Judge of Existence (3.5e Class)/Magic Variant

Magic Variant
{| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="7" | Spells per Day ! Fort || Ref || Will !0||1st||2nd||3rd||4th||5th||6th Class Skills (Skill Points::8 + Int modifier per level, x4 at 1st level) (Int), (Wis), (Con), (Alchemy, Trapmaking) (Int), (Int), (Wis), (Architecture and engineering, Dungeoneering, Geography, Nature, The planes) (Int), (Dex), (Int), (Wis), (Dex), (Cha), (Dex)
 * 1st||class="left" |+0||+2||+2||+2
 * class="left" | Judgment, Electronuclear Force
 * 3||1||—||—||—||—||—
 * 2nd||class="left" |+1||+3||+3||+3
 * class="left" | Gravitational Force
 * 4||2||—||—||—||—||—
 * 3rd||class="left" |+2||+3||+3||+3
 * class="left" |
 * 4||2||1||—||—||—||—
 * 4th||class="left" |+3||+4||+4||+4
 * class="left" | Turn or Rebuke Elementals
 * 4||3||2||—||—||—||—
 * 5th||class="left" |+3||+4||+4||+4
 * class="left" |
 * 4||3||2||1||—||—||—
 * 6th||class="left" |+4||+5||+5||+5
 * class="left" |
 * 4||3||3||2||—||—||—
 * 7th||class="left" |+5||+5||+5||+5
 * class="left" |
 * 4||4||3||2||1||—||—
 * 8th||class="left" |+6/+1||+6||+6||+6
 * class="left" |Elemental Form
 * 4||4||3||3||2||—||—
 * 9th||class="left" |+6/+1||+6||+6||+6
 * class="left" |
 * 4||4||4||3||2||1||—
 * 10th||class="left" |+7/+2||+7||+7||+7
 * class="left" |
 * 4||4||4||3||3||2||—
 * 11th||class="left" |+8/+3||+7||+7||+7
 * class="left" |
 * 4||4||4||4||3||2||1
 * 12th||class="left" |+9/+4||+8||+8||+8
 * class="left" |Elemental Awakening
 * 4||4||4||4||3||3||2
 * - class="noalt"
 * colspan="15" class="skill" |
 * class="left" |
 * 4||4||4||3||3||2||—
 * 11th||class="left" |+8/+3||+7||+7||+7
 * class="left" |
 * 4||4||4||4||3||2||1
 * 12th||class="left" |+9/+4||+8||+8||+8
 * class="left" |Elemental Awakening
 * 4||4||4||4||3||3||2
 * - class="noalt"
 * colspan="15" class="skill" |
 * - class="noalt"
 * colspan="15" class="skill" |
 * colspan="15" class="skill" |

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). A judge can cast judge spells while wearing light or medium armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a judge wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass judge still incurs the normal arcane spell failure chance for arcane spells received from other classes.

A judge must choose and prepare their spells ahead of time. To learn, prepare, or cast a spell, the judge must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a judge’s spell is 10 + the spell level + the judge’s Intelligence modifier.

Like other spellcasters, a judge can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Judge. In addition, they receive bonus spells per day if they have a high Intelligence score.

Unlike a bard or sorcerer, a judge may know any number of spells. A judge must choose and prepare their spells ahead of time by getting a good night’s sleep and spending 1 hour studying. While studying, the judge decides which spells to prepare.

All judges gain a rating off of which their abilities scale, equal to their class level + 1/2 of their total HD (rounded down), up to a maximum of their total HD. Thus, a judge 3 / bard 5 would have a Judgment rating of 7.

 : A judge possesess minor sway over electricity and nuclear energy. As a standard action, a judge may fire three bolts of electricity (that may hit multiple targets), each dealing damage equal to 1d6+2 damage for every 2 Judgment ratings (6d6+12 at Judgment rating 12, per bolt), and have a range of 150’. Each bolt can be mitigated (if a creature gets targeted by more than one, roll for each one) with a Will save (DC 10 + 2/3 the judge’s Judgment rating + the judge’s Intelligence modifier) for half damage. This may be done six times per day.

A small explosion can additionally go off, at the judge’s discretion, after the first part of this feature. This occurs in the round following the shock on one of the spots the judge shocked the previous round (should the previous target move, the crosshairs do not). This explosion deals their Judgment rating in d8 (to 4d8 at Judgment rating 4 (increases at 5th), to everything within 20’ (including allies), in explosion damage. The judge may reduce the damage in 2d8 increments and/or reduce the radius by 5’ increments to as small as 5’ (for those more controlled assignments). This takes an immediate action, has no range (just needs to be done in the round following the shock) – a Reflex save DC (10 + 2/3 their Judgment rating + their Intelligence modifier) for ¾ damage (if a player has Evasion they only take ¼ damage (0 damage with Improved Evasion – ¼ on a failed save). This addition can be used twice per day.

At 3rd level, a judge may use a softer form of electricity to increase cellular regeneration - in effect healing the target. As the normal ability gives three bolts, this augment also gives three bolts; each bolt heals 1d6+2 hit points for every 2 Judgment ratings (6d6+12 at Judgment rating 12, per bolt). The bolts may be split up, healing up to three allies, or can all be used on one. The action type and range are left unchanged, while the Reflex save changes to a Will save (should a character wish to resist it). This ability heals positive and negative energy creatures – you do not need to select one or the other – yet it may not be used to harm either. This argument is instead of – not in addition to – the normal electric shock, thus the total number of times one can use this feature remains six per day (i.e. one can do two healing, four electric or any combination, but cannot exceed).

At 5th level, the explosion: may be delayed by one round, the explosion die increases to d10s (to 8d10 at Judgment rating 8 (increases at 9th), and the max radius increases to 30’.

At 7th level, the judge gains a deeper understanding of how to charge molecules, instead of simply healing the judge may reincarnate (treat a spell); counting against their electronuclear limit per day.

At 9th level, the explosion addition may be done three times per day, die increases to d12s (to 12d12 at Judgment rating 12), max radius increases to 40’.

At 11th level, with a supreme “Bang” of energy, a judge’s nuclear addition can be used to create objects or beings, instead of dealing damage. The object version creates a major creation (treat as spell). The creature version can create up to 3HD of elementals for every two Judgment ratings (18 at Judgment rating 12), in one of the places previously shocked; yet no elemental can have more HD than the judge, and they all disintegrate after one hour. Both count against one’s nuclear daily limit.

 : At 2nd level, a judge may gain minor sway over gravitational force. As a full-round action, focus on one of the four directions (N, S, E or W) – the direction becomes “down” gravity pulling all things toward it. The direction selected must have a sizable mass at its bottom. If in an area less than the range of this ability, it instead affects only the room – not things above or beneath the room. The new gravitational pull lasts for one round class level, this ability can be done twice per day.

This only affects things in a 50’ cube (around the judge), loose objects automatically fall, however creatures who make a Fortitude save (DC 10 + class level + Intelligence modifier) resist this effect. Falling rules act as normal, if a creature is hit by a falling object it is dealt 1 damage per 50lbs plus 1d4 per 5ft. the original location is longitudinally to the new floor. Falling objects can be avoided with a Reflex save (DC 10 + (number of objects falling in yours and the 8 surrounding squares divided by 3) - creatures are considered objects for these purposes.

Creatures that resist this effect treat the natural gravitational pull as normal. Their interaction with those affected will be strange, but they have no mechanical bonuses to this. The judge is affected, but can resist by beating the above save. However, creatures who succeeded on their Fortitude save, must still roll Reflex if applicable.

Flying creatures are affected if in the area. But can attempt to compensate for the new direction with a Reflex save (DC 15 – 1 per 5’ away from the new floor). If they succeed they do not fall.

At 6th level, the zone improves to a 100’ cube (50’ in 6 directions around the judge) and lasts one minute per class level; also the Fortitude DC to resist changes to 10 + 2 per class level + Intelligence. “Up” can be selected as a direction at 8th level, so long as there is a mass filling the zone’s limit (i.e. ceiling).

At 10th level, affects everything in a mile radius, and lasts 1 hour per 4 class levels.

 : At 4th level, judge gain the supernatural ability to turn or rebuke elementals. They may use this ability a number of times per day equal to 3 + their Charisma modifier. They turn or rebuke elementals as a cleric of their Judgment rating would.

 : The secret has been found! ...Mortals trouble themselves with the all too common idea of turning lead into gold… Ha! Elementary! At 8th level, judge may take the form of an elemental with HD no greater than their character level. The judge maintains their mental abilities, but takes all physical abilities of the elemental, and also gains any natural features of the elemental; judge may still use spells in the transmutation school and turn or rebuke elementals while in this form, but cannot access any other class features. It takes a full-round action to change forms, lasting one minute per Wisdom bonus, and judge are in an exhausted state whenever changing back into their natural form. A judge may do this twice per day.

 : At 12th level, judge start to see their tireless study pay off; select an elemental subtype to specialize in (air, earth, fire, water, etc), the below abilities are permanent effects:
 * obtain the subtype as an augmented subtype (with all its strengths and weaknesses);
 * +4 affinity with creatures of the subtype, including non-elementals (applies to Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks that interact with said subtype);
 * +1 to caster level when casting spells with the related descriptor;
 * +2 to saving throws against effects with the related descriptor;
 * and, acquire a 30’ cone blast that deals 1d6 damage (in the related type) per 2 Judgment ratings; that may be used once per day for every Wisdom bonus.

Epic Judge
Epic Spells: Epic level judge choose their spells from the judge spell list.

At 15th level, judge may select two 8th level spells from any spell list, these become class spells.

Also at epic level, when one changes back from an elemental form, one is fatigued (instead of exhausted).

At 15th level, a judge’s Bang may instead create a demi-plane (treat as genesis).



To become the agent of catalyst. In the past they changed laws to fit their purpose, but now they can remove the robe of the mundane and crown themselves divine. For The Divine is only a science of favors and resistance. When receiving this feature a judge gains the divine rank of 1. But all spells remain to be arcane.