Judge of Existence (3.5e Class)

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Author: Franken Kesey (talk)
Date Created: 04/11/12
Status: Fin
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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 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 Existence

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Convert Energy Damage 5, Transmute 2 3 1st
2nd +1 +0 +3 +3 Bonus Feat 6 5 1st
3rd +2 +1 +3 +3 Convert Energy Damage 10 11 7 2nd
4th +3 +1 +4 +4 17 9 2nd
5th +3 +1 +4 +4 25 11 3rd
6th +4 +2 +5 +5 Bonus Feat 35 13 3rd
7th +5 +2 +5 +5 Convert Energy Damage 15 46 15 4th
8th +6/+1 +2 +6 +6 58 17 4th
9th +6/+1 +3 +6 +6 72 19 5th
10th +7/+2 +3 +7 +7 Bonus Feat 88 21 5th
11th +8/+3 +3 +7 +7 Convert Energy Damage 20 106 23 6th
12th +9/+4 +4 +8 +8 126 25 6th
13th +9/+4 +4 +8 +8 147 27 7th
14th +10/+5 +4 +9 +9 Bonus Feat 170 29 7th
15th +11/+6/+1 +5 +9 +9 Convert Energy Damage 25 195 30 8th
16th +12/+7/+2 +5 +10 +10 221 32 8th
17th +12/+7/+2 +5 +10 +10 250 34 9th
18th +13/+8/+3 +6 +11 +11 Bonus Feat 280 36 9th
19th +14/+9/+4 +6 +11 +11 Convert Energy Damage 30 311 38 9th
20th +15/+10/+5 +6 +12 +12 Change Reality 343 40 9th

Class Skills (4 + 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 bolas, 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 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 three judge powers 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 (powers in bold are area effects):

Convert Energy Damage (Ex): At 1st level, as an immediate action a judge can change up to 5 points of energy 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 1st level energy damage is defined as: Cold, Electricity, Fire, Force and Sonic. At 10th level energy damage is expanded to include: Acid, Air, Earth and Water. This only works on energy damage, not things like piercing or ability damage. This converts the target's effect equally even with such things as lightning strike or area effects (i.e., at 1st could convert 5 points of cold damage into fire to all affected creatures). This conversion lasts for only 1 round (+1/3 class levels), thus energy effects that last longer revert back to their original energy type in following rounds. At 3rd and every four after, can convert 5 more damage (i.e., 15 at 7th).

Bonus Feat: At 2nd level and every four after, a judge receives a bonus feat that he meets the prerequisites for.

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

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 Wildknife, Waltz of Blades, Kamikaze or Halberdier are good options for this.

Variant: The Magic Variant was made for magical campaigns. The Transmuter was made for 5th edition.

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
5 Judge may be able to alter some limited aspects of matter.
10 Judge have honed control over the forces – the zone controller extraordinaire!
20 Judge can have intense sway over how the laws of nature function. They can transmute Gravity, Earth, Life, Magnetics, Magic, Alignment and Energy, and Space.
25 Specific info on a judge.

Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByPaleomancer +, Qwertyu63 +, Zhenra-Khal +, ProphetPX + and ErikOfWiki +
RatingRated 2.8 / 4 +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Concentration +, Craft +, Intimidate +, Knowledge +, Listen +, Search +, Psicraft +, Spot +, Survival +, Tumble + and Use Psionic Device +
Skill Points4 +
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 gravity and weather in an area.
and alter gravity and weather in an area. +
TitleJudge of Existence +
Will Save ProgressionGood +