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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Rose Magistrate

    "All things in nature desire wise and proper guidance. The field flourishes if tended, and withers when ignored. Are men not the same?"
    -- Torin Agavond, Dwarvish Magistrate

    The Rose Magistrates are an esoteric order of mages who devote themselves to the study and practice of righteous governance. Though claiming no territory beyond what lies directly beneath their feet, and no political station beyond the natural authority of heaven, many Magistrates become famed as wise and just arbiters, and as powerful mages. To the Magistrates, man and nature are the same, and both can be guided through benevolent leadership and virtuous example.

    BECOMING A ROSE MAGISTRATE
    Almost all Rose Magistrates begin as students or apprentices to a senior member, earning the right to attend the master on his travels by displaying virtue and the desire to learn. After many years of study, the apprentice may prove himself equal to the master in an argument or some sort of practical demonstration.

    A rare few grow into the title on their own, often expressing more radical ideas. In either case, it often takes some time before a new Magistrate is recognized by the people for his wisdom and fairness, and it is not until this time that he has truly blossomed.

    ENTRY REQUIREMENTS
    Alignment: Lawful and nonevil
    Skills: Knowledge: History 8 ranks, Knowledge: Nobility and Royalty 8 ranks
    Spellcasting: Ability to cast 1st-level spells.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), and Survival (Wis).
    Skills Points at Each Level: 6 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Proper Behavior|--

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Of Beasts and Men|+1 level of existing class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Wisdom of Solomon|+1 level of existing class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Inspire Virtue|+1 level of existing class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Chastise Wickedness|+1 level of existing class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Saint, Scholar, Gentleman|+1 level of existing class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Steady as the North Star|+1 level of existing class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Mandate of Heaven|+1 level of existing class[/table]

    Weapon Proficiencies: A Rose Magistrate does not gain any weapon or armor proficiencies.

    Spellcasting: At each level except 1st, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If she did not have any spellcasting ability at all prior to taking this class, see "Applied Practice" below.

    Proper Behavior (Ex): A Magistrate endeavors at all times to be benign, upright, courteous, temperate, and complaisant. As a result, it is difficult for many to deny or resent them. Any NPC with a starting attitude of Unfriendly, Indifferent, or Friendly has its attitude automatically improved by one step toward the Magistrate upon meeting her. Additionally, the Magistrate may use the better of her Wisdom or Intelligence modifier for all Diplomacy and Gather Information checks.

    Of Beasts and Men (Su): Those who call the natural world savage fail to realize that it merely requires someone to civilize it. A Magistrate may direct the actions of lesser creatures just as he would with humans. As a standard action, she may make a Diplomacy check against one or more animals of the same species. The DC is equal to 15 + the highest hit die value among the group, and affected creatures improve in attitude by one step, plus an additional step for every 10 points she beats the DC by.

    The Magistrate cannot directly speak with animals, but can give nonverbal instructions and directions to creatures made friendly or helpful in this way. Such creatures are not compelled to obey self-destructive commands, but will otherwise obey to within the limits of their attitudes and abilities, even if doing so goes against their base nature. A pack of wolves could be inspired to avoid preying on humans, or a wild bear could be convinced to move to a less inhabited area. This influence lasts for about one week at 2nd level, one month at 4th level, one year at 6th level, and indefinitely at 9th level.

    Wisdom of Solomon (Su): The Magistrates are known for their unimpeachable judgment, exercised with care and mercy, and for their keen perception of all things. Whenever a creature attempts to knowingly tell a lie directly to the Magistrate, she is automatically aware of the deception (although not necessarily the truth it hides).

    Furthermore, by contemplating on a decision for at least one hour, she may gain an insight into how it should best be approached. This is not a prophetic vision, but allows her to link together any important details she may have initially overlooked, and make a reasonable prediction of how a potential choice might turn out. She may only gain such an insight once per day, and only once on any given decision.

    Inspire Virtue (Su): A 5th level Magistrate holds all that she sees to a higher standard of behavior, and rarely allows her expectations to be disappointed. Any intelligent creature that would attempt to intentionally engage in lawless or deviant behavior while within 120 feet of the Magistrate must make a Will save (DC 10 + class level + Wis modifier) or feel compelled not to do so for at least an hour. Creatures are always capable of taking action to defend their safety or their property, and different societies are held to different norms -- Illithids are unlikely to frown upon devouring mortals, but Halfliing culture certainly does.

    With at least a minute of directed argument, however, the Magistrate may attempt to inspire a person to a different code of ethics, either the one favored by the Magistrate himself or the dominant society of the area. This also allows a Will save. If the target fails, he finds his alignment temporarily changed to Lawful for a duration determined by the Magistrate's Diplomacy check -- one week for a DC 25, +1 week for every additional +5 DC reached.

    Chastise Wickedness (Su): A 6th level Magistrate adds all spells from the Law domain to her class list. She may prepare these spells as normal, and may cast each of these spells spontaneously once per day by sacrificing a prepared spell slot of equal or greater level.

    Saint, Scholar, Gentleman (Su): At 7th level, the Magistrate is the very model of the perfect man or woman. So unimpeachable is her bearing that any creature attempting to attack her must succeed on a Will save (DC 10 + class level + Wis modifier) or fail, wasting its action. This protection is dropped if the Magistrate attacks the creature or its allies, but if she refrains from doing so, a potential attacker must re-make this save every round that it continues attacking her.

    Steady as the North Star (Sp): A ruler who governs by virtue is as the North Star; it stays in place, while myriad stars wait upon it. A Magistrate of 8th level commands many attendants, and may summon them to her aid. Once per day as a full-round action, she may sacrifice a spell slot of any level to cast a maximized Summon Monster spell of that level. Any spell cast in this way has its duration increased to 24 hours, but cannot be used to summon evil creatures and cannot be cast if the Magistrate already has one or more creatures summoned.

    Mandate of Heaven (Su): When a true ruler gives a command, nature itself bends to carry it out. Finally, the Magistrate is a true ruler, capable of taking on the Mandate of Heaven. Once per day, she may use this ability to gain control over the plane she inhabits as if it were highly morphic to her alone for the next ten rounds. Controlling a plane in this way is difficult, requiring a full-round action every turn, but incredibly potent. She may essentially shape or create any element or vegetation as she sees fit. Any significant changes to terrain made in this way slowly slide back to normal over the course of about an hour after the duration ends.

    Quote Originally Posted by Sidebar: Shaping Combat
    A Magistrate who wishes to use the Mandate of Heaven against foes has many options, but most of them can reasonably be combined into the categories of "damaging", "blocking", or "trapping."

    Damaging: The Magistrate may attack a number of targets equal to her Wisdom modifier anywhere within line of sight as a full-round action. Affected targets must make a Reflex save (DC 20 + Wis modifier) or each suffer 10d6 damage. This damage may be of any energy type or any weapon damage type -- Fire, Cold, Acid, Electricity, Sonic, Slashing, Piercing, or Bludgeoning -- at the Magistrate's discretion.

    Trapping: The Magistrate may attempt to restrain a number of targets equal to her Wisdom modifier anywhere within line of sight as a full-round action. Affected targets must make a Reflex save (DC 20 + Wis modifier) or become entangled and rooted to the ground. They may escape this entrapment with a DC 25 Strength or Escape Artist check.

    Blocking: The Magistrate may affect a number of 5x5 foot squares equal to her Wisdom modifier anywhere within line of sight as a full-round action, filling them with impassable or damaging matter. Regardless of the specific matter chosen (ice, stone, steel, wood, etc), each 5-foot section of wall has 5 hardness and 50 hit points. Damaging terrain, like a wall of fire or field of icy razors, deals 10d6 points of damage to any creature brave enough to cross it and counts as difficult terrain.
    PLAYING A ROSE MAGISTRATE

    Combat: While force may occasionally be necessary when dealing with savages, it should never be a first choice. A Magistrate attempts to educate rather than oppose whenever possible. In combat, your abilities as a spellcaster make you naturally inclined to control the flow of battle with area effects, summoned monsters, and buffs.
    Advancement: While a Rose Magistrate can come from almost any career prior to taking this class, almost all of them choose to advance their spellcasting after. Since they don't generally fit the mold of normal Druids, you might consider taking a prestige class like Loremaster, or any other class that will enhance your magical abilities.
    Resources: A Rose Magistrate often ends up building a good reputation in any land they frequently travel, which can be invaluable. Some have significant material wealth, either gifted to them by admirers or won from adventuring, while others rely on nature's bounty and their own wisdom.

    ROSE MAGISTRATES IN THE WORLD
    "She uses her own hubris as a hammer, bludgeoning the world into the shape she decides for it. It's almost impressive, if it wasn't so dangerous."
    -- Ordella, Unseelie Queen

    Daily Life: Rare is the Rose Magistrate who remains in one place for long; almost all members of the class are roamers, offering their services and wisdom whenever needed. Visiting small towns, they act as judges and advisers. In larger cities, they lecture to crowds about philosophy, government, and even natural science.

    Those Magistrates who take up an adventuring career are often proactive in their approach, seeking out areas of chaos or oppression in an attempt to inspire enlightened, ethical governance -- or simply take down whatever force is destabilizing the area themselves.
    Notables: It is said that a man now known only as The Honored Teacher, a scholar of unsurpassed wisdom and honor, was the original Rose Magistrate. Many quotes and stories about him survive to this day, but few specific details. In modern times, the tiefling "Thousand Petals" is perhaps the most well-known example, supposedly earning her fame by rehabilitating an entire tribe of Fire Giants single-handedly.
    Organizations: While the Magistrates may not have an official organization, the nature of their teacher-student relationships is such that almost any Magistrate can link himself to any other with a few degrees of separation. While they may not always agree, mutual respect and honor dictates that they assist and advise each other if personally requested, and anyone thought to be abusing or wrongfully claiming the title of Rose Magistrate is likely to find himself tracked down and embarrassed by the veteran arguers.

    NPC Reaction
    While many people might resent the Rose Magistrates for a perceived elitism or arrogance, the cordiality and helpfulness that most Magistrates strive to display wins them many friends. Many self-proclaimed "students", both commoners and upper-class, will hang on and heed every word from a Magistrate's lips, while some others merely consider them curiosities.

    CLASS NAME IN THE GAME

    Adaptation: It is entirely possible that your campaign setting does not want to include the existence of multiple Magistrates; a PC taking this class might be the first of his kind, or an NPC might be a firebrand with a unique philosophy proclaiming humanity's dominion over nature.
    Encounters: A Magistrate can be found almost anywhere, but is unlikely to be a combat encounter against any but the most violent of parties. A Magistrate might request the assistance of noble and civilized PCs to deal with a problem beyond his own capabilities, or simply sermonize annoyingly to a more rebellious or radical group.

    Sample Encounter
    Thorin "Rose-Tender" Agavond is an experienced dwarven Magistrate, and can often be found presiding over difficult legal cases in towns that lack a formal court system. For trials requiring more thorough or dangerous investigation, he might request or hire the assistance of a willing group of PCs.
    EL 10:

    Thorin Agavond
    Lawful Good Male Dwarf Aristocrat 5/Rose Magistrate 5
    Init +0, Senses: Listen +14, Spot +14,
    Languages Common, Dwarvish, Gnome, Giant
    ------------------------------------------------
    AC 12, touch 10, flat-footed 12 (+2 armor)
    hp 55 (10 HD)
    Fort +4, Ref +2, Will +11
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee Quarterstaff +5 (1d6-1)
    Base Atk +5, Grp +4
    Atk Options Spellcasting
    Combat Gear Masterwork quarterstaff, masterwork leather armor
    Spells Prepared
    1st (DC 15): Entangle x2, Charm Animal, Faerie Fire, Endure Elements
    2nd (DC 16): Flaming Sphere, Resist Energy, Fog Cloud, Summon Swarm
    3rd (DC 17): Wind Wall, Call Lightning, Cure Moderate Wounds, Summon Nature's Ally III
    4th (DC 18): Dispel Magic, Spike Stones, Summon Nature's Ally IV
    -----------------------------------------------
    Abilities Str 8, Dex 10, Con 14, Int 14, Wis 16 (18), Cha 10
    SQ Applied Practice, Proper Behavior, Of Beasts and Men, Wisdom of Solomon, Inspire Virtue
    Feats Negotiator, Combat Casting, Spell Focus: Conjuration, Augment Summoning
    Skills Diplomacy +18, Gather Information +16, Knowledge: History +15, Knowledge: Nobility and Royalty +15, Sense Motive +18, Spot +14, Listen +14
    Possessions Masterwork quarterstaff, masterwork leather armor, Periapt of Wisdom +2
    Last edited by Eurus; 2012-12-12 at 11:52 PM.
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