Judge of Existence (3.5e Class)
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20 1 Moderate Good Poor Good Class Ability=Other,
|Class Ability=PsionicsOther
Lawful Good, Lawful Neutral. Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
Contents
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
Level | Base Attack Bonus |
Saving Throws | Special | Transmutations | Feature Limit3 | ||||||||||||||||||||
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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 | ||||||||||||||||||
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Class Skills (8 + Int modifier per level, x4 at 1st level) Class FeaturesAll 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 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.
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.)
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. TransmutationsGeneral MaterialAt 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).
Other MaterialThere 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).
Gravity EffectsUnlike 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.
Other EffectsUnless 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.
Ex-JudgeShould 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 InformationPlaying a JudgeReligion: 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
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 LoreCharacters 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.
Judge in the GameJudge 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 Page → 3.5e Homebrew → Classes → Base Classes |
Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Franken Kesey + |
Base Attack Bonus Progression | Moderate + |
Class Ability Progression | Other + |
Fortitude Save Progression | Good + |
Help Wanted Reason | Transmutation needs a great deal of work, but any advice on how to clear up confusion is welcome. + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rated By | Paleomancer +, Qwertyu63 +, Zhenra-Khal + and ProphetPX + |
Rating | Rated 3 / 4 + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Autohypnosis +, Balance +, Concentration +, Craft +, Disable Device +, Heal +, Intimidate +, Knowledge +, Listen +, Open Lock +, Search +, Spellcraft +, Spot +, Survival +, Tumble +, Use Magic Device + and Use Rope + |
Skill Points | 8 + |
Summary | Most 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. + |
Title | Judge of Existence + |
Will Save Progression | Good + |