Post by genericdragon on Apr 22, 2010 19:23:11 GMT
Divine Judge
Hit Dice: D10
Prerequisites:
Lawful Good Alignment,
BAB +5,
4 ranks in Gather Information, 4 ranks in Intimidate, 8 ranks in Sense Motive,
Great Fortitude,
Iron Will,
Divine Justice (PHB II),
Special: Must have seen the paladins code cause the loss of an innocent life. (For example, A paladin who refused to torture an evil prisoner and subsequently never found the death cults secret plans to poison the populace causing thousands of deaths.)
Class Skills
The Divine Judge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level
2 + Int modifier.
Absolute Conviction
If your alignment changes from Lawful Good, you may not take any more levels of Divine Judge, but you keep your current abilities.
Mark of Doom (Ex)
Once per day as a standard action the Divine Judge may mark an opponent who can either see or hear him with a mark of doom, the Mark of Doom lasts for 24 hours and is a Fear effect. Whenever you strike the target of the Mark of Doom they become shaken for a turn.
Creatures immune to Fear or Mind affecting abilities are immune to Mark of Doom.
Know thy Enemy (Ex)
As a Divine Judge it is your duty to know the enemies of the weak and pure. For the pruposes of identifying monsters you gain a +2 on knowledge religion. This ability does not work on religious artefacts or similar areas of knowledge.
Reputation (Ex)
The divine judge is feared by his enemies and hated by his peers. You add half your Divine Judge level to intimidate rolls. As well as this all Paladins who know of your behaviour begin with a disposition of Unfriendly unless they have levels of Divine Judge, Darkbane Inquisitor or similar. Witnessing your behaviour may swiftly change their disposition to hostile.
Additionally Being a divine judge imposes a -2 penalty to leadership due to your methods in dealing with corruption.
Hammer of Judgement(Ex)
The Divine Judges blows remind others of their coming judgement. All enemies within 10 feet of any critical hit the Divine Judge confirms must make a DC 15 Will save or become Frightened. If the criticaled opponent survives and fails his save he instead Cowers.
Smite(Su)
Once per day, a Divine Judge may attempt to smite with one normal melee attack. Unlike smite evil this can be used against any target and is fuelled by the Divine Judges conviction. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Divine Judge level.
Note that the feat Extra Smite cannot be used to extend the daily uses of this ability.
Redeem Through Fear(Ex)
The Divine Judge is fearsome and mighty even to the eyes of the beguiled. When an ally is suffering from a Supernatural Compulsion effect such as a Vampires Dominate person or a ghostly Possesion (but not the spell Dominate Person or similar) you may make a DC 25 Intimidate check to reawaken their own consciousness and allow them a second Will Save against the ability with a +2 sacred bonus on the check.
This cannot revoke permament physical effects such as an Intellect Devourers ability to replace brains. A character who is immune to fear is unable to be helped by this ability. A character who fails the second will save is unable to be helped a second time.
Marked for Death (Ex)
This ability supercedes mark of doom. This ability functions in exactly the same way as Mark of Doom except that your opponent must make a (DC = Divine Judge level + 10 + charisma) Will save whenever you attack or move towards them. If they fail the save they are frightened for one turn.
Suffer Not(Su)
Those that have fallen to darkness deserve a swift death so that they can begin to pay for the evil they have done. When an enemy is reduced to below zero hit points in combat but has not yet died you may choose to deal extra damage equal to half of your Divine Judge level. This bonus does not apply on coup de grace and is not multiplied by critical hits or any other abilities and is considered a seperate set of damage for all purposes. The extra damage is divinely sourced and subsequently ignores damage reduction.
Judges Duty (Su)
The Divine Judge is granted the power to judge and weigh the weight of men and decide their eternal fate. This ability grants the Divine Judge two additional options when using his Smite ability (but no other smite ability he may have). Both of these only function on Humanoids, Giants and Monstrous humanoids with souls. Only a Divine Judge with the ability to Turn can Sunder Soul.
Firstly, when delivering a Smite the paladin can choose to Purge his target. This special smite has no bonus to hit or bonus damage. When hit the target must make a will save (DC = 10 + Charisma Modifier + Divine Judge levels). If it fails the target becomes panicked, this effect continues until the ability ends. On the targets next turn, regardless of whether the target passes the save or not, tongues of brilliant white flames will explode from the targets eyes and mouth to a range of approximately two feet. The flame is not hot to touch and will burn none but the target.
The target looses his dexterity bonus to AC (from the blindess) and is permamently Blinded. The target takes 3d6 points of Divine Fire damage (not reduced by Fire resistance) each turn for a number of turns equal to the Divine Judges charisma score whereupon the flame ceases to burn and the target is left with reeling smoke from his mouth and eyes. If the target was killed he becomes a smoking husk and will collapse into ash with the slightest provocation.
Secondly, when an opponent is Helpless the Divine Judge may choose to spend a full round action to Sunder Soul. To Sunder Soul the Divine Judge must use 3 of his daily turning uses and a single use of his Smite ability. Firstly, the Helpless Foe is killed (and it is thus unknown whether the ability worked or not) and the Soul is pulled free of the body by the Turning. Secondly the Divine Judge destroys the soul permanantly preventing resurection of any kind and ensuring that the target is free from an afterlife. When the Divine Judge swings his blade the opponent must make a hidden Will Save (as if he were alive) against (DC = 10 + Divine Judge's Charisma Modifier + 1/2 Divine Judge levels) or have his soul permanently destroyed. If the save is passed the soul is damaged instead of destroyed causing a variety of possible outcomes ranging from memory loss to the inability to use limbs when ressurected. There is a 10% chance that a damaged soul will become infused with the energies of the plane it is deposited to becoming a native of that plane (Such as a demon or angel) and gaining appropriate abilities of their new form. (The new form is determined by the DM).
Sundering ANY soul infracts the Paladins code of conduct (the act is far from honourable). This can be resolved with Atonement.
Certain Demise(Ex)
This ability supercedes Marked for Death. This ability functions in exactly the same way as Marked for Death except that if they fail the save they become panicked for one turn.
Notes
Can multiclass freely with paladin and stacks for the purposes of determining smite damage, but not turning.
Counts towards paladin levels for determining blackguard benefits.
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Any abilities confuse you?
Hit Dice: D10
Prerequisites:
Lawful Good Alignment,
BAB +5,
4 ranks in Gather Information, 4 ranks in Intimidate, 8 ranks in Sense Motive,
Great Fortitude,
Iron Will,
Divine Justice (PHB II),
Special: Must have seen the paladins code cause the loss of an innocent life. (For example, A paladin who refused to torture an evil prisoner and subsequently never found the death cults secret plans to poison the populace causing thousands of deaths.)
Level | BAB | Fort Save | Ref Save | Will Save | Special |
1 | +1 | +2 | +0 | +0 | Mark of Doom |
2 | +2 | +3 | +0 | +0 | Know thy Enemy |
3 | +3 | +3 | +1 | +1 | Reputation |
4 | +4 | +4 | +1 | +1 | Hammer of Judgement |
5 | +5 | +4 | +1 | +1 | Smite 1/day |
6 | +6 | +5 | +2 | +2 | Redeem Through Fear |
7 | +7 | +5 | +2 | +2 | Marked for Death |
8 | +8 | +6 | +2 | +2 | Suffer not |
9 | +9 | +6 | +3 | +3 | Judges Duty |
10 | +10 | +7 | +3 | +3 | Smite 2/day, Certain Demise |
Class Skills
The Divine Judge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level
2 + Int modifier.
Absolute Conviction
If your alignment changes from Lawful Good, you may not take any more levels of Divine Judge, but you keep your current abilities.
Mark of Doom (Ex)
Once per day as a standard action the Divine Judge may mark an opponent who can either see or hear him with a mark of doom, the Mark of Doom lasts for 24 hours and is a Fear effect. Whenever you strike the target of the Mark of Doom they become shaken for a turn.
Creatures immune to Fear or Mind affecting abilities are immune to Mark of Doom.
Know thy Enemy (Ex)
As a Divine Judge it is your duty to know the enemies of the weak and pure. For the pruposes of identifying monsters you gain a +2 on knowledge religion. This ability does not work on religious artefacts or similar areas of knowledge.
Reputation (Ex)
The divine judge is feared by his enemies and hated by his peers. You add half your Divine Judge level to intimidate rolls. As well as this all Paladins who know of your behaviour begin with a disposition of Unfriendly unless they have levels of Divine Judge, Darkbane Inquisitor or similar. Witnessing your behaviour may swiftly change their disposition to hostile.
Additionally Being a divine judge imposes a -2 penalty to leadership due to your methods in dealing with corruption.
Hammer of Judgement(Ex)
The Divine Judges blows remind others of their coming judgement. All enemies within 10 feet of any critical hit the Divine Judge confirms must make a DC 15 Will save or become Frightened. If the criticaled opponent survives and fails his save he instead Cowers.
Smite(Su)
Once per day, a Divine Judge may attempt to smite with one normal melee attack. Unlike smite evil this can be used against any target and is fuelled by the Divine Judges conviction. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Divine Judge level.
Note that the feat Extra Smite cannot be used to extend the daily uses of this ability.
Redeem Through Fear(Ex)
The Divine Judge is fearsome and mighty even to the eyes of the beguiled. When an ally is suffering from a Supernatural Compulsion effect such as a Vampires Dominate person or a ghostly Possesion (but not the spell Dominate Person or similar) you may make a DC 25 Intimidate check to reawaken their own consciousness and allow them a second Will Save against the ability with a +2 sacred bonus on the check.
This cannot revoke permament physical effects such as an Intellect Devourers ability to replace brains. A character who is immune to fear is unable to be helped by this ability. A character who fails the second will save is unable to be helped a second time.
Marked for Death (Ex)
This ability supercedes mark of doom. This ability functions in exactly the same way as Mark of Doom except that your opponent must make a (DC = Divine Judge level + 10 + charisma) Will save whenever you attack or move towards them. If they fail the save they are frightened for one turn.
Suffer Not(Su)
Those that have fallen to darkness deserve a swift death so that they can begin to pay for the evil they have done. When an enemy is reduced to below zero hit points in combat but has not yet died you may choose to deal extra damage equal to half of your Divine Judge level. This bonus does not apply on coup de grace and is not multiplied by critical hits or any other abilities and is considered a seperate set of damage for all purposes. The extra damage is divinely sourced and subsequently ignores damage reduction.
Judges Duty (Su)
The Divine Judge is granted the power to judge and weigh the weight of men and decide their eternal fate. This ability grants the Divine Judge two additional options when using his Smite ability (but no other smite ability he may have). Both of these only function on Humanoids, Giants and Monstrous humanoids with souls. Only a Divine Judge with the ability to Turn can Sunder Soul.
Firstly, when delivering a Smite the paladin can choose to Purge his target. This special smite has no bonus to hit or bonus damage. When hit the target must make a will save (DC = 10 + Charisma Modifier + Divine Judge levels). If it fails the target becomes panicked, this effect continues until the ability ends. On the targets next turn, regardless of whether the target passes the save or not, tongues of brilliant white flames will explode from the targets eyes and mouth to a range of approximately two feet. The flame is not hot to touch and will burn none but the target.
The target looses his dexterity bonus to AC (from the blindess) and is permamently Blinded. The target takes 3d6 points of Divine Fire damage (not reduced by Fire resistance) each turn for a number of turns equal to the Divine Judges charisma score whereupon the flame ceases to burn and the target is left with reeling smoke from his mouth and eyes. If the target was killed he becomes a smoking husk and will collapse into ash with the slightest provocation.
Secondly, when an opponent is Helpless the Divine Judge may choose to spend a full round action to Sunder Soul. To Sunder Soul the Divine Judge must use 3 of his daily turning uses and a single use of his Smite ability. Firstly, the Helpless Foe is killed (and it is thus unknown whether the ability worked or not) and the Soul is pulled free of the body by the Turning. Secondly the Divine Judge destroys the soul permanantly preventing resurection of any kind and ensuring that the target is free from an afterlife. When the Divine Judge swings his blade the opponent must make a hidden Will Save (as if he were alive) against (DC = 10 + Divine Judge's Charisma Modifier + 1/2 Divine Judge levels) or have his soul permanently destroyed. If the save is passed the soul is damaged instead of destroyed causing a variety of possible outcomes ranging from memory loss to the inability to use limbs when ressurected. There is a 10% chance that a damaged soul will become infused with the energies of the plane it is deposited to becoming a native of that plane (Such as a demon or angel) and gaining appropriate abilities of their new form. (The new form is determined by the DM).
Sundering ANY soul infracts the Paladins code of conduct (the act is far from honourable). This can be resolved with Atonement.
Certain Demise(Ex)
This ability supercedes Marked for Death. This ability functions in exactly the same way as Marked for Death except that if they fail the save they become panicked for one turn.
Notes
Can multiclass freely with paladin and stacks for the purposes of determining smite damage, but not turning.
Counts towards paladin levels for determining blackguard benefits.
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Any abilities confuse you?