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====Prestige Classes==== Unlike the core classes, prestige classes have requirements to alignment, base attack bonuses, skills, spells, feats, or some other special requirement. Some prestige classes are tied to organizations, such as clerics to a specific temple or a sorcerer to the Sorcerers' Guild. Ultimately it falls to the GM to work with the player to determine how connected they are to these organizations. =====Cleric/Shrine Maiden===== As mentioned before, priests are individuals who work for the gods through action. Shrine maidens, meanwhile, venerate the gods through devotion. Temples need staff, and shrine maidens attend to the needs of their superiors, perform the rituals necessary to receive the gods' blessings, and provide sanctuary for those seeking comfort. A shrine maiden will rarely leave their place of worship, unless their god demands it for the good of all creation. Shrine maidens usually receive years of training and instruction on proper ceremony, either being selected at a young age due to signs or circumstances, or willingly cloistering themselves with the intent of giving themselves up to the divine. :'''Hit Die''': d6 :'''Requirements''': To become a shrine maiden, a character must meet the following criteria. ::'''Alignment''': Any non-chaotic ::'''Skills''': Diplomacy 5, Knowledge(Religion) 8, Sense Motive 5 :'''Class Skills''': Concentration(CON), Craft(INT), Diplomacy(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Perform(CHA), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Summoning(INT), Use Magic Device(CHA), Vision(WIS) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Shrine maidens gain no proficiency with any weapon or armor. ::'''Defense Barrier''': Shrine maidens can construct a magical barrier to protect against magical attacks. At higher levels, the barrier becomes stronger. ::'''Great Faith''': Shrine maidens can add their class level as a bonus to Fortitude saving throws to cast white magic spells. If the shrine maiden has levels in the priest class, they no longer require their staff as a focus to use priest class abilities. ::'''Spellcasting''': Shrine maidens are considered spellcasters. They may increase their maximum number of known spells by six per class level. Additionally, they may add their class level to control checks. They may learn from any type of spell (common, shamanistic, sorcery, or white magic). However, they must dedicate an additional spell slot to cast shamanistic or sorcery spells, which are not part of their standard spells. ::'''Bonus Feats''': At 2nd, 6th, and 10th levels, shrine maidens gain a bonus feat from the following list: Augment Summoning, Code, Holy Magic, Loyal, Spell Master, or any item creation or metamagic feat. ::'''Sense Aura''': Shrine maidens can identify magic items by sight, and use the Search skill to identify the properties of any item they encounter, or the approximate strength of any enchantments on the item. ::'''Sense Evil''': Shrine maidens can determine if a mazoku, or some other great evil, is nearby, where it is located, and approximately how powerful it is, from weak to overwhelming. Sense Evil cannot be used to determine anything specific about the malevolent force, only where and how strong it is. =====Martial Artist===== Within the Known World, martial artists are rare and exotic, using traditions from the Outer World long since lost to time following the War of Monster's Fall 1,000 years ago. Those who do keep these techniques alive can usually be found searching for lost secrets to their ancient art, or else using a strict code of conduct to defend those who can't defend themselves. In a world of knights and sorcery, martial artists are strange and different, and this uniqueness gives them an upper-hand in a fight. :'''Hit Die''': d10 :'''Requirements''': To become a martial artist, a character must meet the following criteria. ::'''Base Attack Bonus''': +5 ::'''Skills''': Climb 8, Jump 8, Tumble 8 ::'''Feats''': Improved Unarmed Strike, Weapon Focus (unarmed strike or grapple), Weapon Specialization (unarmed strike or grapple) :'''Class Skills''': Balance(DEX), Climb(STR), Concentration(CON), Craft(INT), Diplomacy(CHA), Escape Artist(DEX), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Martial artists gain no proficiency with armor or weapons ::'''Unarmed Damage''': Unarmed damage is increased based on the table provided with the manual. ::'''Evasion''': If the player succeeds on a Reflex throw against an attack that normally deals half-damage on a successful save, the martial artist instead takes no damage. Evasion can only be used if the martial artist is wearing light or no armor, and cannot be used if they are helpless. ::'''Hien Sen Puuda''': Once per day, the martial artist can add their Wisdom bonus to any normal attack roll with an extra 1 damage per class level. Every three levels, the martial artist gains another use of Hien Sen Puuda per day. ::'''Spell Resistance''': At 2nd level, martial artists gain spell resistance equal to their class level+15. ::'''Uncanny Dodge''': At 2nd level, martial artists cannot be caught by surprise, and retain their Dexterity bonus to AC when attacked flat-footed or by an invisible character. Uncanny Dodge does not work while immobilized. A martial artist that already has Uncanny Dodge from a different class gains Improved Uncanny Dodge instead. ::'''Ho-Oh Ranbu Kick''': At 3rd level, martial artists gain Stunning Fist as a bonus feat, and may use Stunning Fist once per day per class level, plus one for every four levels in other classes. Additionally, their target's Fortitude save DC is increased by +2 against a Stunning Fist. ::'''Improved Uncanny Dodge''': At 5th level, martial artists can no longer be flanked. This denies bandits or rogues the ability to sneak attack, unless the attacker is four levels or higher than the player. If the martial artist already has Improved Uncanny Dodge, the levels from the classes that grant Uncanny Dodge stack to determine the minimum bandit or rogue level required to flank the player. ::'''Improved Evasion''': At 6th level, martial artists no longer take damage on a successful Reflex save against attacks, and only take half the damage on a failed save. If the martial artist is helpless, they cannot use Improved Evasion. ::'''Ki Strike''': At 8th level, martial artists have their unarmed attacks treated as magic weapons for the purpose of striking creatures with damage reduction. ::'''Embu Toh-Ketsu Ha!''': The Embu Toh-Ketsu Ha! is a ranged touch attack that channels ki from their hands or a weapon used at a focus against a target within 20 feet. If it hits the target, it deals damage equal to the martial artist's normal unarmed damage. =====Master-At-Arms===== The archtypical military general, the master-at-arms neither fights for gold like a petty bounty hunter nor glory like a common warrior. A master-at-arms fights for a cause or purpose, be it for a kingdom, a person, or an ideal. The master-at-arms is essentially an improved version of the warrior class, giving the character an extremely versatile feat selection as they become stronger. :'''Hit Die''': d12 :'''Requirements''': To become a master-at-arms, a character must meet the following criteria. ::'''Base Attack Bonus''': +8 ::'''Feats''': Armor Proficiency (Light, Medium), Martial Weapon Proficiency (any), Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon Specialization :'''Class Skills''': Climb(STR), Concentration(CON), Craft(INT), Handle Animal(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Masters-at-arms gain proficiency with all simple and martial weapons, all armor types, and shields (including tower shields) ::'''Armor Compatibility''': Masters-at-arms retain half their defense bonus (rounded down) even while wearing armor ::'''Bonus Feat''': At every 2nd level, masters-at-arms gain one of the following bonus feats that they meet the prerequisites for: Cleave (Great Cleave), Improved Bull Rush, Improved Critical, Improved Overrun, Improved Shield Bash, Improved Sunder, Mounted Combat (Ride-By Attack, Spirited Charge, Trample), Toughness, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). ::'''Style''': This is exactly like the warrior version, only it can only be applied to two-handed weapon or weapon-and-shield styles. ::'''Judge Opponent''': This is exactly like the warrior version. If the master-at-arms already has Judge Opponent, they gain a +2 competence bonus on Judge Opponent use. ::'''Improved Armor Compatibility''': At 9th level, masters-at-arms retain their full class-based defense bonus even while wearing armor. =====Pistoleer===== In the War of Monster's Fall, nearly every spellcaster in the world came to Lina's continent to try and defeat Lei-Shabranigdu, Hellmaster Phibrizzo, and Chaos Dragon Garv. Following Lei-Shabranigdu's deep freeze, the deaths of Hellmaster's retainers, Garv's imprisonment in a human soul, and Aqualord Regradia sinking into the sea, the remaining four subordinates of Shabranigdu constructed the Mazoku Barrier, preventing passage into and out of the continent. The surrounding area outside of the barrier became known as the Outer World, which suddenly found itself without access to greater magic as there were no more scholars readily available for research. This led to the advancement of technology, and to a new way of fighting. Pistoleers are fighters and craftsmen who have learned how to construct pistols, rifles, and explosives to fight with, much to the scorn of sorcerers who view such a method as the uneducated man's attempt at emulating magic. :'''Hit Die''': d8 :'''Requirements''': To become a pistoleer, a character must meet the following criteria. ::'''Base Attack Bonus''': +5 ::'''Skills'''': Craft(Gunsmithing) 9 ::'''Feats''': Exotic Weapon Proficiency (Firearms), Weapon Focus (any firearm), Weapon Specialization (any firearm) ::'''Special''': Character must have access gunpowder and either craft, or find someone able to craft for them, bombs and firearms. Gunpowder requires access to saltpeter, charcoal, and sulfur to craft. :'''Class Skills''': Balance(DEX), Bluff(CHA), Climb(STR), Craft(INT), Disable Device(INT), Gather Information(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Pistoleers gain no proficiency with weapons or armor ::'''Bonus Feat''': At 1st level and every level thereafter, pistoleers gain a bonus feat from the following list that they meet the prerequisites for: Dodge (Mobility), Improved Critical, Improved Initiative, Mounted Archery, Point-Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot-on-the-Run, Improved Precise Shot), Quick Draw, Rapid Reload, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). ::'''Trick Shot''': Reduces any penalty a pistoleer makes to a ranged attack roll, regardless of circumstance, by one-half their class level (rounded down). At 2nd level, pistoleers no longer provoke an attack of opportunity from their target for making a ranged attack in a threatened area. Other enemies in the threatening area can make an attack of opportunity, and a pistoleer not making a ranged attack will suffer the event as usual. ::'''Style''': This is exactly like the warrior ability, however it only applies to ranged attack styles. ::'''Destructive Genius''': At 6th level, pistoleers can add their class level to any check made towards Craft(Gunsmithing). Craft(Gunsmithing) can also be used to make improvised weapons that imitate destructive spells, at the GM's discretion, such as requiring the Craft(Gunsmithing) check to meet the imitated spell's normal DC and needing a vast amount of materials to construct the weapon. This can also be used towards the design of mechanical devices, such as tanks, if the GM allows it. ::'''Portable Armory''': At 10th level, a pistoleer appears to have innumerable bombs and firearms tucked away in their clothing, rather than having to spend time reloading firing a single shot. The Portable Armory operates under the same rules as a Bag of Holding, only for bombs and firearms; this equipment does not slow the player's movement, nor are they visible for observation by other characters. Weapons inside of the Portable Armory do not need to be accounted for, except when it is time to craft more gunpowder and ammunition. Portable Armory can be used on Intimidate checks, at the GM's discretion. After extended periods of using Portable Armory, the GM may call for a Sleight of Hand check to see if the pistoleer's ammunition is finally expended. The DC for such a check can be as low as 20, or as high as 40, depending on the amount of time the Portable Armory has been used. =====Shaman===== Shamanistic magic is arguably the most-versatile type of magic in the Slayers world. Drawing upon the powers of spirits to control the four elements, shamanism gives a deeper understanding of nature than white magic, which is too focused on the gods, and sorcery, which surrenders itself to demons. By delving in to the Astral Plane, shamans are constantly sitting on the edge between the divine and the diabolical, choosing their own path rather than following a specific entity. Most professions turn to shamanism to give their spellcasting arsenal a wide variety of magic. :'''Hit Die''': d6 :'''Requirements''': To become a shaman, a character must meet the following criteria. ::'''Skills''': Knowledge(Nature) 5, Spellcraft 8 ::'''Spells''': Able to cast at least 12 common spells or 1 shamanistic spell ::'''Special''': The player must have access to shamanistic lore, such as a library, or a qualified instructor. Sorcerers' Guilds usually provide both, but in the Outer World, no such society exists. :'''Class Skills''': Concentration(CON), Craft(INT), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Nature)(INT), Listen(WIS), Profession(WIS), Ride(DEX), Search(INT), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Summoning(INT), Survival(WIS), Swim(STR), Use Magic Device(CHA), Vision(WIS) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Shamans gain no proficiency in weapons nor armors ::'''Defense Barrier''': Shamans can use magical barriers to protect against magical attacks. At higher levels, the barrier becomes stronger. ::'''Shamanistic Focus''': Shamans add their class level as a bonus to all Fortitude saves made casting shamanistic spells. ::'''Spellcasting''': Shamans are considered spellcasters. They may increase their maximum number of spells by six per class level, and add their class level to control checks. Shamans can learn any type of spell, but have disadvantage with sorcery and white magic and must use an additional spell slot towards any of those two types of spells they learn. ::'''Bonus Feats''': At 2nd level and every four levels afterwards, shamans get a bonus feat. The feat must be Augment Summoning, Code, Dignified, Spell Master, or any item creation or metamagic feat. ::'''Sense Aura''': Shamans can recognize magical items, and use the Search Skill to identify either the basic properties or enchantment on said items. =====Sorcerer===== Sorcerers are what most people think of when someone considers what a spellcaster is. Sorcerers are typically found within or near a Sorcerers' Guild, which is a loose collection of spellcasters that experiment or otherwise engage in magical research, and record and exchange information. For those on the outside, sorcerers appear quite evil. Their spells create contracts with demons--some sorcerers even going so far as to create pacts with them for greater powers--and they use questionable methods for creating Copies, potions, and destructive magic. However, not nearly every sorcerer is as amoral as the surface appears, but they certainly are extremely morally flexible, which can lead towards corruption. Witches and wizards tend to gravitate towards becoming sorcerers to become stronger. :'''Hit Die''': d6 :'''Requirements''': To become a sorcerer, a character must meet the following criteria. ::'''Alignment''': Any non-lawful ::'''Skills''': Knowledge(Arcana) 5, Spellcraft 8 ::'''Spells''': Able to cast at least 12 common spells or 1 sorcery spell ::'''Special''': The player must have access to sorcerous lore, such as a library, or a qualified instructor. Sorcerers' Guilds usually provide both, but in the Outer World, no such society exists. :'''Class Skills''': Bluff(CHA), Concentration(CON), Craft(INT), Disguise(CHA), Intimidate(CHA), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Summoning(INT), Taunt(CHA), Use Magic Device(CHA), Vision(WIS) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Sorcerers gain no proficiency with weapons nor armors ::'''Defense Barrier''': Sorcerers can use a magical barrier to protect themselves from magical attacks. As the sorcerer becomes stronger, so too does the magical barrier. ::'''Sorcery Focus''': Sorcerers add their class level as a bonus to all Fortitude saves made casting sorcery spells. ::'''Spellcasting''': Sorcerers are considered spellcasters, and may increase their maximum known spells by six per class level. Additionally, their class level can be added towards control checks. Sorcerers may learn any type of spell, but have disadvantage on shamanistic and white magic spells. An extra spell slot must be dedicated towards these two last types of spells. ::'''Bonus Feats''': At 2nd level and every four levels thereafter, the sorcerer gains a bonus feat from the following list: Augment Summoning, Bold, Dramatic Zeal, Spell Mastery, or any item creation or metamagic feat. ::'''Sense Aura''': Sorcerers can recognize magic items and may use the Search Skill to identify its basic properties and degree of enchantment on it. =====Swordsman===== While anyone can pick up a blade and call themselves a warrior, a swordsman is a cut above the rest. Their skill, precision, focus, and strength make sword fighting look more like a dance than a form of combat, and their degree of prowess makes them just as many enemies as friends. Swordsmen become famous, intentionally or not, through the use of their discipline, and it's not uncommon for some to hunt down particularly famous ones to best them in a duel. A swordsman needs to love the art fighting and be willing to face whatever challenges come their way to not only succeed, but survive. :'''Hit Die''': d12 :'''Requirements''': To become a swordsman, a character must meet the following criteria. ::'''Base Attack Bonus''': +8 ::'''Skills''': Reputation 5, Taunt 5, Tumble 5 ::'''Feats''': Combat Reflexes, Dodge, Martial Weapon Proficiency (any sword), Weapon Focus (any sword), Weapon Specialization (any sword) :'''Class Skills''': Balance(DEX), Climb(STR), Craft(INT), Intimidate(CHA), Jump(STR), Profession(WIS), Reputation(CHA), Ride(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Tumble(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Swordsmen gain no proficiency with any weapons nor armors ::'''Glamorous Reputation''': Swordsmen gain a +2 bonus on all Reputation checks ::'''Evasion''': At 2nd level, swordsmen who make a successful Reflex save on attacks that normally deal half damage on a successful slave takes no damage instead. Evasion can only be used if the swordsman is wearing light or no armor. A helpless swordsman cannot use Evasion. ::'''Style''': This is exactly like the warrior ability, but can only apply to two-handed weapons, single-weapons, or two-weapon styles while using a type of sword. ::'''Bonus Feat''': At 4th, 8th, and 10th levels, swordsmen gain a bonus feat that they meet the prerequisites for from the following list: Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Mobility, Spring Attack, Two-Weapon Fighting (Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization) ::'''Judge Opponent''': This functions exactly the same as the warrior ability. If the swordsman already has this ability from another class, they instead gain a +2 competence bonus to Judge Opponent checks. ::'''Improved Evasion''': At 6th level, swordsmen take no damage from attacks after completing a successful Reflex save, and furthermore only take half damage from such attacks on a failed Reflex save. A helpless swordsman cannot use Improved Evasion. ::'''Price of Fame''': At 9th level, swordsmen may use their base attack bonus to defend themselves when opting to use the total defense option in combat. They make a roll of 1d20+base attack bonus+DEX modifier+6 dodge bonus for total defense; if this value is higher than the swordsman's normal AC, this value becomes the character's effective AC against melee attacks for one round. Price of Fame does not affect incoming ranged attacks. =====Warrior of Justice===== If there was ever a means of fully encapsulating the definition of Lawful Stupid, it would be the Warrior of Justice. Unbroken, unshaken, and uncompromising, the warrior of justice will use whatever means necessary to establish love and peace. Their devotion to the truth borders on social ignorance as they do things no one else would ever dream of doing. A warrior of justice is, at their core, the hero of legend who brings light into a dark world and hope in the hearts of others who wish that they would go away and leave them alone for a few minutes. :'''Hit Die''': d10 :'''Requirements''': To become a warrior of justice, a character must meet the following criteria. ::'''Alignment''': Lawful Good ::'''Base Attack Bonus''': +5 ::'''Skills''': Intimidate 5, Jump 5, Perform 5, Tumble 5 ::'''Feats''': Improved Unarmed Strike, Iron Will, Weapon Focus (unarmed strike or grapple) ::'''Special''': Warriors must have an appropriate obsession with love, peace, and justice as part of their Iron Will feat. :'''Class Skills''': Balance(DEX), Climb(STR), Craft(INT), Diplomacy(CHA), Disguise(CHA), Escape Artist(DEX), Gather Information(CHA), Heal(WIS), Hide(DEX), Intimidate(CHA), Jump(STR), Listen(WIS), Move Silently(DEX), Perform(CHA), Profession(WIS), Reputation(CHA), Sense Motive(WIS), Spot(WIS), Survival(WIS), Swim(STR), Taunt(CHA), Tumble(DEX) :'''Skill Points at Each Level''': 4+INT modifier :'''Class Features''': Warriors of justice gain no proficiency with weapons nor armor ::'''Optimism of Justice''': Warriors of justice are immune to fear caused by psychological attacks, but are still susceptible to fear caused by magical or supernatural forces. ::'''Special Attack''': At every level, warriors of justice gain a new special attack. Multiple special attacks cannot be used in a single attack, but they can use more than one special attack of different types in the same round. Special Attacks can be used by an amount per day equal to their class level, and specific special attacks may be used more than once, but no more than three times per day. :::''All Men Brothers, Hand in Hand'': The warrior of justice can make additional unarmed attacks with t heir full base attack bonus, but all of their attacks, including their normal attack, suffer a -2 penalty to each strike. This penalty is cumulative for each use of All Men Brothers, Hand in Hand within the same action, up to a totally of -6 on all four strikes if used three times in one action. :::''Benevolent Giant Swing'': After a successful Grapple, Benevolent Giant Swing can used. The warrior of justice makes a second Grapple check with a bonus equal to twice their class level. The result is of this check is the distance, in feet, the target travels by being thrown. For every 10 feet traveled, the target takes 1d6 damage on impact. If Benevolent Giant Swing is used more than once, each additional selection adds a +10 bonus to the Grapple check to throw the opponent, to a maximum of +20 for being selected three times. Benevolent Giant Swing is a full-round action and ends Grapple. :::''Ghost Touch'': The warrior of justice's unarmed and Grapple attacks gain Ghost Touch, which deal damage normally to incorporeal creatures. An incorporeal creature's 50% chance to avoid damage does not apply to Ghost Touch. This ability affects all of the player's unarmed attacks, including other Special Attacks. Ghost Touch is an automatic effect and doe snot count against the daily limit of Special Attacks. :::''Goodwill Towards Men Smash'': Warriors of justice gain Stunning Fist as a bonus feat, regardless of prerequisites, and works as described by the Stunning Fist feat, with the exception that the target's Fortitude save DC is increased by +2, with each usage of Goodwill Towards Men Smash in a single action raising the Fortitude save DC by +2 up to a maximum of +6 for three uses. Stunning attacks made by Goodwill Towards Men Smash do not count against the number of Stunning Fist attacks usable per day. :::''Hammer of Justice'': Hammer of Justice resolves as an unarmed strike with +1 on the attack roll per class level. :::''Joyful Reunion Bearhug'': Grants the warrior of justice the Improved Grapple feat as a bonus, regardless of prerequisites. When using Joyful Reunion Bearhug, the player deals an additional 4 points of damage with their grapple attack. If selected more than once, the additional damage is increased by 2, for a maximum of 8 additional damage with three uses. :::''Justice Shoulder Attack'': Grants an enhancement bonus to Strength equal to the warrior of justice's class level, which lasts for one round. This bonus may be used to initiate grapples, during a Bull Rush of Overrun attempt, or to overcome a Strength check to move an obstacle. If selected more than once, Justice Should Attack increases the duration of its effect by an additional round. :::''Kindness to all Creatures Kick'': Delivers an unarmed strike with base damage 1d6 for every three class levels, rounded up, to a maximum of 4d6 base damage at 10th level of warrior of justice. :::''Pacifist Crush'': Resolves as an unarmed strike with +1 damage per class level. :::''Royal Special Thunder'': Enhances a normal attack roll. The warrior of justice can subtract a number from their attack roll, up to -5, to add double that value to as a bonus to their damage roll. A Special Attack modified by Royal Special Thunder counts as two uses of the warrior of justice's special attacks for the day. :::''Saillune Tornado''': An unarmed attack that requires a Jump check to succeed. If the hit connects, the target takes unarmed damage equal to 1d6 for every 10 feet of height the warrior of justice attained during the Jump. This is a full-round action, and if the warrior of justice jumps more than their base speed during the Jump check, the attack cannot be landed until a subsequent round. :::''Smashing Burst Jump'': The warrior of justice doubles their base speed and gains a +5 bonus to their Jump skill per class level. These bonuses last for one round, and Smashing Burst Jump may be used more than once in a single action. Each additional selection extends its effects by one round. :::''Fists of Justice'': At 3rd level, warriors of justice have their unarmed attacks treated as magic weapons for the purpose of dealing damage to creatures with magic reduction. :::''Optimism Aura'': At 5th level, warriors of justice grant nearby allies a +4 morale bonus on checks or saves against fear. :::''Combo Attack ("Peace and Love Double Impact!!!")'': At 7th level, warriors of justice can make a combination attack with another warrior of justice. Each characters gains a +2 bonus to the attack and damage roll. The Combo Attack can be used as a special attack, but both warriors of justice must use the same special attack in that case. Only one of the two warriors of justice need to have Combo Attack to use it, and it can be used up to three times per day. :::''Fists of Joyous Parting'': Can be used to create the Banish effect. If the warrior of justice attacks a creature not of the physical world, the target must make a Will save (DC 10+half the warrior of justice's class level+warrior of justice's WIS modifier) or else be banished to their place of origin. They cannot return for a number of hours equal to the difference between the Will save result and the DC, either through their own volition or being Summoned. ::'''Code of Conduct''': A warrior of justice must be lawful good, and loses all class abilities if they break their oath by committing an unjust act. They must respect legitimate authority, remain honorable (cannot lie, cheat, utilize poison, etc.), be charitable (so long as the charity doesn't lead to unjust actions), and protect the innocent. ::'''Ex-Warriors of Justice''': If a warrior of justice breaks their Code of Conduct, they may not progress further in levels as a warrior of justice and lose their class abilities. This can only be restored following an appropriate Atonement for their misconduct, at the GM's discretion.
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