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<blockquote data-quote="Cristian Andreu" data-source="post: 1753603" data-attributes="member: 23822"><p><strong><u>Justice Aligned, Minor</u></strong></p><p>Medium Aligned (Lawful, Extraplanar)</p><p><strong>Hit Dice:</strong> 8d6+8 (36 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> Fly 40 ft (perfect) (8 squares)</p><p><strong>AC:</strong> 16 (+2 Dex, +4 Deflection), Touch 16, Flat Footed 14</p><p><strong>Base Attack/Grapple:</strong> +7/+7</p><p><strong>Attacks:</strong> --</p><p><strong>Full Attack:</strong> --</p><p><strong>Space/Reach:</strong> 5 ft/5 ft</p><p><strong>Special Attacks:</strong> Smite Chaos, Spell-Like Abilities </p><p><strong>Special Qualities:</strong> Ideal Manifest, Immunity to Lawful Damage, Lesser Aura of Justice, Aligned Traits</p><p><strong>Saves:</strong> Fortitude +3, Reflex +4, Will +10 </p><p><strong>Abilities:</strong> Str 12, Dex 14, Con 12, Int 21, Wis 18, Cha </p><p><strong>Skills:</strong> Concentration +12, Diplomacy +16, Gather Information +16, Knowledge (Planes)+16, Knowledge (Religion) +16, Listen +15, Move Silently+13, Search +16, Sense Motive +15, Spot +15, Survival +15</p><p><strong>Feats:</strong> Flyby Attack, Spell Penetration(b)</p><p>__________________________________</p><p><strong>Climate/Terrain:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> None</p><p><strong>Alignement:</strong> Always Lawful</p><p><strong>Advancement:</strong> --</p><p></p><p><strong><u>COMBAT:</u></strong></p><p></p><p><strong>Ideal Manifest (Su):</strong> A minor justice aligned will take the shape of the first idealization of justice that comes to a nearby creature’s mind. Before manifesting, a minor justice aligned is invisible and incorporeal, but it will take form at the first intelligent being it encounters. Depending on the idealization, the minor justice aligned may take on of the following forms (for the matter of looks, the idealizations will have a vague resemblance to the creature’s own specie):</p><p></p><p><strong><em>-Judge:</em></strong> The minor justice aligned appears as a member of the groups that impose ultimate justice, dressed in heavy and long clothing and wearing a large wooden hammer. The minor justice aligned gains the following traits:</p><p><strong>Judging Hammer (Su):</strong> Once per round as a full-round action, the minor justice aligned may smash the hammer it wields against any surface (this includes other creatures). When it does, the sounds of the hit will be amplified several times and then a complete silence will swallow the area. Every sound, with the exception of those caused by the minor justice aligned itself, will be muted for 2 rounds, and everyone within 15 feet from the aligned will receive 1 point of damage per minor justice aligned’s hit dice. The muteness affects any sounds, so spell’s verbal components, or a bards musical abilities, are blocked as well. A successful Will save, DC 19, negates damage. The save DC is Charisma-based.</p><p><strong>Judge’s Hammer Attack:</strong> The minor justice aligned is considered proficient with the hammer it wields on it’s judge form. It may use it as a melee weapon, dealing 1d8 points of damage upon a successful strike.</p><p></p><p><strong><em>-Blind Justice:</em></strong> The minor justice aligned appears as a small statue of a lean woman in robes made of white marble, holding a balance and with the eyes covered by a fold. Although it is made of stone, it moves naturally. The minor justice aligned gains the following traits:</p><p><strong>Blindsense (Su):</strong> The minor justice aligned may feel anything around it within a 40 feet radius, even creatures under the Invisibility spell.</p><p><strong>Touch of Justice(Su):</strong> The minor justice aligned may perform a touch attack against an opponent. If successful, the target receives 3d4 points of damage. Furthermore, if the target does not succeed a Will saving throw DC 15, it will be unable to attack, cast spells, or otherwise harm creatures with less hit dices than itself for 24 hours. This effect can not be dispelled, but it can be removed by a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish. The save DC is Charisma-based.</p><p><strong>Marble Body (Ex):</strong> The body of the minor justice aligned is made of marble under this manifestation , and thus receives a +5 natural bonus to AC.</p><p></p><p></p><p><strong>Improved Lesser Aura of Justice (Su):</strong> Any hostile creature within a 30-foot radius of a minor justice aligned will receive a -2 penalty to attack rolls, AC, and saves, as long as it has a higher bonus on each than the minor justice aligned (for example, if a creature has a better Will save than the lesser justice aligned, that creature receives a -2 penalty). A successful Will save, DC 15, negates the effect, and allows the creature to remain within the area of effect unaffected. However, if it exist the area and enter again, a new saving throw must be made. The save DC is Charisma-based.</p><p></p><p><strong>Smite Chaos (Su):</strong> Twice per day, a minor justice aligned may attempt to smite chaos with one attack. It adds a +5 Charisma bonus to the attack roll, and deals 8 extra points of damage.</p><p></p><p><strong>Spell-like Abilities(Su):</strong> At will- Aid, Continual Flame, Detect Chaos, Protection From Chaos, Message, Calm Emotions. 3/per day- Dispel Magic, Magic Circle Against Chaos, Tongues. Caster level 6th.</p></blockquote><p></p>
[QUOTE="Cristian Andreu, post: 1753603, member: 23822"] [b][u]Justice Aligned, Minor[/u][/b] Medium Aligned (Lawful, Extraplanar) [b]Hit Dice:[/b] 8d6+8 (36 hp) [b]Initiative:[/b] +2 [b]Speed:[/b] Fly 40 ft (perfect) (8 squares) [b]AC:[/b] 16 (+2 Dex, +4 Deflection), Touch 16, Flat Footed 14 [b]Base Attack/Grapple:[/b] +7/+7 [b]Attacks:[/b] -- [b]Full Attack:[/b] -- [b]Space/Reach:[/b] 5 ft/5 ft [b]Special Attacks:[/b] Smite Chaos, Spell-Like Abilities [b]Special Qualities:[/b] Ideal Manifest, Immunity to Lawful Damage, Lesser Aura of Justice, Aligned Traits [b]Saves:[/b] Fortitude +3, Reflex +4, Will +10 [b]Abilities:[/b] Str 12, Dex 14, Con 12, Int 21, Wis 18, Cha [b]Skills:[/b] Concentration +12, Diplomacy +16, Gather Information +16, Knowledge (Planes)+16, Knowledge (Religion) +16, Listen +15, Move Silently+13, Search +16, Sense Motive +15, Spot +15, Survival +15 [b]Feats:[/b] Flyby Attack, Spell Penetration(b) __________________________________ [b]Climate/Terrain:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] None [b]Alignement:[/b] Always Lawful [b]Advancement:[/b] -- [b][u]COMBAT:[/u][/b] [b]Ideal Manifest (Su):[/b] A minor justice aligned will take the shape of the first idealization of justice that comes to a nearby creature’s mind. Before manifesting, a minor justice aligned is invisible and incorporeal, but it will take form at the first intelligent being it encounters. Depending on the idealization, the minor justice aligned may take on of the following forms (for the matter of looks, the idealizations will have a vague resemblance to the creature’s own specie): [b][i]-Judge:[/i][/b][i][/i] The minor justice aligned appears as a member of the groups that impose ultimate justice, dressed in heavy and long clothing and wearing a large wooden hammer. The minor justice aligned gains the following traits: [b]Judging Hammer (Su):[/b] Once per round as a full-round action, the minor justice aligned may smash the hammer it wields against any surface (this includes other creatures). When it does, the sounds of the hit will be amplified several times and then a complete silence will swallow the area. Every sound, with the exception of those caused by the minor justice aligned itself, will be muted for 2 rounds, and everyone within 15 feet from the aligned will receive 1 point of damage per minor justice aligned’s hit dice. The muteness affects any sounds, so spell’s verbal components, or a bards musical abilities, are blocked as well. A successful Will save, DC 19, negates damage. The save DC is Charisma-based. [b]Judge’s Hammer Attack:[/b] The minor justice aligned is considered proficient with the hammer it wields on it’s judge form. It may use it as a melee weapon, dealing 1d8 points of damage upon a successful strike. [b][i]-Blind Justice:[/i][/b][i][/i] The minor justice aligned appears as a small statue of a lean woman in robes made of white marble, holding a balance and with the eyes covered by a fold. Although it is made of stone, it moves naturally. The minor justice aligned gains the following traits: [b]Blindsense (Su):[/b] The minor justice aligned may feel anything around it within a 40 feet radius, even creatures under the Invisibility spell. [b]Touch of Justice(Su):[/b] The minor justice aligned may perform a touch attack against an opponent. If successful, the target receives 3d4 points of damage. Furthermore, if the target does not succeed a Will saving throw DC 15, it will be unable to attack, cast spells, or otherwise harm creatures with less hit dices than itself for 24 hours. This effect can not be dispelled, but it can be removed by a Break Enchantment, Limited Wish, Miracle, Remove Curse, or Wish. The save DC is Charisma-based. [b]Marble Body (Ex):[/b] The body of the minor justice aligned is made of marble under this manifestation , and thus receives a +5 natural bonus to AC. [b]Improved Lesser Aura of Justice (Su):[/b] Any hostile creature within a 30-foot radius of a minor justice aligned will receive a -2 penalty to attack rolls, AC, and saves, as long as it has a higher bonus on each than the minor justice aligned (for example, if a creature has a better Will save than the lesser justice aligned, that creature receives a -2 penalty). A successful Will save, DC 15, negates the effect, and allows the creature to remain within the area of effect unaffected. However, if it exist the area and enter again, a new saving throw must be made. The save DC is Charisma-based. [b]Smite Chaos (Su):[/b] Twice per day, a minor justice aligned may attempt to smite chaos with one attack. It adds a +5 Charisma bonus to the attack roll, and deals 8 extra points of damage. [b]Spell-like Abilities(Su):[/b] At will- Aid, Continual Flame, Detect Chaos, Protection From Chaos, Message, Calm Emotions. 3/per day- Dispel Magic, Magic Circle Against Chaos, Tongues. Caster level 6th. [/QUOTE]
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