Construct of Justice (3.5e NPC Class)

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SciFan (talk) 09:38, 16 October 2015 (MDT)


Construct of Justice[edit]

Many thousands of years ago, an ancient order of paladins and peacekeepers felt there was too much injustice and chaos in the land. Working with master smiths and divine casters, they created the first: Construct of Justice. Used as a way of keeping balance in remote areas or when paladins and similar law bringers were unavailable to be present, Constructs of Justice were used. For the first several hundred years, they worked perfectly; Towns that had been riddled with crime and unlawfulness were rebuilt as places of equality and justice. However, after some time, it became evident that the constructs took their justice to the extreme. While not cruel, they held no remorse for those who broke the law, they were judge, jury, and when the law demanded it, executioner. The order, realizing that the constructs were not a true substitute for living peacekeepers, quickly removed them from the world as well as they could. However not all were dismantled and some still roam the land searching for areas where corruption dwells. If you do happen to cross paths with one, you had better pray that you have not committed any known acts against the law, or else you will be facing swift, utter justice.

Alignment

Always Lawful Neutral

Starting Age 500 years old.

Table: Construct of Justice
Hit Die: d10

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Aura of Law, Detect Chaos, Construct Traits, Smite Chaos 1/day
2nd +2 +2 +0 +3 Special ability, Channel Health
3rd +3 +3 +0 +3 Aura of Courage
4th +4 +3 +0 +4 Remove Poison 1/day
5th +5 +3 +0 +4 Special ability, Smite Chaos 2/day
6th +6/+1 +4 +0 +5 Remove Disease 1/week
7th +7/+2 +4 +0 +5
8th +8/+3 +4 +0 +6 Special ability
9th +9/+4 +5 +0 +6 Remove Disease 2/week
10th +10/+5 +5 +0 +7 Smite Chaos 3/day, Remove Poison 2/day
11th +11/+6/+1 +5 +0 +7 Special ability
12th +12/+7/+2 +6 +0 +8 Remove Disease 3/week
13th +13/+8/+3 +6 +0 +8
14th +14/+9/+4 +6 +0 +9
15th +15/+10/+5 +7 +0 +9 Greater Special Ability, Smite Chaos 4/day, Remove Disease 4/week
16th +16/+11/+6/+1 +7 +0 +10 Remove Poison 3/day
17th +17/+12/+7/+2 +7 +0 +10
18th +18/+13/+8/+3 +8 +0 +11 Remove Disease 5/week
19th +19/+14/+9/+4 +8 +0 +11
20th +20/+15/+10/+5 +8 +0 +12 Greater Special Ability, Smite Chaos 5/day

Class Skills (4 + Int modifier per level)
Diplomacy(Cha), Gather Information(Cha), Heal(Wis), Intimidate(Cha) Knowledge (all) (Int), Listen(Wis), Search(Int), Sense Motive(Wis), Spellcraft(Int), Spot(Wis)


Class Features[edit]

All of the following are class features of the Construct of Justice:

Aura of Law (Ex)

The power of a construct’s aura of law (see the detect good spell) is equal to their level.

Detect Chaos (Sp)

At will, a construct of Justice can use detect chaos, as the spell.

Channel Health (Su)

Starting at second level, a construct can channel divine energy into targets healing a total of the construct's Level x its Wisdom bonus per day. A Construct may choose to divide its healing among multiple recipients, and doesn’t have to use it all at once. Using channel health is a standard action with a range of 30 feet.

Smite Chaos (Su)

Once per day, a construct of Justice may attempt to smite chaos with one normal melee attack. They adds its Wisdom bonus (if any) to their attack roll and deals 1 extra point of damage per construct level. If the construct accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day.

Aura of Courage (Ex)

Beginning at 3rd level, each ally within 10 feet of the construct gains a +4 morale bonus on saving throws against fear effects.

Remove Poison (Sp)

At 4th level, a construct can produce a neutralize poison effect, as the spell, once per day. They can use this ability one additional time per day for every six levels after 4th (twice per day at 10th, three times at 16th).

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Special Abilities (Su)

Starting at level 2, a construct may pick one special ability from the list below. A construct gains another special ability at 5th, 8th, and 11th level. At level 15 and 20, a construct gains access to a greater special ability. Once picked, these abilities cannot be traded for others.

Special Abilities List (Ex)

Special abilities need not be taken in order. By level 20 constructs will have all the listed special abilities, but the player decides in what order they gain the abilities. Will saves for all effects are DC10 + construct level + Wis Modifier.

Gaze of Law

Once per minute, can gaze at one creature within 50 ft, the creature must make a Will save or become shaken for 1d4 + 1/construct level rounds.

Silence of Order

Certain times per equal to Wisdom Modifier per day, a construct can create a globe of silence equal to 5 ft radius/wis bonus, that spells cannot be cast from within.

Commanding Voice

Once per day per Wisdom bonus, can command any creatures of non Lawful alignment in a 30 ft cone to do one action.

Presence of Law

For an amount of time equal to 1 minute/level, can create an effect equal to magic circle against chaos.



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