Judge of Existence (3.5e Class)

Length::20 Minimum Level::1 Base Attack Bonus Progression::Moderate Fortitude Save Progression::Good Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Alternate Magic, [[Class Ability Progression::Other
 * Class Ability=Other,
 * Class Ability=Psionics]]

Allowed Alignments::Lawful Good, Allowed Alignments::Lawful Neutral, Allowed Alignments::Lawful Evil, Allowed Alignments::Neutral Good, Allowed Alignments::Neutral, Allowed Alignments::Neutral Evil, Allowed Alignments::Chaotic Good, Allowed Alignments::Chaotic Neutral, Allowed Alignments::Chaotic Evil

Judge of Existence
Summary::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 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."

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

Alignment: Any

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: Complex

{| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! rowspan="2" | Max Transmutation Area1 ! rowspan="2" | Feature Limit2 ! Fort || Ref || Will

Class Skills (Skill Points::8 + Int modifier per level, x4 at 1st level) (Int), (Wis), (Dex), (Con), (Int), (Int), (Wis), (Cha), (Architecture and engineering, Dungeoneering, Geography, Nature, The planes) (Int), (Wis), (Dex), (Int), (Int), (Wis), (Wis), (Dex), (Cha), (Dex)
 * 1st||class="left" |+0||+2||+0||+2
 * Detect, Shape||—||4
 * 2nd||class="left" |+1||+3||+0||+3
 * Telekinesis, Master of Matter||—||5
 * 3rd||class="left" |+2||+3||+1||+3
 * Transmute||15||6
 * 4th||class="left" |+3||+4||+1||+4
 * ||20||6
 * 5th||class="left" |+3||+4||+1||+4
 * ||30||7
 * 6th||class="left" |+4||+5||+2||+5
 * ||40||7
 * 7th||class="left" |+5||+5||+2||+5
 * ||50||8
 * 8th||class="left" |+6/+1||+6||+2||+6
 * ||60||8
 * 9th||class="left" |+6/+1||+6||+3||+6
 * ||75||9
 * 10th||class="left" |+7/+2||+7||+3||+7
 * ||90||9
 * 11th||class="left" |+8/+3||+7||+3||+7
 * ||105||9
 * 12th||class="left" |+9/+4||+8||+4||+8
 * ||120||10
 * 13th||class="left" |+9/+4||+8||+4||+8
 * ||140||10
 * 14th||class="left" |+10/+5||+9||+4||+9
 * ||160||11
 * 15th||class="left" |+11/+6/+1||+9||+5||+9
 * ||180||11
 * 16th||class="left" |+12/+7/+2||+10||+5||+10
 * ||200||12
 * 17th||class="left" |+12/+7/+2||+10||+5||+10
 * ||225||12
 * 18th||class="left" |+13/+8/+3||+11||+6||+11
 * ||250||12
 * 19th||class="left" |+14/+9/+4||+11||+6||+11
 * ||275||13
 * 20th||class="left" |+15/+10/+5||+12||+6||+12
 * ||300||13
 * class="foot" colspan="8" |
 * 1) 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 the max area.
 * 2) 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 6th level, could do 7 detections, 7 transmutations and 7 shapes each day).
 * - class="noalt"
 * colspan="10" class="skill" |
 * 16th||class="left" |+12/+7/+2||+10||+5||+10
 * ||200||12
 * 17th||class="left" |+12/+7/+2||+10||+5||+10
 * ||225||12
 * 18th||class="left" |+13/+8/+3||+11||+6||+11
 * ||250||12
 * 19th||class="left" |+14/+9/+4||+11||+6||+11
 * ||275||13
 * 20th||class="left" |+15/+10/+5||+12||+6||+12
 * ||300||13
 * class="foot" colspan="8" |
 * 1) 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 the max area.
 * 2) 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 6th level, could do 7 detections, 7 transmutations and 7 shapes each day).
 * - class="noalt"
 * colspan="10" class="skill" |
 * class="foot" colspan="8" |
 * 1) 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 the max area.
 * 2) 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 6th level, could do 7 detections, 7 transmutations and 7 shapes each day).
 * - class="noalt"
 * colspan="10" class="skill" |
 * colspan="10" class="skill" |

Class Features
All of the following are class features of the judge.

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.

 : 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 detections 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.

 : Judges can shape matter into grand designs. Any shape a judge knows can be cast spontaneously. Caster level for shapes is equal to class level. Judges cannot shape more than their Feature Limit each day.
 * All judges know the following shapes automatically: align weapon, endure elements, entangle, erase, knock, make whole, pyrotechnics, resist energy, spike growth, wood shape, warp wood, Cloth Shape (3.5e Spell), Dry Ray (3.5e Spell). At 2nd level, automatically learn the control light and control flames powers (manifester level for shapes is equal to class level). At 6th level, can have greater sway over shaping light now able to make illusions (treat like silent image but must have both light and shadow in area). At 10th level, automatically learn control weather and earthquake.
 * At 3rd level, learn two of the following shapes: break enchantment, control water, control winds, diminish plants, gaseous form, keen edge, move earth, passwall, plant growth, protection from energy, quench, sculpt sound, spike stones, stone shape, sympathetic vibration, Bone Shape (3.5e Spell), Chill Object (3.5e Spell), Crystal Shape (3.5e Spell), Density (3.5e Spell), Enchant Item (3.5e Spell), Heat Object (3.5e Spell), Metal Shape (3.5e Spell), Pearl Shape (3.5e Spell), Shape Cloud (3.5e Spell). A judge learns two more shapes from this list at levels: 5, 7, 9, 11, 13, 15, 17 and 19.

 : 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 the judge’s class 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), the ability is an attack action (instead of a standard action), and the judge can move 50lbs per class level 30’/round. A judge’s Wisdom modifier is used 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.

The similar application of knowledge gives a +2 bonus to all craft, disable device, knowledge 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.

 : At 3rd level, a judge may issue corrections on the current form of reality, effectively transforming what is into something else. Transmuting requires a standard action, affects a sphere with a radius up to that indicated on the class table above (though the judge may elect to transmute a smaller area), and has a range of up to 400' + 40' / class level. Transmutations of physical objects are instantaneous and may not be dispelled or reversed. These transmutations only affects natural or worked material; they may not directly transmute creatures or magically enchanted material. Transmutations of properties have a duration of 1 minute per class level, and may be resisted with either a Fortitude or Will save (as specified by the category) of DC 10 + 1/2 class level + Intelligence modifier. These are also not subject to dispel or reversal, but may be countered by certain spell effects.

A judge may transmute in this way a number of times per day up to their Feature Limit. Initially each step counts as one use against this limit. At 12th level, a judge may transmute two steps as part of the same standard action, though doing so still costs two Feature Points.

The options available for the transmutation results depends entirely on what is present initially. There are 6 basic categories that a judge can work with: earth, water, fire, gravity, time, and magic. If multiple types of material are in the area, only the category selected is affected.

Earth includes dirt, sand, stone, metal, gemstones, and non-living organic material (wood, food, etc.).
 * At 3rd level, a judge may transmute any type of earth into another type of earth (dirt to stone, dirt to metal, metal to wood, etc.), but may not change any earth into gemstones yet. They have no control over the specific form of the result, and transmuting a large pile of sand into metal may provide a large mix of materials.
 * At 3rd level, a judge may transmute any type of earth into liquid water or standard fire.
 * At 6th level, a judge may specify the type of dirt, sand, stone, or non-living organic material that they create as a result of their transmutation. Thus they could turn pine into cedar, sandstone into marble, or deceased creatures into a delicious feast. Attempting to create or purify food with this ability results in sufficient food for 3d4 meals for a medium creature, +1d4 meals per 2 levels above 5; the excess material is unfit to eat.
 * At 6th level, a judge may elect to exclude some types of earth from a transmutation area. They could elect to only transmute the wood in an area to water rather than all of the earth in an area, for example.
 * At 8th level, a judge may combine both earth and fire to transmute earth into lava. Exposure to this lava functions as indicated in the SRD. Under typical conditions, a thin shell of igneous rock will form over the cooling lava after 2 hours. This shell supports no more than 5 pounds of force, which doubles every hour until the lava is fully cooled after 48 hours. Particularly cold conditions may hurry this process, while particularly hot conditions may extend it indefinitely.
 * At 12th level, a judge may specify the metal that they create as a result of their transmutation. No more than 1/100th of their transmutation area may be transmuted into adamantine, mithral, or similar rare metals.
 * At 12th level, a judge may transmute metal into gemstones, though the gemstones created may not be specified and are often of poor quality.
 * At 16th level, a judge may specify the gemstones that they create as a result of their transmutation.

Water includes steam, thin and thick liquids (water, oil, acid, jellies), and ice.
 * At 3rd level, a judge may transmute any type of water into another type of water (ice to steam, oil to water, etc.), but may not change any water into jelly, oil, or acid yet.
 * At 3rd level, a judge may transmute any type of water into standard fire or dirt.
 * At 6th level, a judge may transmute water into jelly. This substance grants a +5 bonus to jump checks, but is treated as difficult terrain for the purposes of movement and balance.
 * At 8th level, a judge may transmute water into oil. Oil created by this effect functions as that created by the grease spell, except that it has no duration.
 * At 12th level, a judge may transmute water into acid. Exposure to this acid function as indicated in the SRD. Unless contained in a metal or glass container, this acid will be absorbed into its surroundings (damaging them significantly) or evaporate, reducing it's size by 1 foot in radius per hour after creation.

Fire is relatively straightforward, but includes several levels of fire like candle (1 damage/round), campfire (1d6 damage/round, DC 12 reflex to avoid catching on fire), bonfire or standard fire (3d6 damage/round, DC 15 reflex to avoid catching on fire), and inferno (1d6 damage per 2 class levels/round, scaling reflex save to avoid catching on fire).
 * At 3rd level, a judge may transmute any type of fire into another type of fire, but may not change fire into inferno yet.
 * At 3rd level, a judge may transmute any type of fire into dirt or liquid water.
 * At 6th level, a judge can improve or reduce a fire’s intensity by up to 2d6 per Wisdom modifier.
 * At 8th level, a judge can combine both fire and sand to transmute earth into glass.
 * At 8th level, a judge may transmute fire into inferno.

Gravity transmutations alter the downward force in the area, or the direction of down itself. A fortitude save is granted to resist all gravity effects.
 * At 4th level, a judge may increase gravity within the area by one step, to a maximum of heavy. For example, light gravity would become normal gravity while normal gravity would become heavy gravity.
 * At 4th level, a judge may decrease gravity within the area by one step, to a minimum of light. For example, heavy gravity would become normal gravity while normal gravity would become light gravity.
 * At 8th level, a judge can simply negate gravity within the area. Climb, burrow, and swim speeds are unaffected, base land speed is reduced to zero, and all other speeds are reduced to 1/2. If fired within the zone, attacks with missile weapons gain a +2 against targets within the zone and a -4 penalty against targets out of the zone. Attacks with missile weapons into the zone from outside suffer a -4 penalty. Missile weapon distance traveled within the zone does not count against its range increments.
 * At 14th level, a judge can mark a new direction as "down". All creatures fall prone, and begin to fall in the designated direction. 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 they 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.

Time Set. Will save to resist all time effects.
 * At 6th level, a judge can slow or quicken the relative time in an area. Creatures within the zone either act half as often or twice as often as creatures outside the zone. A judge may also negate this effect by speeding or reducing time back to normal speed.
 * At 10th level, a judge may crinkle space to allow jumps to a far distant place (treat as teleport).
 * At 14th level a judge can stop time in the area. Creatures outside the area act as normal, though they also become frozen in time if they enter the area. Creatures within the area take no actions, suffer no effects, and durations do not continue as time itself is paused for them. When the duration of the transmutation expires, time resumes for all creatures and effects within the area or that entered the area while time was frozen.

Magic Set. Will save to resist all magic effects.
 * At 12th level, judge may expand or contract magic in an area (treat as impeded magic or enhanced magic).
 * At 14th level, by using two standard transmutations (set+magic), judge may alter magically enchanted material.
 * At 16th level, judge can make all magic wild (treat as wild magic).
 * At 20th level, judge can negate all magic in their zone (treat as dead magic).

Ex-Judge
Should the judge have their Intelligence or Wisdom scores drop below 8, the judge retains Detect, Shape and Telekinesis, but loses all other features. To regain their features, they must bring both Intelligence and Wisdom above 12.

Playing a Judge
Religion: Judges despise religion, and the hatred is mutual.

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.

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."

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 conciousness. 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.

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 battlefield 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.