I made prestige class that also combines Order/society to Prestige Class. Give your opinions to balance, modify etc it...
As it seems that it is pretty hard to keep it in original format when putting it into the forums, I apologize from that.
Judges
General:
Today the Judges can be found almost everywhere even though their number is strictly controlled by their superiors. Most of the time they work alone, except if more than one Judge is needed to complete a job. Today few can hire the Judges as they will only take part in missions that are carefully considered.
Almost anyone can join the Judges after passing a test. The Judges also recruit young people (aged between 15-20) and train them for the organisation. Characters can join the Judge forces later during their journeys by passing the test..
Every novice member must also pass the test. A small group of the Judges tests all the novice candidates. In the test, a character must either, fight and defeat one training opponent (a novice member usually) with training weapons (training weapons do only stunning damage) or a novice candidate can perform a series of attack maneuvers requested by one of the Judges. (These are made using weapon skill; the first is rated Light difficulty, second is Medium, third is Hard, and the fourth is Very Hard. It is also possible to pass test with the bow. The character must shoot five arrows at a target, which is usually 50 feet away. Every arrow that hits and scores a critical receives points (A=1, ..., E=5). If the character gets 18 points or more, the test is successfully completed. If a character defeats his training opponent or clears any other combat test then he passes the combat test.
For the spell casters there are usually spell combat test that is made against another acolyte member. If the character doesn't pass all of the tests he/she can try again after one full year, when the Senate gathers again.
Characters who join to Judges must pay 20% of their total income for the Order during the Acolyte status. They will get basic magical weapon from their Order, but also they have possibility to get aid or guidance to their missions. Aid is mostly different kind of magical items in some cases those can be even powerful.
All potions, scrolls and healing services are 15% cheaper than normally. There are variable discounts from magical items, which vary based on person’s status in Order.
Members of the order are not allowed to refuse to do any missions or quest that is given from the order. Every mission that is pointed for member / members is the highest on the priority order. From the quest reward person should pay current percentage for the Order. Names of the superiors are strictly kept in secret and usually they are called as High Judge.
There are total of 12 High Judges in association. They command 5 Lieutenant each who are commanding Acolyte members.
It is possible to increase in hierarchy, but two conditions should be met. First, there should be place open for new comer. Second possible candidate should have given at least 5000 gold pieces for the Order during his service time.
Every Member should behave well and serve their Order and Current quest giver the best way can. Judges have been known to do missions for the evil persons too, as they are generally mercenaries who follow their own path as the Order.
Judges have their Code which is used in every ceremony and every member is trying to follow as they best can:
I swear to protect all innocent people.
I swear to protect all betrayed people and bring the betrayer to justice.
I swear to follow the instructions of my Order.
I swear to help friends when they need help.
I swear to follow any lawful command without question.
I swear to listen to the voice of a friend.
GM: If player wants to create Judge during the character creation, then it is up to GM to approve joining without tests.
Other: Character who joins to Judges gets +1 magical weapon and +1 AC high quality armor or +1 AC amulet from the Order. Characters at 5th lvl or more will get more powerful items (maximum of two). Every member has to keep white long feather visible (Symbol). Generally black clothes are used. Characers who are doing mission for the government, duke, king or similar will get necessary mandate to act as Law Enforcement or similar, that is dependable from the quest or mission that is being done.
Judges (White Casters)
Requirements: At least 16 ability score in two of the following: Int, Wis, Cha or Dex. Able to cast 1st level spells.
Class skills: Diplomacy (Cha), Intimidate (Cha), Survival (Wis), Perception (Wis), Knowledge (Arcana) and Knowledge (Noble) (Int) and Knowledge (Courtly Manners) (Int)
Skill ranks: 4 + int modifier
Alignment: Any lawful
Weapon & Armor Proficiency: Any Simple weapon and Any light armor.
Other: If taken at first level, basic caster class have to be chosen.
Hit Dice: D8
Level BAB Fortitude Reflex Will Special Spells
1st 0 0 0 +1 Spell Penetration +1 lvl to casting class
2nd +1 +1 +1 +1 Combat Casting +1 lvl to casting class
3rd +1 +2 +1 +2 Judgement Casting +1 lvl to casting class
4th +2 +2 +1 +2 Bonus Feat +1 lvl to casting class
5th +2 +3 +2 +3 Arcane Armor Training +1 lvl to casting class
6th +3 +3 +2 +3 Greater Judgement Casting +1 lvl to casting class
7th +3 +4 +2 +4 Spell Focus or Judgement Channeling +1 lvl to casting class
8th +4 +4 +3 +4 Bonus Feat +1 lvl to casting class
9th +4 +5 +3 +5 Quest Focus +1 lvl to casting class
10th +5 +5 +3 +5 Sturdy +1 lvl to casting class
Judges (White Warriors)
Requirements: At least 16 ability score in two of the following: Str, Dex, Con or Wis. Proficiency in at least one melee and ranged weapon. Halflings or Gnomes are not allowed to join.
Class skills: Ride (Dex), Survival (Wis), Diplomacy (Cha), Perception (wis), Intimidate (Cha), Knowledge (Noble) (Int) and Knowledge (Courtly Manners) (Int)
Skill ranks: 4 + int modifier
Alignment: Any lawful
Weapon & Armor Proficiency: Simple and Martial Weapon training, Any Light or Medium Armor Traning
Hit Dice: D10
Level BAB Fortitude Reflex Will Special
1st +1 +1 0 0 Weapon Focus
2nd +2 +1 +1 +1 Lightning Reflexes
3rd +3 +2 +2 +1 Judgement Strike
4th +4 +2 +2 +1 Bonus Feat
5th +5 +3 +3 +2 Quick draw
6th +6 +3 +3 +2 Toughness
7th +7 +4 +4 +2 Quest Focus
8th +8 +4 +4 +3 Sturdy
9th +9 +5 +5 +3 Demoralize
10th +10 +5 +5 +3 Bonus Feat
Special Feats:
Judgement Casting:
Character can improve spell damage by 25%, increase range by 50%, increase duration by 50% or cast spell as quicken. One effect must be chosen before casting if it is used.
Greater Judgement Casting:
As Judgement casting except two effects can be chosen and every effect is increased by 25%.
Judgement Channeling:
+ 2 to beat spell resistance at chosen domain (Clerics and other divine spell casters). Similar to Spell Focus
Judgement Strike:
1,5x damage on quest related damage rolls. 2x damage starting from 5th level. This accumulates with other damage multipliers, but cannot increase total damage higher than 4 times the basic damage.
Quest Focus:
Character gets + 2 bonus to all skill rolls that related to ongoing quest or mission that the Order have given.
Sturdy:
Reduces penalties that come from starvation, dehydration, cold, heat or exhaustion by 4 when character is doing quest or mission that have been given by order.
Demoralize:
Usable lvl / 5 times per day. Opponents who fail their Will saving throw against characters level +10 will suffer -4 to their all rolls in that combat. Successful saving throw will halve the penalty.