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 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 +0 +2 +2 Convert Energy Damage, Transmute 01 1 1st
2nd +1 +0 +3 +3 +10 Transmute Points 1 2 1st
3rd +2 +1 +3 +3 Convert Energy Damage 10 3 3 1st
4th +3 +1 +4 +4 +1 Transmutation 5 4 2nd
5th +3 +1 +4 +4 +20 Transmute Points 7 5 2nd
6th +4 +2 +5 +5 Convert Energy Damage 15 11 6 2nd
7th +5 +2 +5 +5 +1 Transmutation 15 7 3rd
8th +6/+1 +2 +6 +6 +30 Transmute Points 19 8 3rd
9th +6/+1 +3 +6 +6 Convert Energy Damage 20 23 9 3rd
10th +7/+2 +3 +7 +7 +1 Transmutation 27 10 4th
11th +8/+3 +3 +7 +7 +40 Transmute Points 35 11 4th
12th +9/+4 +4 +8 +8 Convert Energy Damage 25 43 12 4th
13th +9/+4 +4 +8 +8 +1 Transmutation 51 13 5th
14th +10/+5 +4 +9 +9 +50 Transmute Points 59 14 5th
15th +11/+6/+1 +5 +9 +9 Convert Energy Damage 30 67 15 5th
16th +12/+7/+2 +5 +10 +10 +1 Transmutation 79 16 6th
17th +12/+7/+2 +5 +10 +10 +60 Transmute Points 91 17 6th
18th +13/+8/+3 +6 +11 +11 Convert Energy Damage 35 103 18 6th
19th +14/+9/+4 +6 +11 +11 +1 Transmutation 115 19 6th
20th +15/+10/+5 +6 +12 +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 (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). 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 three after, can convert 5 more damage (i.e., 15 at 6th).

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 can only select a type at or below his current level. A 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, paying 7 power points).

  • The below table, notes power point cost, area, duration and display of all effects within a type. However, exceptions and notes are listed in the footer – read the notes! Replace the normal descriptions with the below. All transmutations are shapeable, dismissable, a standard action, and have a medium range (unless otherwise noted). No transmutation can be over 5’ deep (including move earth).
  • 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 (i.e., rock to mud gets a +2 bonus to DC).
  • All spells are treated like powers, except Magic, thus anti-magic fields and the like have no affect on them, but null psionics fields do.
  • The Gravity and Magnetics transmutations create several new powers which should be referenced within their pages. Psionic heal and harm are the only other homebrew articles in this table.
  • At 4th level and every three after, a judge unlocks knowledge of another transmutation type.
Table: Transmutations
Type Min Level Power Point Cost and Subtype Area/Range Duration Display
3 5 7 9 11
Earth 1st soften earth/stone mud to rock / rock to mud move earth earthquake 10’cube/lvl Instant Material
Life 1st psionic heal animate dead psionic harm raise dead Touch Instant Visual
Nature 1st entangle vines1 shambler animal shape1 10’cube/lvl 1min/lvl Auditory
Weather 1st fog cloud control water control weather2 whirlwind2 10’cube/lvl 10min/lvl Visual
Gravity 4th heavy/light directional no gravity meteor swarm 30’ cube 2rounds/lvl Material
Magic3 4th dispel magic break enchantment antimagic field3 wild magic3 Target4 Instant Visual
Magnetics 4th metalkinesis freeze armored repulsion iron body Target4 2rounds/lvl Visual
Stamina 4th ray of exhaustion ray of sleep5 psychic crush5 adapt body5 Ray 1min/lvl Mental
Plane 7th ectoplasmic form adapt body plane shift6 ethereal jaunt6 Touch 1min/lvl Visual
Space 7th freedom of movement dimension door teleport flight7 Touch Instant Material
Time 7th time hop precognition8 second chance temporal acceleration Personal 1round Olfactory
  1. Black tentacles except vines, vulnerable to fire & lasts 1round/lvl. Animal shape can only affect one touched creature (Will save to resist), & last 1min/lvl.
  2. Control weather cannot create hurricanes or tornados. Whirlwind only lasts for 1 round/lvl.
  3. All considered magical effects. Anti-magic field & wild magic affect 30’ radius & last 5min/lvl.
  4. Can affect one creature or object.
  5. Except a ray with close range, & lasts 1min/lvl. Psychic crush only affects one creature and is instant, & adapt body is a touch power & lasts 1hour/lvl.
  6. Except plane shift is instant & ethereal jaunt lasts 1round/lvl.
  7. Except overland flight last for 1hour/lvl.
  8. Except a +3 bonus.

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).

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 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 + and ProphetPX +
RatingRated 3 / 4 +
Reflex Save ProgressionGood +
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 +