Judge of Existence (3.5e Class)

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Author: Franken Kesey (talk)
Date Created: 04/11/12
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Alternate Magic, Other Full

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. 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, and alter time, gravity and weather 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, Human 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 of Existance

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +0 +2 Convert Energy Damage, Transmute 01 1 1st
2nd +1 +3 +0 +3 +10 Transmute Points 1 2 1st
3rd +2 +3 +1 +3 3 3 1st
4th +3 +4 +1 +4 +1 Transmutation 5 4 2nd
5th +3 +4 +1 +4 +20 Transmute Points 7 5 2nd
6th +4 +5 +2 +5 11 6 2nd
7th +5 +5 +2 +5 +1 Transmutation 15 7 3rd
8th +6/+1 +6 +2 +6 +30 Transmute Points 19 8 3rd
9th +6/+1 +6 +3 +6 23 9 3rd
10th +7/+2 +7 +3 +7 +1 Transmutation 27 10 4th
11th +8/+3 +7 +3 +7 +40 Transmute Points 35 11 4th
12th +9/+4 +8 +4 +8 43 12 4th
13th +9/+4 +8 +4 +8 +1 Transmutation 51 13 5th
14th +10/+5 +9 +4 +9 +50 Transmute Points 59 14 5th
15th +11/+6/+1 +9 +5 +9 67 15 5th
16th +12/+7/+2 +10 +5 +10 +1 Transmutation 79 16 6th
17th +12/+7/+2 +10 +5 +10 +60 Transmute Points 91 17 6th
18th +13/+8/+3 +11 +6 +11 103 18 6th
19th +14/+9/+4 +11 +6 +11 +1 Transmutation 115 19 6th
20th +15/+10/+5 +12 +6 +12 Change Reality, +70 Transmute Points 127 20 6th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Listen (Wis), Search (Int), Psicraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Psionic Device (Cha).

Class Features

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

Power Points/Day: A judge has the ability to manifest powers. This is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). A 1st-level judge gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points. A judge can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a judge can manifest in a day is limited only by his daily power points. A judge simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against judge powers is 10+power’s level+judge’s Intelligence modifier.

Powers Known: At 1st level, a judge learns a judge power of his choice (see below). The above table shows when a judge can unlock the knowledge of a new power. Choose the powers known from the Judge Power List. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a judge to learn powers from the lists of other classes.) At 1st level, a judge gains access to the Judge Power List:

Convert Energy Damage: At 1st level, as an immediate action a judge can change up to 5 points of damage into a different energy type (i.e., turn cold into fire damage). This has no effect on if the damage hits, and still does the same damage (just a different type). This can be applied to both ally and opponent damage, but opponents can resist with a Will save (DC10+1/2 class level+Intelligence modifier). At 3rd and every three after, can convert 5 more damage (i.e., 15 at 6th).

Bonus Transmute Points: At 2nd level, a judge gets 10 bonus power points, however, these can only be used on transmutations (or to augment them). At 5th level and every three after, this bonus increases by 10 (capping at +70 at 20th).

Change Reality (Ps): At 20th level, once per day a judge can change reality (treat like reality revision).

Transmute (Su)

A judge may issue corrections on the current form of reality, effectively transforming what is into something else. A 1st level a judge unlocks knowledge of one type from the Table: Transmutations, in addition to learning a new power at 1st level from the normal Judge Power List. A judge unlocks another at levels 4, 7, 10, 13, 16 and 19. All transmutations are shapeable, some can increase in area by one 10’ square for 2 more power points. A single transmutation is the entire type; in other words, if a judge selects “Earth”, he can augment the standard transmutation with a following one in the same list (i.e., transmute mud to rock). Standard transmutations are all above the line, all below are advanced; at 10th level a judge gains access to advanced transmutations. The save to resist transmutations is 10+power’s level+judge’s Intelligence modifier; in addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Table: Transmutations
Type Minimum Level Power Point Cost and Subtype Notes and Changes
3 5 7 9 11
Earth 1st soften earth and stone mud to rock rock to mud move earth1 earthquake 1: four 10’ squares, max 10’ deep, & 10 min to cast
Gravity 1st feather fall heavy/light directional no gravity meteor swarm
Life 1st cure moderate wounds1 animate dead mass cure light wounds1 raise dead heal 1: heals living and undead
Nature 1st entangle summon nature's ally III black tentacles1 ectoplasmic shambler2 animal shapes 1: vines & vulnerable to fire, 2: four 10’ squares
Stamina 1st touch of rejuvenation ray of exhaustion symbol of sleep psychic crush heal
Weather 1st fog cloud call lightning control water1 control weather2 whirlwind 1: three 10’ squares max 5’ deep, & lasts for 30 minutes, 2: full-round action, 100’ radius, lasts for 30 min. & cannot create hurricanes or tornados
Magic 4th dispel magic break enchantment impeded magic1 antimagic field1 wild magic1 1: 30' radius
Magnetics 10th metalkinesis freeze armored creatures1 or magnetic repulsion 1: if wearing medium or heavy metal armor
Plane 10th ectoplasmic form plane shift ethereal jaunt
Space 10th dimension door teleport baneful dimension door
Time 10th hasten/slow1 second chance temporal acceleration 1: 10’ square
  1. Fill

Campaign Information

Playing a Judge

Religion: Most judges are disenchanted by religion, and are hated by fundamental religious types.

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

Combat: 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 battlefield to garner their words with more respect amongst allies.

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 and Halberdier are good options for this.

Variant: The Magic Variant was made for magical campaigns.

Judge in the Game: 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.

Judges in the World

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

Organizations: Judges are strengthened when around other judges, 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 (a 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 consciousness. 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. They can transmute Earth, Gravity, Life, Nature, Stamina, Weather, Magic, Magnetics, Planes, Space and Time.
28 Specific info on a judge.

Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByPaleomancer +, Qwertyu63 +, Zhenra-Khal +, ProphetPX + and ErikOfWiki +
RatingRated 2.8 / 4 +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Concentration +, Craft +, Intimidate +, Knowledge +, Listen +, Search +, Psicraft +, Spot +, Survival +, Tumble + and Use Psionic Device +
Skill Points6 +
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. 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, and alter time, gravity and weather in an area.
lter time, gravity and weather in an area. +
TitleJudge of Existence +
Will Save ProgressionGood +