Black Crystal Lord (Judge variant) (3.5e Class)
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[Rebalanced to be a little more reasonable]
Black Crystal Lord
Intimidating lawful warriors who seek to enforce the Law within the land. They always wear ornate plate armor crafted to resemble horned beasts. They are exceptionally difficult to kill in a fair fight. They specialize in demoralizing opponents and wielding two large weapons during combat. They prefer a Neutral alignment but there are a few Good and Evil aligned Lord's.
Making a Black Crystal Lord
Black Crystal Lord's are devastating shock-troopers. They protect the party by engaging and crushing opponents at close-range.
Primary Abilities: Constitution
Secondary Abilities: Strength
Alignment: Any Lawful.
Starting Gold: 4d6x10 average 150g
Starting Age: Moderate.
|14th||+14/+9/+4||+9||+4||+4||Improved Two-Weapon Crush|
|15th||+15/+10/+5||+9||+5||+5||King's Quickening 1/day|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Black Crystal Lord.
Weapon and Armor Proficiency: Simple, Martial Weapons. Light, Medium, and Heavy Armor.
Armor Scarred (Ex): At 2nd level you receive a -3 to armor check penalties from Medium or Heavy Armor. However, you suffer +3 to armor check penalties from shields.
Judgment (Ex): At 5th level, once an encounter-per level of Black Crystal Lord, you may take a special free action. Make an Intimidate check (DC 10+1/2 character level+charisma modifier). If successful, you may add double your Strength modifier to hit & damage toward any attacks taken this round. Check failure means you must wait 2 rounds to attempt another use. When used in conjunction with a failed King's Quickening, this ability is always used up.
Great Fortitude (Ex): At 6th level you gain a +2 to your Fortitude saves.
Crushing Iron (Ex): At 7th level when using a two-handed weapon you can add 2x your Strength modifier to damage instead of 1.5x. When holding a two-handed weapon with only one hand you add 1.5x your Strength modifier.
Intimidate Mob (Ex): At 10th level, once an encounter, you can make a special full round action. Make an Intimidate check (DC 10+1/2 character level+charisma modifier). If successful all opponents within 30 feet become shaken for 2 rounds. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.
Two-Weapon Crush (Ex): At 11th level you may wield two, Two-handed Weapons. You gain one extra attack per round. When armed this way your primary and off-hand attacks suffer only a -4 penalty.
Improved Two-Weapon Crush (Ex): At 14th level when wielding two, Two-handed Weapons, your primary and off-hand attacks suffer only a -2 penalty.
King's Quickening (Ex): At 15th level, once a day, you can make a special full round action. Make an Intimidate check (DC 10+1/2 character level+charisma modifier.) If successful you can make 3 attacks against all adjacent opponents at your highest base attack bonus. All attacks are made with the same weapon. Nations Endure (Ex): At 17th level you gain Damage Reduction +3/Law.
Nations Siege (Ex): At 18th level whenever you charge you may make a full attack.
Ex-Black Crystal Lord
Epic Black Crystal Lord
|22nd||Perfect Two-Weapon Crush|
2 + Int modifier skill points per level.
Perfect Two-Weapon Crush (Ex): At 22nd level wielding two, Two-handed Weapons, your primary and off-hand attacks suffer no penalties.
Nations Pride: At 24th and 28th level you receive a +2 to you Constitution score.
Playing a Black Crystal Lord
Religion: By alignment.
Other Classes: Treats other classes poorly.
Advancement: Multiclassing can add breadth.
Black Crystal Lord's in the World
|“||Your crimes will not go unpunished fiend!||”|
|—Gabrand, Human Black Crystal Lord|
Daily Life: Soldiering, Raiding, Shock-trooper, or Bodyguard.
Organizations: Defacto Leaders of the Imperial Army and the Royal Guard of the Royal Family.
NPC Reactions: An Exemplar of martial law.