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The Magistrate class

Discussion in 'Dungeons & Dragons + Other RPGs' started by Grey Magistrate, Jun 26, 2004.

  1. Grey Magistrate Gems: 14/31
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    I'm working on a template for a Magistrate class - not a prestige class, but a base class, like the bard. My only concern is that he's overpowered against Chaotic opponents and waaaaay underpowered against everything else - making him effective in a party or a conversation-heavy campaign, but not much else. Not that the bard isn't already like that...anyway, I'd appreciate any suggestions. This is my first attempt, so any assistance (or slapdowns) would be welcome.

    ------------

    MAGISTRATE

    The Magistrate is something of an enigma; though committed to upholding social law and order, a Magistrate often acts as a vigilante loner or leads a small group of followers. Magistrates are obsessed with squelching chaos, and all their powers are focused in that direction - for fighting with both weapons and words. For Magistrates, order takes the highest priority; they are as likely to be found supporting a benevolent Lawful Good government as an unforgiving Lawful Neutral police state or vicious Lawful Evil tyranny. If dissatisfied with a government's lawfulness, a Magistrate may find himself on the wrong side of the (official) law, engaged in revolutionary activity to replace the government with a more Lawful alternative. Magistrates are masters of doublespeak, weasel-words, and legalese, and quickly befuddle those unaccustomed to dealing with their special brand of wordsmithing. Magistrates make excellent secret police, interrogators, lawyers, diplomats, or politicians.

    -----------

    Class Restrictions: Must be Lawful, with Charisma, Intelligence, and Wisdom of at least 13. Armor carries usual spellcasting penalties (no bardic light armor exception).
    D6
    Rogue BAB
    Strong Will save, weak Fortitude and Reflex saves
    Class skills: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Listen, Perform, Sense Motive, Spot, Knowledge: Law, Knowledge: Politics

    -----------

    SOPHISTRY

    (bonuses to Diplomacy, Bluff, Intimidate, Gather Information, and Sense Motive [conversation skills], with extra bonuses against non-Lawful creatures)

    Beginning Logic
    [Automatically received at level one]
    (+1 to conversation skills against Chaotic creatures)

    Verbal Dodge
    [Automatically received at level two]
    (if you fail your conversation skill check with a Chaotic interlocutor, you may roll a second time to evade any negative consequences)

    Structured Logic
    [Automatically received at level three]
    (+1 to Diplomacy and Gather Information against non-Chaotic, +2 against Chaotic)

    Tangled Logic
    [Automatically received at level four]
    (+1 to Bluff and Sense Motive against non-Chaotic, +2 against Chaotic)

    Relentless Logic
    [Automatically received at level five]
    (+1 to Intimidate against non-Chaotic, +2 against Chaotic)

    Verbal Rebound
    [Automatically received at level six]
    (if you fail your conversation skill check with a Chaotic interlocutor, you can reroll one more time; if you fail with a Neutral creature, you may roll a second time to evade any negative consequences)

    Systematic Logic
    [Automatically received at level seven]
    (+1 to Diplomacy and Gather Information against Lawful, +2 against Neutral, +3 against Chaotic)

    Twisted Logic
    [Automatically received at level eight]
    (+1 to Bluff and Sense Motive against Lawful, +2 against Neutral, +3 against Chaotic)

    Inevitable Logic
    [Automatically received at level nine]
    (+1 to Intimidate against Lawful, +2 against Neutral, +3 against Chaotic)

    Transparent Logic
    [Automatically received at level ten]
    (Magistrate is immune to Sophistry attacks and bonuses unless opponent has at least four more Magistrate levels; gain +3 Will save against all Enchantment spells)

    Verbal Assault
    [Automatically received at level eleven]
    (selected, used once per day per three Magistrate levels; target must make Will save or be silenced for one round; Lawful receives +2 Will save bonus, Chaotic -2 penalty)

    Sympathetic Logic
    [Automatically received at level twelve]
    (+1 to Diplomacy and Gather Information against Lawful, +2 against Neutral, +3 against Chaotic; Chaotic interlocutor must make Will save at +3 or be charmed for MagLevels/4)

    Tortured Logic
    [Automatically received at level thirteen]
    (+1 to Bluff and Sense Motive against Lawful, +2 against Neutral, +3 against Chaotic; Chaotic interlocutor must make Will save at +3 or be charmed for MagLevels/4)

    Inexplicable Logic
    [Automatically received at level fourteen]
    (+1 to Intimidate against Lawful, +2 against Neutral, +3 against Chaotic; Chaotic interlocutor must make Will save at +3 or be charmed for MagLevels/4)

    Verbal Domination
    [Automatically received at level fifteen]
    (Verbal Assault now silences for one round and demoralizes for three; Lawful receives +2 Will save bonus, Neutral -1 penalty, Chaotic -4 penalty)

    Empathetic Logic
    [Automatically received at level sixteen]
    (+1 to Diplomacy and Gather Information against Lawful, +2 against Neutral, +4 against Chaotic; Chaotic interlocutor must make Will save or be charmed for MagLevels/3)

    Tempting Logic
    [Automatically received at level seventeen]
    (+1 to Bluff and Sense Motive against Lawful, +2 against Neutral, +4 against Chaotic; Chaotic interlocutor must make Will save or be charmed for MagLevels/3)

    Impenetrable Logic
    [Automatically received at level eighteen]
    (+1 to Intimidate against Lawful, +2 against Neutral, +4 against Chaotic; Chaotic interlocutor must make Will save or be charmed for MagLevels/3)

    Verbal Convergence
    [Automatically received at level nineteen]
    (Verbal Assault now silences for three rounds and either demoralizes for six rounds or calms for twelve, per player's choice; Lawful receives +2 Will save bonus, Neutral -1 penalty, Chaotic -6 penalty)

    True Sophistication
    [Automatically received at level twenty]
    (any failed or resisted conversation skill check against any target may be rerolled once; any failed or resisted Will save for Verbal Assault against a non-Lawful creature may be rerolled once)

    -------------

    ANTI-CHAOS

    Detect Chaos
    [Automatically received at level one]
    (selected, use once per day per Magistrate level; works as spell "Detect Chaos", circular range of 10 feet per Magistrate level)

    Turn Chaos
    [Automatically received at level three]
    (selected, use once per day per Magistrate level; Chaotic creature must make Will or Fortitude save, whichever is higher, or be demoralized for one round per two Magistrate levels)

    Decisive Control
    [Automatically received at level five]
    (attacks are considered +1 Axiomatic magical for purposes of striking Chaotic creatures; attacks against Chaotic opponents do +1 damage; +1 AC against Chaotic opponents)

    Earthly Zeal
    [Automatically received at level six]
    (Turn Chaos now receives Charisma bonus)

    Fervent Zeal
    [Automatically received at level nine]
    (Turn Chaos now demoralizes for one round per two Magistrate levels and stuns for one round per four Magistrate levels)

    Decisive Approach
    [Automatically received at level ten]
    (attacks are considered +2 Axiomatic magical for purposes of striking Chaotic opponents; attacks against Chaotic opponents do +2 damage; +2 AC against Chaotic opponents)

    Burning Zeal
    [Automatically received at level twelve]
    (Turn Chaos now demoralizes for one round per two Magistrate levels and stuns for one round per three Magistrate levels; turned target must make second Will or Fortitude save [whichever is higher], if failed takes 1d3 Axiomatic damage per two Magistrate levels)

    Focused Zeal
    [Automatically received at level fifteen]
    (Chaotic targets of Turn Chaos must now make Will or Fortitude save, whichever is lower)

    Decisive Advantage
    [Automatically received at level fifteen]
    (attacks are considered +3 Axiomatic magical for purposes of striking Chaotic opponents; attacks against Chaotic opponents do +4 damage; +4 AC against Chaotic opponents)

    Unforgiving Zeal
    [Automatically received at level eighteen]
    (Turn Chaos now demoralizes for one round per Magistrate level and stuns for one round per three Magistrate levels; turned target must make second Will or Fortitude save [whichever is lower], if failed takes 1d6 Axiomatic damage per two Magistrate levels)

    Decisive Power
    [Automatically received at level twenty]
    (attacks are considered +4 Axiomatic magical for purposes of striking Chaotic opponents; attacks against Chaotic opponents do +6 damage; +6 AC against Chaotic opponents)

    -------------

    SPELLCASTING

    [spellcasting does not begin until Magistrate level two, per bardic table]

    [number of spells known and memorized per bardic table, with Charisma as the modifier; spells must be prepared beforehand; spells may not be cast from scrolls; no spontaneous casting; no healing spells; no L0 spells; Lawful targets receive a +2 save against all Magistrate spells; Chaotic targets receive a -1 save per five Magistrate levels]


    LEVEL 1
    Armor of Faith (Abjuration)
    Bane (Enchantment)
    Charm Person (Enchantment)
    Command (Enchantment)
    Detect Secret Doors (Divination)
    Doom (Enchantment)
    Hold Portal (Abjuration)
    Identify (Divination)
    Protection Against Chaos (Abjuration)
    Ray of Enfeeblement (Necromancy)
    Remove Fear (Abjuration)
    Sanctuary (Abjuration)
    Sleep (Enchantment)
    Tweak Chaos (Enchantment) [version of "Confusion, Lesser" spell but only affects one Chaotic target]

    LEVEL 2
    Blindness/Deafness (Transmutation)
    Calm Emotions (Enchantment)
    Eagle's Splendor (Transmutation)
    Find Traps (Divination)
    Hold Person (Enchantment)
    Malison (Enchantment)
    Power Word: Sleep (Conjuration)
    See Invisibility (Divination)
    Shatter (Evocation)
    Shocking Grasp (Evocation) [moved to L2]
    Silence (Illusion)
    Sound Burst (Evocation)
    Spell Shield (Abjuration) [only affects caster]
    Suggestion (Enchantment)

    LEVEL 3
    Amplify Chaos (Enchantment) [version of "Confusion" spell but only affects Chaotic targets]
    Clairaudience (Divination) [does NOT include Clairvoyance]
    Dispel Magic (Abjuration)
    Gedlee's Electric Loop (Evocation) [moved to L3]
    Glyph of Warding (Abjuration)
    Invisibility Purge (Divination)
    Knock (Transmutation) [moved to L3]
    Magic Circle Against Chaos (Abjuration)
    Miscast Magic (Enchantment)
    Negative Energy Protection (Abjuration) [only affects caster]
    Rigid Thinking (Enchantment)
    Slow (Transmutation)

    LEVEL 4
    Break Enchantment (Abjuration)
    Cloak of Fear (Conjuration)
    Defensive Harmony (Enchantment)
    Dimensional Anchor (Abjuration)
    Dismissal (Abjuration)
    Dominate Person (Enchantment)
    Freedom of Movement (Abjuration) [only affects caster]
    Hold Monster (Enchantment)
    Lightning Bolt (Evocation) [moved to L4]
    Minor Globe of Invulnerability (Abjuration)
    Order's Wrath (Evocation)
    Otiluke's Resilient Sphere (Evocation)
    Shout (Evocation)

    LEVEL 5
    Ball Lightning (Evocation)
    Champion's Strength (Transmutation)
    Dispel Chaos (Abjuration)
    Intensify Chaos (Enchantment) [version of "Chaos" spell but only affects Chaotic targets]
    Feeblemind (Enchantment)
    Greater Command (Enchantment)
    Iron Skins (Transmutation)
    Lower Resistance (Transmutation)
    Mind Fog (Enchantment)
    Power Word: Silence (Conjuration)
    Spell Resistance (Transmutation)
    True Seeing (Divination)

    LEVEL 6
    Antimagic Field (Abjuration)
    Banishment (Abjuration)
    Chaotic Override (Enchantment) [version of L8 "Mass Dominate" but only affects Chaotic targets, and only for one round/per two levels]
    Globe of Invulnerability (Abjuration)
    Great Shout (Evocation)
    Impervious Sanctity of Mind (Abjuration) [reduced to L6]
    Legal Stranglehold (Transmutation) [version of L7 "Suffocate" but only affects one Chaotic target]
    Power Word: Stun (Conjuration) [reduced to L6]
    Static Charge (Evocation)
    Symbol of Subjection (All) [version of L8 "Symbol of Hopelessness" but only affects Chaotic targets]

    -------------

    SPECIAL FEATS

    (only available after level ten...)

    Air of Authority
    [Requires ten Magistrate levels, Charisma of at least 15]
    (passive; when Magistrate is struck by a Chaotic creature, attacker must make a Will save at +2 or be demoralized for one round)

    Aura of Legitimacy
    [Requires ten Magistrate levels]
    (passive "Protection from Chaos", always on; +1 Charisma)

    Aura of Majesty
    [Requires twelve Magistrate levels, Aura of Legitimacy]
    (passive "Magic Circle Against Chaos", always on; +2 Charisma [does not stack with Aura of Legitimacy])

    Aura of the Throne
    [Requires fourteen Magistrate levels, Aura of Majesty]
    (passive "Magic Circle Against Chaos" and "Dispel Chaos", always on; +3 Charisma [does not stack with Auras of Legitimacy or Majesty])

    Chaos Awareness
    [Requires ten Magistrate levels and Blind Fight]
    (passive "Detect Chaos", always on; cannot be caught flatfooted by Chaotic creature unless opponent is at least four levels higher than the Magistrate level)

    Combat Banter
    [Requires ten Magistrate levels and Improved Feint, Charisma of at least 15]
    (selected, use once per day per four Magistrate levels; trigger conversation with opponent unless opponent makes Will save, Chaotic -2; Feint may now incorporate Verbal Assault; bantering opponent is vulnerable to sneak attacks from non-bantering attackers for first conversation round)

    Divine Logic
    [Requires ten Magistrate levels, Wisdom of at least 15]
    (add wisdom and charisma bonuses together when making a conversation skill check; take higher of wisdom or charisma bonus for Turn Chaos check)

    Final Appeal
    [Requires twelve Magistrate levels, Weapon Focus (any weapon)]
    (once per day per eight Magistrate levels, Magistrate may cast together [as a power] the L8 Wizard spell "Iron Body" and L9 Wizard spell "Executioner's Eyes", but only lasts five rounds [instead of ten] and only applies to the Magistrate [instead of to allies])

    Improved Chaos Turning
    [Requires ten Magistrate levels]
    (Turn Chaos works as if the player had one additional Magistrate level; Turn Chaos also does an additional 1d2 Axiomatic damage per Magistrate level, without requiring an additional Will check)

    Machine Logic
    [Requires ten Magistrate levels, Intelligence of at least 15]
    (add intelligence and charisma bonuses together when making a conversation skill check; take higher of intelligence or charisma bonus for Turn Chaos check)

    [ June 26, 2004, 22:39: Message edited by: Grey Magistrate ]
     
  2. Register Gems: 29/31
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    You forgot the:

    Conservative Force
    [Automatically received at level one]
    (Turns democrats into conservatives at will.)

    :D
     
  3. Firestorm

    Firestorm Beeep, Beeep, ERROR Veteran

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    Overpowerede against anyone. Lose either SOPHISTRY, ANTI-CHAOS, or spells. Or at least remove some of it.

    Besides, I think that there are enough Lawful-only classes as it is.
     
  4. Grey Magistrate Gems: 14/31
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    What if it was adjusted to something like the 3.5e Ranger - picking paths by level two to favor conversation or fighting?

    Except...the Sophistry category is useful in interaction but almost useless in combat, where the major XP are earned. So a Sophistry-focused character is a no-go, except as a DM-controlled NPC. And what's the point of creating a class that only the DM will ever use? But a "merely" anti-Chaos character seems dull. The conversation side spices up the class without giving any significant combat advantage.

    Maybe I could trim the spell list back to the ranger/paladin style (1-4 only) and remove the offensive spells (electricity and sonic). I was thinking the range of disadvantages - no L0 spells, spontaneous casting, or healing magic, etc. - would sufficiently weaken this side of the class. But maybe it needs more trimming.

    I'm thinking the Turn Chaos side is sufficiently poisoned. It affects more targets than Turn Undead, certainly, but it also puts friendly party members and innocent civilians at risk, limiting its utility. The Charisma bonus doesn't kick in 'til L9, and targets can make either a Will or Fortitude save (whichever is higher, 'til L15). So I'm not sure how often the ability would be used - or how often, when used, it would even work.

    I think this class would indeed be very powerful by L20, but who reaches that high, anyway? Besides, a L20 Magistrate would still wilt in combat against any other L20 opponent, even a L20 Bard - unless said opponent happened to be Chaotic. But a good DM would make sure the player doesn't confront an endless stream of Chaotics...um, unless we're raiding an asylum or something...
     
  5. Kam Gems: 15/31
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    I'd say that any halfway decent DM would know that the class you're playing is strong in non-combat, and would give you the chance to earn exp outside of combat, not by randomly persuading people, but by using your abilities in interesting and helpful ways. Also, with things like the verbal assault branc, as well as combat banter, I'd say that this class could be a pretty powerful combat support guy, and that's without even using spells.
     
  6. Abomination Gems: 26/31
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    I think that character is a brilliant class. Would do very well multiclassed with a warrior class.

    However, I wonder where he gets his abilities from? He has these protection from chaos abilities that are similar to a Paladin's divine grace... how does the Magistrate obtain these? Through gods?
     
  7. Oaz Gems: 29/31
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    It requires too much bookkeeping, and it's not very useful in many situations (imagine if the party has to fight off a squad of devils in their lair).

    Then again, I have no idea whether this is serious or not, so feel free to ignore my comments.
     
  8. Abomination Gems: 26/31
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    @Oaz, if the devils were of Chaotic alignment I think this class would prove rather useful. Try pitting a Paladin vs. Good aligned characters. Poor Pally better be careful otherwise he'll fall.
     
  9. Oaz Gems: 29/31
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    When I used devils, I simply meant a group of enemies that were consistently lawful. Devils are, as stated in the Monster Manual, "always lawful evil."

    In most (I may sound presumptuous here, but I think that it was the designers' intention) games, it's the PC's, who are usually good or neutral in alignment, against evil monsters. That's why the Paladin can be used well in a campaign fighting evil creatures, but the Magistrate is less useful because it's more likely that you will face LE and CE enemies than LG and LE, or CG and CE enemies.

    That said, the paladin is best against evil creatures, but he is still very useful against nonevil ones (like hungry dire wolves or golems). The Magistrate, though, is much more skewed.
     
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