Monday, May 17, 2021

Building Bhakashal - Classes - The Justiciar


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When adapting paladins for Bhakashal I wanted to separate them from their medieval context, and connect them to the setting in a more specific way. Justiciars in the city serve a Noble House and the god of that Noble House. Their powers derive from the god in question. 


Justiciars dispense justice on the orders of their houses, including fighting monsters loose in the city, challenging fighters from Houses that oppose theirs, settling disputes within the House before they are taken to the arena, protecting the helpless members of their Houses and maintaining the laws of the City and the House within House Ward. It is a tradition in the city that all justiciars start as warriors in the city arenas. Very rarely they are sent on quests for their Houses outside the city, however all Justiciars are sent for a period of a month or so to patrol the Raosks at some point as an initiation.


There are Justiciars present in all city Wards, they serve as local adjudicators of disputes, they certify challenges made in public (e.g. when a Lord challenges another Lord in public, a Justiciar is called to certify the challenge and record it). Local Justiciars are known for their fairness and impartiality and are intimately familiar with the laws of the city. A justiciar who lies, plays favorites or does not keep their word find their powers desert them. Their power comes from serving their god and their Noble House. 


A high level Justiciar is present in every ward as a form of judge, known as the Ward Justiciar, only issues that go beyond the local justiciars, ranking officers or warlocks with the city patrols are referred to the Ward Justiciar for final adjudication. Many justiciars work so that one day they will preside as Ward Justiciar over the Ward of their House.


Statistics

Ability Score Minimums - STR 12 WIS 13 CHR 17


Weapon Proficiency Profile - As Slayer


Weapons/Armor - Any


XP Progression - As Paladin


HD: d10


Abilities

1. Detect Lie - Justiciars are empowered to dispense justice in the name of their god, to aid with this they can cast detect lie and detect intent at will at a 60’ radius 


2. Divine Favor - The favor of their deity gives them a +2 on all saving throws


3. Divine Protection - Their deity protects them from extraplanar and summoned/conjured creatures as the Justiciar emanates a Protective Circle 1’ Radius at all times


4. Diving Healing - A Justiciar is empowered to protect the innocent and just, and as such can heal 2 hp per level per day on themselves or others.


5. Holy Weapon - All Justiciars have a holy weapon, this weapon allows them to channel the power of their god in their quest for righteousness. A 1st level Justiciar is generally given their weapon by their mentor. It will be the finest quality weapon of its kind and if their god has a favored weapon the Justiciar will take that weapon for their holy weapon. They must take their first weapon proficiency slot in that weapon. All future improvements to that weapon listed below occur outside of the weapon proficiency progression and regular additional weapon proficiency slots may not be spent on it.


  1. At 1st level the Justiciar is +1 to hit / +1 to damage with their holy weapon

  2. At 3rd level the Justiciar can hit creatures only hit by +1 magical weapons with their holy weapon

  3. At 5th level the Justiciar gets 3/2 rounds with their holy weapon 

  4. At 7th level the Justiciar is +2 to hit / +2 to damage and can hit creatures only hit by +2 magical weapons with their holy weapon

  5. At 9th level the Justiciar gets 2 attacks per round with their holy weapon

  6. At 11th level the Justiciar is +3 to hit / +3 to damage and can hit creatures only hit by +3 magical weapons with their holy weapon

  7. At 13th level the Justiciar can Heal once per day with their holy weapon

  8. At 15th level the Justiciar is +4 to hit / +4 to damage and can hit creatures only hit by +4 magical weapons with their holy weapon


6. Spending Hit Points - All creatures in Bhakashal can use up to 1/4 of their HP as “luck points” that can be used to change their rolls (to hit, damage, saves), they may use these at any time, but cannot spend more than 1/4 of their HP in doing so. Once they have spent this 1/4 of their HP total they cannot spend any further until they have healed up fully. 


Justiciars are not limited to spending 1/4 of their HP as “luck points”, they can spend any amount of their HP to do so.


7. Special Mount - Justiciars must be mobile to serve their deity, and at 5th level all Justiciars receive a prophetic dream that tells them of the location of their special mount. In Bhakashal their mount will be a giant lizard (MV:12”, HD:5, NA: 3, DA:1-4/1-4/3-12 (CCB). This mount will be 100% loyal and will fight for the Justiciar to the death. 


8. Special Creed - Each Justiciar serves a god, and that god will have several domains. The Justiciar will receive a special creed from their god when they are called to serve related to one or more of those domains. That creed must be adhered to carefully or they will find their power wanes. For a minor violation the Justiciar will lose one of their abilities, determined randomly, for a week. For a more significant infraction they will lose two of their abilities, determined randomly, for a week. For a major infraction that is flagrantly against their creed, a Justiciar will lose their powers entirely and become a regular mercenary until they complete a quest on behalf of their deity. 


Example deities and creeds include:


1. Murla  – god of Creation, Life, Water - Creed: preservation of innocent life

2. Torphak – god of Death, Animals, Storms, Disease – Creed: destruction of undead

3. Rjam – god of Courage, Skill in Combat - Creed: courage in battle

4. Poniar  – god of Plants, Earth, Spring, Growth - Creed: preservation of plants

5. Jannak  – god of Time - Creed: protection of the elderly/aged

6.  Olapp – god of Fertility, Growth, Healing - Creed: aid and protection for the sick

7.  Usam  – god Cunning, Deceit, Thieves - Creed: outwitting opponents

8.  Bhamal  – Beauty, Music - Creed: preservation of the beautiful

9.  Iospha  – Fire - Creed: renewal through destruction, cleansing by fire

10.  Worlu  – god of Purification - Creed:  destruction of aberrations/monsters


10. Special Creed Power - The Justiciar will receive one spell like power associated with their creed, at 1st, 5th, 7th and 9th level. The 1st level power will be equivalent to a 1st level spell, the 5th level power to a 3rd level spell, the 7th level power to a 5th level spell and the 9th level power to a 6-8th level spell. The spell can be from any class, and will work as an at will power once per day.


Example Special Creed Powers

Murla  

1st level - Create Water

5th level - Water Breathing

7th level - Airy Water

9th Level - Control Weather


Torphak 

1st level - Invisibility to Undead

5th level - Speak with Dead

7th level - Systra’s Scintillating Sun Wheel

9th Level - Restoration


Rjam 

1st level - Strength

5th level - Haste

7th level -  Bissandrith’s Glorious Myrmidon

9th level - Hammer of the Gods


Poinar 

1st level - Pass Without a Trace

5th level - Plant Growth

7th level - Pass Plant

9th Level - Wall of Thorns

Jannak

1st level - Sanctuary

5th level - Remove Curse

7th level - Commune

9th level - Regenerate


Olapp

1st level - Cure Light Wounds

5th level - Cure Disease

7th level - Raise Dead

9th level - Reincarnation


Usam

1st level - Change Self

5th level - Suggestion

7th level - False Seeing

9th Level - Veil


Bhamal 

1st level - Divad’s Beautification

5th level - The War Drums of Konnigut the Damned

7th level - Minnemar’s Whisper to a Scream

9th level - Otto’s Irresistible Dance


Iospha

1st level - Burning Hands

5th level - Fire Shield

7th level - Wall of Fire

9th level - Chariot of Sustarre


Worlu

1st level - Purify Food and Drink

5th level - Dispel Magic

7th level - Dispel Evil

9th Level - Holy Word


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