his Statutes and attach it to an ally within 30ft. The Azorius Arbiter may still allocate and reallocate Æther to or from a Statute shifted in this way, but only the new bearer of the Statute benefits from its effects and may use its abilities. The Azorius Arbiter may return all shifted Statutes to himself with a single standard action.

    Greater Command (Ex): Starting at 12th level, when an Azorius Arbiter uses his Arbitration to Command, rather than increasing the save DC, he may target another creature within 30ft for every 5 points he beats the Perform check DC. Further, he may maintain the effect as long as he has rounds of Arbitration to use for the day, but affected creatures are entitled to a new Will save to resist the effect each round.

    Greater Forecast (Sp): Beginning at 13th level, an Azorius Arbiter may spend a full-round action and a daily use of his Forecast ability to emulate a Commune effect as the spell.

    Grand Arbiter (Ex): At 20th level, once per day as a free action that does not provoke attacks of opportunity, an Azorius Arbiter may flood his Statutes with pure Law, temporarily increasing the amount of Æther invested into those Statutes to maximum, regardless of how many points of Æther he would typically have, for a number of rounds equal to 3 + Wisdom modifier.



    Ravnica: City of Guilds
    The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.
    Last edited by Ziegander; 2015-04-22 at 01:48 PM.
    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!