Judge of Existence (3.5e Class)

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Author: Franken Kesey (talk)
Date Created: 4/11/12
Status: Fin
Editing: Spelling and Grammar only
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20 1 Moderate Good Poor Good Class Ability=Other,

|Class Ability=Psionics
"Alternate Magic," is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Other

Lawful Good, Lawful Neutral. Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

Judge of Existence

Most live in a prosaic world of the base perceptions, bound by Ultimate Laws – truths that hinder the capacity of progress. Prisoners to common sense and logic, a land where even science becomes a religion. Even the most basic manipulations of existence cannot be understood by these sorry souls. Each is sated by simply surviving – by being able to choose from options, instead of creating the options. This is the way of the lesser man. A judge of existence is a proponent of straining the limits – nay being without limits; then deciding what limits the rest must follow. A Judge of Existence is a student of the power of Space. They can warp matter into any substance, and alter gravity, time, magic, and alignment in an area.

Making a Judge

What is is always ephemeral – walls become dust, life turns to death and then life again. The rules of nature change as the wind.
—Jubal, Denizen of Valiancy Judge

Abilities: Intelligence is the key ability of this class. Wisdom has minor importance in this class.

Alignment: Any

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Complex

Table: The Judge

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Transmutations Feature Limit3
Fort Ref Will Special Transmutations1 Max Area2
1st +0 +2 +0 +2 Detect, Shape 4
2nd +1 +3 +0 +3 Telekinesis, Master of Matter 5
3rd +2 +3 +1 +3 Transmute 15 6
4th +3 +4 +1 +4 Increase Gravity=Normal=Decrease Gravity 20 6
5th +3 +4 +1 +4 30 7
6th +4 +5 +2 +5 Slow=Normal=Quicken 40 7
7th +5 +5 +2 +5 50 8
8th +6/+1 +6 +2 +6 Horizontal Gravity 60 8
9th +6/+1 +6 +3 +6 75 9
10th +7/+2 +7 +3 +7 Anti-Magic=Normal=Magic 90 9
11th +8/+3 +7 +3 +7 105 9
12th +9/+4 +8 +4 +8 Vertical Gravity 120 10
13th +9/+4 +8 +4 +8 Holy=Normal=Unholy 140 10
14th +10/+5 +9 +4 +9 Space Jump 160 11
15th +11/+6/+1 +9 +5 +9 Chaotic=Normal=Lawful 180 11
16th +12/+7/+2 +10 +5 +10 Greater Alignment Based 200 12
17th +12/+7/+2 +10 +5 +10 225 12
18th +13/+8/+3 +11 +6 +11 Time Stop 250 12
19th +14/+9/+4 +11 +6 +11 275 13
20th +15/+10/+5 +12 +6 +12 Nuclear Force 300 13
  1. Special transmutations (gravity and other), goes in both directions.
  2. The maximum radius (in feet) that can be affected by the transmutation – all must be of the same material, and within an enclosed shape. The zone of effect can be less than max area.
  3. Feature Limit: Detect, Transmute and Shape have a limit of times per day they can be used. Detect, Transmute and Shape features use different pools (i.e., At 8th level, could do 8 detections, 8 transmutations and 8 shapes each day).

Class Skills (8 + Int modifier per level, x4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Heal (Wis), Intimidate (Cha), Knowledge(Architecture and engineering, Dungeoneering, Geography, Nature, The planes) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

Class Features

All of the following are class features of the judge.

Weapon and Armor Proficiency: Judge are proficient with all simple weapons, plus the bolas, flail, nunchaku, rapier, spiked chain and whip. Judge are proficient with light and medium armor, and with shields (except tower shields). Armor, of any type, does not hinder judge abilities.

Detection (Sp): A judge must have sufficient evidence and information about the world and creatures around him to deliver appropriate verdicts and use the laws efficiently. To that end, all judges acquire a number of detection abilities that mimic spells to assist them with their deliberations. Every judge automatically knows detect magic and identify as well as two other lesser detection of their choice. They gain additional detections as described below.

  • A judge learns a new lesser detection at levels 2 and 4.
  • A judge learns a new moderate detection at levels 5, 7, and 9. Instead of learning a new moderate detection, they may learn two lesser detections.
  • A judge learns a new greater detection at levels 10, 12, and 14. Instead of learning a new greater detection, they may learn two moderate detections.
  • A judge learns a new epic detection at levels 15, 17, and 19. Instead of learning a new epic detection, they may learn two greater detections.

A judge may use any detection ability that they know without preparing it ahead of time, but may use no more detection abilities in one day than their Feature Limit. When used, the detection has a caster level equal to their class level and any allowed save has a DC equal to 10 + half the judge's level + the judge's intelligence modifier. Their options for detection abilities appear below.

Lesser Detections: detect animals or plants, detect poison, detect secret doors, detect snares and pits, detect undead, find traps, know direction, locate object, status, Detect Alignment (3.5e Spell), Detect Disease (3.5e Spell), Detect Heat (3.5e Spell)
Moderate Detections: arcane sight, clairaudience/clairvoyance, detect scrying, locate creature, see invisibility, lesser telepathic bond, Detect Survivors (3.5e Spell), Investigate Portal (3.5e Spell), Locate Portal (3.5e Spell)
Greater Detections: analyze dweomer, commune with nature, contact other plane, find the path, legend lore, stone tell, telepathic bond, true seeing,
Epic Detections: greater arcane sight, discern location, vision.

Shape (Ex): Judge can shape matter into grand designs. Any shape a judge knows can be cast spontaneously. Caster level for shapes is equal to class level. Judge cannot shape more than their Feature Limit each day.

Telekinesis (Ex): At 2nd level, a judge can order the laws of reality in such a way as to make objects move without manipulating them directly. This acts like telekinesis, with a caster level equal to their judge level and a save (DC 10 + 1/2 class level + Intelligence modifier), and is useable at will. Unlike telekinesis, the range is medium (100' + 10'/class level), is an attack action (instead of a standard action), and they can move 50lbs per class level 30’/round. They add their Wisdom modifier for Violent Thrust attack rolls.

At 6th level, the judge can move much larger objects with greater effort. As a standard action, they may make a concentration check, add their class level, and then multiply the result by 5. This number signifies how many more pounds the judge can move (i.e., 6th level judge with a concentration roll of 18 can move 420lbs). However, the strain of effort reduces the speed a judge can move the object. The maximum speed is reduced to 15’/round, and the object deals 1d4 damage per 50lbs.

Master of Matter: At 2nd level, much of a judge’s knowledge of matter transfers to other disciplines. The similar application of knowledge gives a +2 bonus to all craft, disable device, knowledge(architecture and engineering, and the planes), and spellcraft checks. At 8th level, this improves to +4, then to +6 at 14th.

As a judge better learns the laws of reality, they gain the ability to exert their will against them to maintain their own integrity. At 6th level, they get a +2 bonus to all saves. This improves to +3 at 10, then +4 at 14th, and +5 at 18th.

Transmute (Ex): At 3rd level, judge gain the ability to transform what is. All transmutations require standard actions, a judge many only do transmutations of their level or below. The transmutation is permanent. Transmute has a range of 400’+40’/class level. Transmutations can alter worked material, but not magically enchanted. Transmutations cannot affect creatures. Judge transmute/day is equal to their Feature Limit. (See Transmutations below.)

  • At 7th level, can do any transmutation (including gravity effects), as an immediate action twice per day.
  • At 10th level, judge can alter magically enchanted material. Also, at 10th level, each transmutation can now alter material (but not effects) two steps.

When altering another player’s or creature’s ability roll opposed Will saves. If the original caster desires the transmutation, no roll is required. This can alter abilities after casting.

Transmutations have a base height of ten feet, and a base depth of five feet. However this can be increased by five feet – in one direction – by halving the max radius.

Transmutations

General Material

At 3rd level, judge can change substances from one state to another. They may transmute: dirt to mud to steam to breeze to ash fire to dirt (and vise versa). At 6th level, judge can transmute: dirt to sand, mud to stone, steam to water, breeze to wind, sand to stone to water to wind to boiling fire to sand (and vice versa). At 9th level, judge can transmute: sand to glass, stone to metal, water to ice, wind to windstorm, glass to metal to ice to windstorm to electric fire to glass (and vice versa). At 12th level, judge can transmute: glass to gems, metal to lava, ice to glacier, wind to windstorm, gem to lava to glacier to tornado to metallic fire to gems (and vice versa).

  • Water: steam deals 1d2 heat damage, ice 1d6 cold (+1d2bludgening/slashing damage if force is used on (i.e., fall onto, or are hit by)), glacier 2d8+5 (+1d4bludgening/slashing damage if force is used on).
    • liquid water does not damage with contact.
  • Air: breeze 1d4 cold or force damage, wind 2d4, windstorm 3d4, tornado 4d4. Windstorms have a chance to knockdown creatures large-sized or smaller – Fortitude save (DC10+1/2class level+Intelligence modifier), and tornados can knockdown huge-sized or smaller.
  • Fire: ash fires deal 1d6 damage to all who come in contact, boiling fires 3d6+5, electric fires 4d8+10, metal fires 6d8+15.
  • Precious metals and gems: a judge can make profit from turning valueless things into precious material. At 9th level (when judge can turn stone into metal), a judge can produce 2d4 gold for every 20 cu. ft. transmuted. At 12th level (when judge can turn glass into gems), a judge can produce 4d4 gold worth of gems for every 30 cu. ft. transmuted.
  • Lava: deal 6d10+20 fire damage to all who come in contact.

Other Material

There are a few strange types of material that do not enter into the standard Earth=Water=Air=Fire=Earth progression. At 4th level, judge can transmute non-living wood into metal and wood into food (and vice versa). At 7th level, judge can transmute water to acid and water to oil. At 10th level, can transmute generic acid to sulfuric and oil to jelly (and vice versa).

  • Food: enough food for 1d4 people (+1d4 for every three class levels).
  • Acid: base deals 2d8+10 acid damage, sulfuric 4d8+10.
  • Oil: makes a surface slippery, creatures must make a balance check (DC 10+1/2 class level+Intelligence modifier) each round or fall prone. Speed is doubled in area. Can also be ignited, dealing 1d6 fire damage to all in area for 1d4+2 rounds.
  • Jelly: Gives a +5 to jump checks, but creatures must make a balance check (DC 10+1/2 class level+Intelligence modifier) each round or fall prone. Speed is halved in area.

Gravity Effects

Unlike any other transmutation, gravity effects are not permanent – lasting five minutes per class level. Gravity effects do cost transmutations and can only be done a few times per day (see below). Fortitude save (DC 10 + class level + Intelligence modifier) resist all gravity effects – note that this is much greater than most other judge DCs.

  • Increase/Decrease Gravity: can be done twice per day.
    • Increase Gravity: doubles weight of all things in area. This reduces Strength-based skill checks by 2, attack rolls by 2, and weapon ranges are halved; but falling damage improves to 1d8/10’.
      • If the increase in gravity makes equipment heavier than a subject’s carrying capacity (over heavy load), they fall prone and remain so until unencumbered.
    • Decrease Gravity: halves weight of all things in area. This improves Strength-based skill checks by 2, attack rolls by 2, and weapon ranges are doubled; but falling damage decreases to 1d4/10’.
  • Horizontal Gravity: all creatures fall prone, and begin to slide past the ground as if it were a sheer cliff face. They may attempt to grab the ground and cease their fall as if they were falling past a cliff face. If they fail to grab on, they suffer falling damage as normal when land on or bounce off of an appropriately angled wall or fall outside of the area of effect. The total distance of their fall is equal to their horizontal distance traveled. Flying creatures within the area adjust their heading so that they are now pointed at the ground. They may fly normally within the area, so long as they have sufficient maneuverability to turn and avoid a collision with the ground on their next turn. Colliding with the ground causes them to cease flying and begin falling, as previously indicated. This has no effect on swimming or burrowing creatures, other than to confuse their sense of direction. This can be done twice per day.
    • A judge can use a horizontal gravity effect to modify an existing gravity effect.
  • Vertical Gravity: all creatures standing begin to fall upwards as if affected by reverse gravity. Flying, swimming, or burrowing creatures are unaffected aside from their confusing their sense of direction. This can be done once per day.

Other Effects

Unless noted differently, other effects last three minutes per class level (otherwise the same as most other transmutations), and have a Will save (DC 10+1/2 class level+Intelligence modifier) to resist.

  • Normal: areas, are just that: normal.
  • Slow: treat as slow. Quicken: treat as haste – effects all creatures in zone.
  • Anti-Magic: areas negate all magical devices (treat as antimagic field). Magic: areas heighten spell effects – this improves Save DC to resist magic by 4, and improves all casters’ level by one for numerical spell effects.
  • Holy areas give Fast Healing 1 and a +2 morality boost to attacks, AC, save, and skill checks to all creatures with good alignment. And does the opposite to creatures with the evil alignment: -1 health each round, -2 to attacks, AC, save, and skill checks. Unholy acts the same only in reverse. Chaotic and Lawful work the same (with the changes in alignment only). Greater Alignment Based possesses the above effects and no deed that is against the alignment (even by one step) can be done in area. Alignment based effects last five minutes per class level.
  • Space Jump: can crinkle space to allow jumps to a far distant place (treat as teleport). Reducing space has an immediate duration.
  • Time Stop: time stops in area. All durations become permanent when this effect is engaged and creatures become petrified.
  • Nuclear Force The capstone allows for the judge to turn one object into two and two into one. This has no effect on creatures or magical items. This feature produces permanent objects. It takes five minutes of uninterrupted concentration to use fission or fusion. This can only be used on material the judge can shape and uses the same size limiters and saves as Shape. Chance to fail if making or compressing (a) mechanical device(s) is 20%, and 40% if a creature. Failure deals 10d12 damage to all in a 50’ radius. This cannot be used on spell-like effects from shaping (only objects). Judge can only do one nuclear force ability each day.
Fission: Judge can turn any object they can shape into two mirror objects in adjacent spaces. There must be space for both objects.
Fusion: Judge can do the reverse, turn turning two objects into one, this manifests the new object in an area between the two previous objects.

Ex-Judge

Should the judge have their Intelligence or Wisdom scores drop below 8, the judge retains Shaping and Telekinesis, but losses all other features. To regain their features, they must bring both Intelligence and Wisdom above 12, and pay 250xp.

Campaign Information

Playing a Judge

Religion: Judge despise religion.

Other Classes: Most are ignorant of the judges powers, and the intelligent think that judge abilities are simply a trick on the senses or done by range legman, causing most judges to easily blend in. Yet the wise see judges as very dangerous beings, especially religious tempered individuals, considering judges to be witches. In more evangelical environments judges are openly hunted.

Advancement: Multi-classing is very uncommon when taking this class, it does occur most often to those who want more weapon abilities. The Waltz of Blades, Kamikaze, Halberdier and Acolyte of the Scythe are good options for this.

Adaptation: The magic variant is a spellcasting variant, a full page with a judge spell list subpage. The psionic variant is an option for those more comfortable with manifesting. This page includes a few feature changes, power points, powers known, maximum power level known and the judge power list. Both variants are much shorter classes.

Judges in the World

It is legal because I wish it.
—Louis XIV, The Sun King

Organizations: Judge are strengthened when around other judge, and have a few academies to spread the knowledge. However, these schools must be keep hidden from religious-minded groups, thus have a manner of enlistment. This generally involves leaving a book on existence in a public place (library is most common), and allowing the studious to find much on their own before entering into trust.

Notables: Michael is considered the founder of this field of study, by most mortals. This is due, in part, to the fact that he himself was mortal. He was raised by a highly advanced, yet in some ways uncivilized, culture of beings beyond conciseness. The true origins of this disciple are unknown.

Judge Lore

Characters with ranks in Knowledge (The planes) can research judges to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The planes)
DC Result
7 Judge may be able to alter some limited aspects of matter.
14 Judge have honed control over the forces – the zone controller extraordinaire!
21 Judge can have intense sway over how the laws of nature function. Gravity, alignment, magic and time can be greatly altered in an area.
28 Specific info on a judge.

Judge in the Game

Judge will commonly use zone abilities in the first round – to sow chaos – then pick off its enemies one by one. Due to the fact that where one is can greatly change one’s fate, most judge may want to invest in persuasion off the battle field to garner their words with more respect amongst allies. This class is not as fun in games without direct knowledge of where players are (with maps and miniatures) – and completely boring in pathfinder games.


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Help Wanted ReasonTransmutation needs a great deal of work, but any advice on how to clear up confusion is welcome. +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByPaleomancer +, Qwertyu63 +, Zhenra-Khal + and ProphetPX +
RatingRated 3 / 4 +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Concentration +, Craft +, Disable Device +, Heal +, Intimidate +, Knowledge +, Listen +, Open Lock +, Search +, Spellcraft +, Spot +, Survival +, Tumble +, Use Magic Device + and Use Rope +
Skill Points8 +
SummaryMost live in a prosaic world of the base p
Most live in a prosaic world of the base perceptions, bound by Ultimate Laws – truths that hinder the capacity of progress. Prisoners to common sense and logic, a land where even science becomes a religion. Even the most basic manipulations of existence cannot be understood by these sorry souls. Each is sated by simply surviving – by being able to choose from options, instead of creating the options. This is the way of the lesser man. A judge of existence is a proponent of straining the limits – nay being without limits; then deciding what limits the rest must follow. A Judge of Existence is a student of the power of Space. They can warp matter into any substance, and alter gravity, time, magic, and alignment in an area.
ty, time, magic, and alignment in an area. +
TitleJudge of Existence +
Will Save ProgressionGood +