The Jury. Inter-Planer SWAT team. Please PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
DoomedHero

09-18-07, 03:37 PM
I need you guys to tear apart some prestige classes and see if you can figure out any way that they are capable of doing more than they're supposed to.

First, a couple of notes:

A frame or reference is important, so here's a quick description of the world the prestige classes I've designed are supposed to operate in.

The setting is an inter-planer city named Arch. Arch is it's own self-contained demi-plane that is in the center of an inter-planar nexus that is not always stable. Not surprisingly, there's a problem with the occasional Devil/Angel/Slaad/Whatever showing up and causing problems. (there's no Lady of Pain here to keep them in line.) The only thing that keeps the Outsiders in line are Arch's elite police force, the Jury. These guys are supposed to be the toughest dudes on the block, and when your block occasionally has Mariliths wandering around that means you've got to back up your laws with serious force.

The campaign is high powered. The Prestige Classes are also powerful. I know they're powerful, what I want to know is if they are TOO powerful. Specifically, I'm looking for potentially game breaking issues and combinations.

One more note on my design philosophy.

If you've read K's Dungeonomicon (http://forums.gleemax.com/showthread.php?t=659653) you've got a pretty good idea of what I think classes aught to be capable of. Also, K and I agree on how character and party power ought to be gauged, which is off monsters (the CR system). Please refrain from discussing power level by comparing them with other classes. That gives me nothing.

What I'd like to see are class combinations that include one or more of my prestige classes, and how they compare with monsters of the appropriate challenge rating. Make comparisons to other character's of equal level if you must, but keep in mind that just because your class combination seems better than mine, that does not mean that yours is broken. If characters with levels in my prestige classes can take on certain types of monsters that are 1 CR higher than they should, that's not a problem. They're supposed to be tough. If you can come up with a combination that allows things to take on critters 2 or more CR's higher than they should be able to take, that's what I want to know.

Be brutal, but please back up your argument with appropriate comparisons.

Oh, and just as a precaution, the following prestige classes are my intellectual property, copy written by me, using the D20 game mechanics from Wizards of the Coast under the Open Game License.
DoomedHero

09-18-07, 03:38 PM
The Jurist

Arch's elite law enforcement unit. Each is highly trained in combating extra planar creatures. Jurists come from all walks of life and their skills are quite varied, but their devotion to the city and their teammates is common to every one of them.

Prerequisites

Base Will Save +4
Base Fort Save +4
Knowledge: The Planes 10 ranks
Spellcraft: 5 ranks
Base Attack Bonus +7 or the ability to cast 3th level spells
Any Armor proficiency, one Martial Weapon proficiency
Iron Will or Great Fortitude

Class Features

Hit Dice: d10
Skill Points: A Jurist recieves skill points every level equal to (2+ int modifier)
Class Skills: A Jurist's class skills are: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge: Local, Knowledge: Arcana, Knowledge: The Planes, Listen, Profession, Ride, Spellcraft, Spot

Saving Throws: Jurists have good save progression in Fort and Will and poor save progression in Reflex.

Base Attack: Jurists who cast spells use a Cleric's Base attack progression. Jurists who do not cast spells use a Fighter's Base Attack progression.

Weapon and Armor Proficiency: A jurist gains proficiency with all martial weapons, and gains Proficiency in the next higher catagory of Armor (If they have light armor proficiency, they gain medium, ect.) If the Jurist is proficient with Heavy Armor, they gain proficiency with Jurist Plate (See Equipment). Jurists also gain Shield proficiency (except tower shilds) If they already have Shield proficiency, they gain proficiency with Tower Shields.

Spells: If a Jurist is able to cast spells, they continue to advance their spellcasting ability as if they were still a member of that class. If a Jurist was a member of more than one spellcasting class, they must chose which they advance every level.

Armored Spell Caster: A jurist may ignore spell failure chance when casting spells while wearing armor they are proficient with. In addition, a Jurist can cast spells while wielding weapons and shields without penalty.

Reputation: As long as they are wearing the uniform of a Jurist, or are interacting with creatures who know the character is a Jurist, the Character gains a bonus equal to their Jurist level to diplomacy and intimidate checks. This ability only works on Arch citizens, or while in Arch.

Judgement: Whenever a Jurist damages an Extra Planar creature, they get a +1d6 bonus on the damage roll. This bonus increases to +2d6 at 3rd level and +3d6 at 5th level.

Lock the Gate: As a free action a Jurist may activate an aura arount themselves which halts any planar travel or teleportation. This Aura extends in a radius around them equal to 5 ft x the class level of the Jurist. This effect is Identical to a Dimensional Anchor spell. This Aura also disrupts portal magic such as Ring Gates or Gate spells. Treat portals as being under the effect of a Dispell Magic spell. If successful, the Dispell effect temporarily suppresses the gate. This Dispell check must be made every round to see if the portal is open or not. Use the Jurist's Character level+ their Charisma modifier as the caster level of the Aura. Where two or more Lock the Gate Auras overlap they become stronger. For each overlapping aura beyond the first, add a +1 bonus to the effective caster level of the Aura. This ability is gained at 2nd level.

Public Defender: If a spell or ability with a single target would hit an ally within 10 feet of the Jurist they may make a Will save (against the spells DC, or 10+ 1/2 the caster's character level+ their primary spellcasting modiefier. Whichever is higher.) to cause the spell to target themselves instead of their ally. They take the effect as normal, including being able to attempt any save offered by the spell. If an Ally within 10 feet would be caught by a damage dealing area effect spell or ability, a Jurist may make a Reflex save to take half of the ally's damage on themselves. This is in addition to whatever damage the Jurist would normally take. This additional damage can be reduced (such as by damage reduction or energy resistance) but cannot be avoided (such as by Evasion or Mettle). If the Jurist is wielding a shield, they get a +2 bonus on the Reflex save required by this ability. Using this ability counts as one of the Jurists Attacks of Opportunity for the round. This ability is gained at 3rd level.

Counter Evidence: A if a Jurist hits an enemy with an attack of opportunity caused by the casting of a spell or spell like ability, or if they ready an action and hit the enemy as they are activating a spell or ability, the enemy ability is treated as if it had been Counterspelled by a caster with a level equal to the Jurist's character level. Resolve damage and spell inturuption as normal, then resolve the potential Counterspell. This ability is gained at 4th level.

Aura of Imprisonment: If a creature that would normally be dismissed to thier home plane upon reaching zero HP is dispatched within 10 feet of a Jurist, their spirit is instead held in stasis for as long as the Jurist is within 10 feet. They can be healed or harmed normally, but are in no danger of dying or being dismissed to their home plane. While in negative HP, the creature has a penalty on will saves equal to the Jurist's class level+their charisma modifier. This ability allows for extremely easy interrogation, binding and imprisonment of extra planar creatures. Most inteligent planar beings are aware of this ability and are extremely careful to avoid conflict with the Jury. This ability is gained at 5th level.
DoomedHero

09-18-07, 03:39 PM
Jury Executioner

Jury Executioners are the heavy weapons of Arch's elite enforcement units. Nearly all of them are powerful spellcasters with a knack for laying down damage. The classes abilities ensure that nearly every spell they cast will achieve the desired effect.
The most common classes to become Jury Executioners are the Warlock and the Warmage. Mages, Sorcerers and Psions, and even the occasional Beguiler also are drawn to the Executioner's path, but the martial requirements mean that only those that are truly dedicated seek out training from the Jury.

Prerequisites:
Will Save+6
Knowledge: the Planes 13 ranks
Knowledge: Any 6 ranks
Great Fortitude
Any Armor Proficiency, one Martial Weapon proficiency
Must be able to cast 5th level spells, manifestations or invocations, or +8 base attack.

Class Features:
Hit Dice: d8
Skill Points: A Jury Executioner recieves skill points every level equal to (2+ int modifier)
Class Skills: A Jury Executioner's class skills are: Auto-Hypnosis, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge: Local, Knowledge: Arcana, Knowledge: The Planes, Listen, Profession, Ride, Spellcraft, Spot, Use Magic Device

Saving Throws: Jury Executioners have good save progression in Fort and Will and poor save progression in Reflex.

Base Attack: Jury Warden use a Cleric's Base attack progression.

Weapon and Armor Proficiency: A Jury Executioner gains proficiency with all martial weapons, and gains Proficiency in the next higher catagory of Armor (If they have medium armor proficiency, they gain heavy, ect.) If the Jury Executioner is proficient with Heavy Armor, they gain proficiency with Jurist Plate (See Equipment). Jury Executioners also gain Shield proficiency (except tower shilds) If they already have Shield proficiency, they gain proficiency with Tower Shields.

Spells: If a Jury Executioner is able to cast spells, they continue to advance their spellcasting ability as if they were still a member of that class. If a Jury Executioner was a member of more than one spellcasting class, they must chose which they advance every level.

Armored Spell Caster: A Jury Executioner may ignore arcane spell failure chance for any armor they are proficient in. In addition, they may cast spells with somatic components with a weapon or shield in their hands.

Reputation: As long as they are wearing the uniform of a Jurist, or are interacting with creatures who know the character is a Jurist, the Character gains a bonus equal to their Jurist level to diplomacy and intimidate checks. This ability only works on Arch citizens, or while in Arch.

Judgement: Whenever a Jury Executioner damages an Extra Planar creature, they get a +1d6 bonus on the damage roll. This bonus increases to +2d6 at 3rd level and +3d6 at 5th level. This ability is gaind at 1st level.

Aura of Inevitability: Enemies within 20 feet of a Jury Executioner recieve a -1 Morale penalty to all saving throws. This penalty increases to -2 at 4th level This ability is gained at 2nd level.

Condemnation: Any round that an enemy is successfully hit in combat by a Jury Executioner or fails a saving throw against a damaging spell cast by a Jury Executioner, that enemy gains a -1 penalty to any Damage Reduction or Spell Resistance they may posses. This penalty is cumulative. This effect lasts for 24 hours. This ability is gained at 5th level
DoomedHero

09-18-07, 03:40 PM
Jury Prosecutor

The front line shock troops of the Jury, the Prosecutor normally plants themselves firmly in front of the most powerful enemy and attempts to take them out of the fight. Their abilities also make them incredibly effective at dealing with enemy spellcasters. Jury Prosecutors are fearsome combatants, and thus usually come from a more martial background, Fighters, Barbarians, and Paladins being the most common, though a fair number of Rangers, Monks, Samurai Knights and Hexblades also join their ranks.

Prerequisites:
Fort Save +6
Base Attack Bonus +8
Knowledge: the Planes 13 ranks
Knowledge: Arcana 5 ranks
Iron Will
Medium Armor Proficiency, one Martial Weapon proficiency

Class Features:
Hit Dice: d12
Skill Points: A Jury Prosecutor receives skill points every level equal to (2+ int modifier)
Class Skills: A Jury Prosecutor's class skills are: Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge: Local, Knowledge: Arcana, Knowledge: The Planes, Listen, Profession, Ride, Spellcraft, Spot

Saving Throws: Jury Prosecutors have good save progression in Fort and Will and poor save progression in Reflex.

Base Attack: Jury Prosecutors use a Fighter's Base attack progression.

Weapon and Armor Proficiency: A Jury Prosecutor gains proficiency with all martial weapons, and gains Proficiency in the next higher catagory of Armor (If they have medium armor proficiency, they gain heavy, ect.) If the Jury Prosecutor is proficient with Heavy Armor, they gain proficiency with Jurist Plate (See Equipment). Jury Prosecutor also gain Shield proficiency (except tower shilds) If they already have Shield proficiency, they gain proficiency with Tower Shields.

Reputation: As long as they are wearing the uniform of a Jurist, or are interacting with creatures who know the character is a Jurist, the Character gains a bonus equal to their Jurist level to diplomacy and intimidate checks. This ability only works on Arch citizens, or while in Arch.

Council's Favor: While in combat, any time a Jury Prosecutor is granted a bonus by an ally (such as by use of the Aid Another action, Bardsong or active Auras) the ability grants an additional +1 enhancement bonus to the effected attribute or ability. This ability is does not effect spells (such as Bull Strength or True Strike or Bless.) This bonus increases to +2 at 3rd level and +3 at 5th level. This ability is gained at 1st level.

Judgement: Whenever a Jury Prosecutor damages an Extra Planar creature, they get a +1d6 bonus on the damage roll. This bonus increases to +2d6 at 4th level. This ability is gained at 1st level.

Asset Seizure: As a Full Attack action, a Jury Prosecutor may make a single melee attack against a target. If they hit, instead of doing damage, the target is treated as if they were in an Anti-Magic field for one round. This ability is gained at 3nd level

Rebuttle: Any time a Jury Prosecutor is damaged in Melee combat, they may make an immediate Attack of Opportunity against the opponent that struck them. This attack must be a standard attack, and does not receive the benefit of other attack altering abilities, such as Cleave or Knockdown. This ability is only useable once per round, per enemy.

Redirecting Argument: If a Jury Prosecutor is the target of a single target spell or ability with a saving throw, and they make that saving throw, the caster and the Jury Prosecutor make opposed Caster Level checks (the Jury Prosecutor uses their character level as their caster level and uses Charisma for their primary spellcasting attribute) If the Jury Prosecutor defeats the enemy caster, the Jury Prosecutor is able to reflect the spell (as Spell Turning) to any other legitimate target within the spells original range. This ability is gained 5th level.
DoomedHero

09-18-07, 03:40 PM
Jury Warden

Jury Warden's specialize in crowd control. Their usual tactics involve putting themselves where the enemy is the thickest and keeping any of them from going anywhere.
Clerics are the most common class to become Jury Wardens, though Psionic Warriors, Paladins and Dusk Blades are also drawn to the Jury Warden's abilities. Their combination on movement hampering combat techniques and a wide array of spells makes them extremely versatile combatants.

Prerequisites:
Will Save+5
Fort Save +5
Knowledge: the Planes 13 ranks
Knowledge: Any 6 ranks
Medium Armor Proficiency, one Martial Weapon proficiency.
Must be able to cast 4th level spells, manifestations or invocations.
Iron Will or Great Fortitude

Class Features:
Hit Dice: d10
Skill Points: A Jury Warden recieves skill points every level equal to (4+ int modifier)
Class Skills: A Jury Warden's class skills are: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge: Local, Knowledge: Arcana, Knowledge: The Planes, Knowledge: Religion, Listen, Profession, Ride, Spellcraft, Spot

Saving Throws: Jury Wardens have good save progression in Fort and Will and poor save progression in Reflex.

Base Attack: Jury Wardens use a Cleric's Base attack progression.

Weapon and Armor Proficiency: A Jury Warden gains proficiency with all martial weapons, and gains Proficiency in the next higher catagory of Armor (If they have medium armor proficiency, they gain heavy, ect.) If the Jury Warden is proficient with Heavy Armor, they gain proficiency with Jurist Plate (See Equipment). Jury Warden also gain Shield proficiency (except tower shilds) If they already have Shield proficiency, they gain proficiency with Tower Shields.

Spells: If a Jury Warden is able to cast spells, they continue to advance their spellcasting ability as if they were still a member of that class. If a Jury Warden was a member of more than one spellcasting class, they must chose which they advance every level.

Armored Spell Caster: A Jury Warden may ignore arcane spell failure chance for any armor they are proficient in. In addition, they may cast spells with somatic components with a weapon or shield in their hands.

Reputation: As long as they are wearing the uniform of a Jurist, or are interacting with creatures who know the character is a Jurist, the Character gains a bonus equal to their Jurist level to diplomacy and intimidate checks. This ability only works on Arch citizens, or while in Arch.

Riot Control: For a number of rounds per day equal to their Charisma modifier+ their class level, a Jury Warden may activate an Aura which causes enemies within 20 feet of a Jury Warden to make a Will saving throw (DC equal to 10+ half the Jury Warden's character level+ the Jury Warden's primary spellcasting modifier) every round or act as if they were under the effects of an Entangle spell. (this replaces the spell's normal save) Enemies under the effect of a Freedom of Movement spell (or similar effect) are immune to this ability. Activating this ability is a move equivalent action, maintaining it is a free action. This ability does not have to be used in sequential rounds. Example: A 5th level jury warden with a 16 charisma would have 8 rounds worth of Riot Control. They could choose to activate it, use it for three rounds, than turn it off and still have 5 rounds left to use at a later point. This ability is gained at 1st level.

Judgement: Whenever a Jury Warden damages an Extra Planar creature, they get a +1d6 bonus on the damage roll. This bonus increases to +2d6 at 4th level. This ability is gained at 2nd level.

Incarcerate: As a Full Round Attack action a Jury Warden may attempt to bind an opponant to the Jury Warden's plane of existance. The Jury Warden makes a single attack role with a melee or ranged weapon (or a weapon-like ability such as an Eldrich Blast or a Shocking Grasp spell) upon a successfull hit, instead of being delt damage damage their opponant becomes visible and normally corporeal for one round, In addition any magical movement modes (such as non-winged flight or Shadow Walk) are negated. This may mean the target is now subject to falling damage. It may also mean the subject may materialize inside an object. If this is the case, use the rules outlined in the Teleport spell to determine damage. When using this ability, the weapon that the Jury Warden is attacking with acts as if it had the Ghost Touch ability or the Transdemensional Spell metamagic effect. This ability is gained at 3rd level.

Lockdown: Whenever a Jury warden activates their Riot control ability, all effected enemies (those that fail their save) act as if they were under the effects of a Slow spell in addition to the Entangle effect. This ability is gained at 4th level.

Aura of Appeal: While in combat, any ally within 20 feet of a Jury Warden with this ability is allowed a save every round against any imobilizing or polymorphing or mind controlling effect. Similarly, this ability grants additional saves against posession or magic jar style effects. This ability is gained at 5th level.
DoomedHero

09-18-07, 03:41 PM
Jury Magistrate

The Tactical leaders of Arch's elite law enforcement. Most Jury Magistrates come from the Marshal or Dragon Shaman background, as well as some Bards and Paladins. Because of the nature of the class' abilities, very few other classes become Jury Marshals.
Typically Jury Magistrates are found in the middle of a fighting unit where the battle is hardest. They tend to fight very defensively and try to put themselves in positions so that their auras and tactical expertise can aid the greatest number of allies. Jury Magistrates are not battlefield commanders. They are at their best when in command of a small group of elite combatants.

Prerequisites:
Base Will Save+5
Base Fort Save +5
Knowledge: the Planes 13 ranks
Diplomacy: 6 ranks
Combat Reflexes
Must have one ability which bolsters allies or weakens enemies which are within a certain proximity to the character. (Ex. abilities: Paladin's Aura of Courage, Bard's Song, Dragon Shaman's Draconic Auras. Racial abilities such as a Salamander's Firey Aura also qualify.)
Any Armor Proficiency, one Martial Weapon proficiency

Class Features:
Hit Dice: d10
Skill Points: A Jury Magistrate recieves skill points every level equal to (4+ int modifier)
Class Skills: A Jury Magistrate's class skills are: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge: Local, Knowledge: Arcana, Knowledge: The Planes, Listen, Profession, Ride, Spot

Saving Throws: Jury Magistrates have good save progression in Fort and Will and poor save progression in Reflex.

Base Attack: Jury Magistrates use a Cleric's Base attack progression.

Weapon and Armor Proficiency: A Jury Magistrate gains proficiency with all martial weapons, and gains Proficiency in the next higher catagory of Armor (If they have light armor proficiency, they gain medium, ect.) If the Jury Magistrate is proficient with Heavy Armor, they gain proficiency with Jurist Plate (See Equipment). Jurists also gain Shield proficiency (except tower shilds) If they already have Shield proficiency, they gain proficiency with Tower Shields.

Reputation: As long as they are wearing the uniform of a Jurist, or are interacting with creatures who know the character is a Jurist, the Character gains a bonus equal to their Jurist level to diplomacy and intimidate checks. This ability only works on Arch citizens, or while in Arch.

Bolster the Prosecution: Any time a Jury Magistrate activates an augmenting ability while in combat (Such as an aura or bardsong) the numerical value of the augmenting ability gains +1 enhancement bonus This bonus rises to +2 at third level and +3 at 5th level. Example: a 5th level Jury Magistrate with two levels of Paladin and 5 levels of Dragon Shaman would have an Aura of Courage that would grant a +7 bonus against fear effects (+4 from paladin, +3 more from Jury Magistrate levels.) If they then activated their Draconic Aura of Vigor, the ability would grant Fast Heal 5 when below half their max HP. (Fast Heal 2 from the Dragon Shaman levels, +3 more from the Jury Magistrate levels.)

Warning: By expending one attack of opportunity, a Jury Magistrate may attempt to warn allys of an incoming threat. The Jury Magistrate makes a Sense motive check equal to the Attack roll or DC+5 of the trap, spell or ability being used. If this check is successful, every ally who is able to understand the Jury Magistrate's warning gains a bonus on their Save or Resist roll equal to the Jury Magistrate's class level. This ability is gained at 1st level.

Aura of Verdict: Allies within 20' of a Jury Magistrate with this ability gain a bonus to damage against flanked, prone, or flat-footed opponents, and against opponents denied their dexterity bonus to AC. This bonus is equal to the bonus granted by their Bolster the Prosecution ability. This ability is gained at 2nd level.

Unbreachable Line: Any time an ally falls in battle, a Jury Magistrate may allow an ally within 10 feet of the fallen character to immediately move into the fallen character's square, even if it is not that character's turn. This movement may provoke Attacks of Opportunity but does not count against the character's movement for the round. If the movement is only 5 feet, treat it in all ways as a 5 foot adjustment, except that it does not count against the character's movement. This ability activates after any extra attacks from the Cleave ability have been granted.This ability is gained at 3rd level.

Overrule: By expending one attack of opportunity, a Jury Magistrate may negate an attack or opportunity that would be made against one of their allies. The Jury Magistrate must be aware of the attack of opportunity (I.E. not flat footed against their ally's attacker) and able to communicate with the threatened ally. This ability is gained at 4th level.

Aura of Parole: Allies within 20' of a Jury Magistrate with this ability become immune to Charm, Compulsion, and Illusion effects. This ability is gained at 5th level.
DoomedHero

09-18-07, 09:50 PM
I hate bumping, but I'd like some feedback. Thanks.
chiaboco

09-23-07, 02:31 PM
well it Definitely has some interesting flavor. If played by an seasoned dnd player this class could actully become rather frightnening. who am I kidding, just the abil alone are scary. however, how much added dmg does the Aura of Verdict add?(jury magistrate) I just red the other classes and I must say that if you could do something like this for a necro or some kind of undead flavored stuff it would be amazing. good god man I would feel bad for the dm that had a party containing one of each of these classes. if played right they are powerful, however they do have room for the pcs to make the class a flop. upon closer look it seems many of tha abilities are Situational so I would not class this as overpowered. more so of just powered enough.
DoomedHero

09-23-07, 05:18 PM
The bonus to damage is equal to the bonus they get from their Bolster the Prosecution ability. Between +1 and +3 depending on how many levels of Magistrate they have.

I'm currently playtesting these classes in a game where there's one character of each class. I pulled out all the stops and told them to try to make the most powerful characters they could with the classes. It's keeping me on my toes, and I'm having to adjust some of the abilities. For the most part they seem to work, though.

Thanks for the input, keep it coming.
chiaboco

09-25-07, 09:54 AM
they sound like they should work out just fine. you did a really good job making these classes. good luck on the play testing.