HellHound
ENnies winner and NOT Scrappy Doo
JudgeMind
Judge Minds were the police and courts of the noble families of the Duan’Khat, rarely also assigned to criminal investigations of the most serious nature that did not directly involve the noble families. In the early days of the Duan’Khat empire, the order of the Judge Minds was created by a val’Duan prince to rid the empire of those who would threaten the safety of the empire from within. As the sciences of the mind progressed, there was greater and greater risk that val who did not share the values and goals of the Duan’Khat families would strike against them using their own powers.
And then there were the others, psionically endowed entities that were not of the blood of the Valinor. Ever so rarely, the marks of their interference was felt within the empire, and a police, created and lead by the emperor, was needed to root them out and destroy them. All to keep the empire whole. These Judge Minds became a para-military order of telepath-seers serving the val’Duan directly for the ends of the Empire. The order of the Judge Minds operated initially as a police force and judge-jury-executioner of the lower Val families, rarely interfering directly into the affairs of the val’Duan and val’Khat.
As the Empire grew, so did the corruption within the families and the powers granted (and taken) by the Judge Minds. Soon they became a psionic inquisition, seeking out the influence of the profane and the others as well as watching for those cells and families that began working against the ruling prince. In time, the people of the empire grew to fear the coming of the Judge Minds, and many a Judge Mind began to operate in complete secrecy, a quiet inquisition of the wary and vigilant, working to protect the empire against all its ills.
In the modern age, judge minds still quite rare, and exist primarily as a secret order among the more lawfully-minded of the Val bloodlines. These secret orders have little to no contact with one another, and operate in secrecy.
Hit Die: d6
Requirements
To qualify to become a judge mind, a character must fulfill the following criteria.
Base Attack Bonus: +3 or higher
Alignment: Lawful
Knowledge (psionics): 3 ranks
Knowledge (law): 5 ranks
Feats: Combat Manifesting
Manifesting: The character must know and have the ability to manifest 3rd level Clairsentient and Telepathic powers.
Special: The character must be sponsored to this post by an existing judge mind or a judge or ruler with the authority to appoint police and judges.
Class Skills
The Judge Mind’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Psicraft (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), and Spot (Wis). See Core Rulebook 1 for skill descriptions.
Skill Points per Level: 2 + Int modifier
BAB: Weak (as wizard, psion)
Fort Save: Weak
Ref Save: Weak
Will Save: Strong
Advancement
level 1 - Ever Vigilant
level 2 - Lawful Smite 1/day, +1 manifester level
level 3 - Strength of Purpose +2, +1 manifester level
level 4 - Penetrating Thoughts (Clairsentience), +1 manifester level
level 5 - +1 manifester level
level 6 - Strength of Purpose +4
level 7 - Lawful Smite 2/day, +1 manifester level
level 8 - Penetrating Thoughts (Telepathy), +1 manifester level
level 9 - Strength of Purpose +6, +1 manifester level
level 10 - Lawful Smite 3/day, +1 manifester level
Class Features
All of the following are class features of the Judge Mind prestige class.
Weapon and Armor Procifiency: Judge Minds are trained in the use of all simple weapons, and with light armor, but not with shields of any sort. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Manifesting: A judge mind continues the expansion and extension of his psionic powers as he trains in their application to enforce the law. Thus, at specific levels in the judge mind class, he gains manifester levels as if he had also gained a level in a manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (psionic feats, hit points, etc). This essentially means that he adds these levels to the level of some other manifesting class he has, then determines power points and powers known and manifester level based on this level. If the character had more than one manifesting class before he became a judge mind, he must decide to which class he adds each manifester level gained from the judge mind class.
Ever Vigilant (Ex): The judge mind must remain watchful of all about him, using his natural senses as well as the powers of the mind. He gains a competence bonus equal to his class level or half his Base Will Save, whichever is less, on all Search, Sense Motive and Spot checks.
Lawful Smite (Su): Once per day, the judge mind may make a single melee attack or manifest a single-target psionic power as a lawful smite. If this attack or manifestation targets a chaotic target, the judge mind gains a bonus on the attack roll (if appropriate) equal to his Charisma bonus, and a damage bonus of +1 point per judge mind level. A lawful smite must be declared before the attack is rolled or the power is manifested. If the power or attack misses, or the target is not chaotic, then the lawful smite is wasted. The judge mind gains an additional lawful smite per day at level 7 and again at level 10.
Strength of Purpose (Ex): Judge minds must remain untouched by outside influences, keeping their minds free of assaults, enchantment or supernatural persuasion in their eternal quest for justice and law. Starting at third level, a judge mind gains a +2 morale bonus to resist any attempt to turn him from his duty, through use of skills (Bluff, Diplomacy or Intimidate), or through any mind-affecting or fear-inducing effect. The bonus increases to +4 at sixth level and +6 at ninth level.
Penetrating Thoughts (Ex): The importance of seeking out enemies to law and order is not lost on the judge mind. At level 4, the DC to resist any of the judge mind’s clairsentience powers is increased by 1. At level 8, this bonus also applies to all of the judge mind’s telepathic powers.
Judge Minds were the police and courts of the noble families of the Duan’Khat, rarely also assigned to criminal investigations of the most serious nature that did not directly involve the noble families. In the early days of the Duan’Khat empire, the order of the Judge Minds was created by a val’Duan prince to rid the empire of those who would threaten the safety of the empire from within. As the sciences of the mind progressed, there was greater and greater risk that val who did not share the values and goals of the Duan’Khat families would strike against them using their own powers.
And then there were the others, psionically endowed entities that were not of the blood of the Valinor. Ever so rarely, the marks of their interference was felt within the empire, and a police, created and lead by the emperor, was needed to root them out and destroy them. All to keep the empire whole. These Judge Minds became a para-military order of telepath-seers serving the val’Duan directly for the ends of the Empire. The order of the Judge Minds operated initially as a police force and judge-jury-executioner of the lower Val families, rarely interfering directly into the affairs of the val’Duan and val’Khat.
As the Empire grew, so did the corruption within the families and the powers granted (and taken) by the Judge Minds. Soon they became a psionic inquisition, seeking out the influence of the profane and the others as well as watching for those cells and families that began working against the ruling prince. In time, the people of the empire grew to fear the coming of the Judge Minds, and many a Judge Mind began to operate in complete secrecy, a quiet inquisition of the wary and vigilant, working to protect the empire against all its ills.
In the modern age, judge minds still quite rare, and exist primarily as a secret order among the more lawfully-minded of the Val bloodlines. These secret orders have little to no contact with one another, and operate in secrecy.
Hit Die: d6
Requirements
To qualify to become a judge mind, a character must fulfill the following criteria.
Base Attack Bonus: +3 or higher
Alignment: Lawful
Knowledge (psionics): 3 ranks
Knowledge (law): 5 ranks
Feats: Combat Manifesting
Manifesting: The character must know and have the ability to manifest 3rd level Clairsentient and Telepathic powers.
Special: The character must be sponsored to this post by an existing judge mind or a judge or ruler with the authority to appoint police and judges.
Class Skills
The Judge Mind’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Psicraft (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), and Spot (Wis). See Core Rulebook 1 for skill descriptions.
Skill Points per Level: 2 + Int modifier
BAB: Weak (as wizard, psion)
Fort Save: Weak
Ref Save: Weak
Will Save: Strong
Advancement
level 1 - Ever Vigilant
level 2 - Lawful Smite 1/day, +1 manifester level
level 3 - Strength of Purpose +2, +1 manifester level
level 4 - Penetrating Thoughts (Clairsentience), +1 manifester level
level 5 - +1 manifester level
level 6 - Strength of Purpose +4
level 7 - Lawful Smite 2/day, +1 manifester level
level 8 - Penetrating Thoughts (Telepathy), +1 manifester level
level 9 - Strength of Purpose +6, +1 manifester level
level 10 - Lawful Smite 3/day, +1 manifester level
Class Features
All of the following are class features of the Judge Mind prestige class.
Weapon and Armor Procifiency: Judge Minds are trained in the use of all simple weapons, and with light armor, but not with shields of any sort. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Manifesting: A judge mind continues the expansion and extension of his psionic powers as he trains in their application to enforce the law. Thus, at specific levels in the judge mind class, he gains manifester levels as if he had also gained a level in a manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (psionic feats, hit points, etc). This essentially means that he adds these levels to the level of some other manifesting class he has, then determines power points and powers known and manifester level based on this level. If the character had more than one manifesting class before he became a judge mind, he must decide to which class he adds each manifester level gained from the judge mind class.
Ever Vigilant (Ex): The judge mind must remain watchful of all about him, using his natural senses as well as the powers of the mind. He gains a competence bonus equal to his class level or half his Base Will Save, whichever is less, on all Search, Sense Motive and Spot checks.
Lawful Smite (Su): Once per day, the judge mind may make a single melee attack or manifest a single-target psionic power as a lawful smite. If this attack or manifestation targets a chaotic target, the judge mind gains a bonus on the attack roll (if appropriate) equal to his Charisma bonus, and a damage bonus of +1 point per judge mind level. A lawful smite must be declared before the attack is rolled or the power is manifested. If the power or attack misses, or the target is not chaotic, then the lawful smite is wasted. The judge mind gains an additional lawful smite per day at level 7 and again at level 10.
Strength of Purpose (Ex): Judge minds must remain untouched by outside influences, keeping their minds free of assaults, enchantment or supernatural persuasion in their eternal quest for justice and law. Starting at third level, a judge mind gains a +2 morale bonus to resist any attempt to turn him from his duty, through use of skills (Bluff, Diplomacy or Intimidate), or through any mind-affecting or fear-inducing effect. The bonus increases to +4 at sixth level and +6 at ninth level.
Penetrating Thoughts (Ex): The importance of seeking out enemies to law and order is not lost on the judge mind. At level 4, the DC to resist any of the judge mind’s clairsentience powers is increased by 1. At level 8, this bonus also applies to all of the judge mind’s telepathic powers.
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