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=====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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