Blind Justice (Apath)
Unofficial rules compendium | |
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The blind justice has sacrificed sight in order to sharpen her truth-seeking abilities. A visionary of justice, the blind justice often protests against an unfair or abusive legal system.
A race that is naturally blind does not qualify for this archetype.
Class Information
This is a inquisitor archetype
Hit Die: d8.
Class Features
This archetype has all normal class features, except as noted.
AC Bonus (Ex)
When blind, unarmored, unencumbered, and not using a shield, the blind justice adds her Wisdom bonus (if any) as a dodge bonus to her CMD and Armor Class. In addition, a blind justice gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four blind justice levels thereafter.
These bonuses to AC apply even against touch attacks or when the blind justice is flat-footed. She loses these bonuses when she is can see, when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
This ability replaces armor and shield proficiency and track.
Blinded Justice
A blind justice's senses are sharpened when she is blind. They usually wear a blindfold to achieve this, but some blind justices are naturally blind, due to injury, illness, or birth defect. A few fanatics even voluntary blind themselves to serve justice.
A blind justice gains a +10 bonus on Sense Motive and Perception while blind, but remember that Perception is severely limited by blindness.
The ac bonus, stern gaze, detect alignment, and discern lies abilities of a blind justice only work while blind.
A blind justice gains Blind Fight, Improved Blind Fight, and Greater Blind Fight as a bonus feats, ignoring all prerequisites.
Blind Man's Vision
At 1st level the blind justice must select a domain, not an inquisition. In addition to the normal benefits the inquisitor gains from domains, the blind justice adds the spells of the domain up to level 6 to his spell list and list of known spells as soon as she is able to cast spells of that level. These additional spells can only be cast while blind. This is a modification to the domain ability of the normal inquisitor.
A blind inquisitor who is naturally and permanently blind selects two domains.
The blind inquisitor can select any creature whose location she has pinpointed as a target for targeted spells, despite being unable to see that target.
Ears for Eyes
At 2nd level, a blind justice receives a morale bonus on all Perception and Disguise checks equal to half her inquisitor level while blind. Disguise is generally used with a mask to make her unrecognizable in her role as justice.
Table: Blind Justice
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||
1 | 2 | 3 | 4 | 5 | 6 | ||||||
1st | +0 | +2 | +0 | +2 | Blind justice, blind man's vision<ref name="Blind"/>, judgment 1/day, monster lore, orisons, stern gaze<ref name="Blind">Works best while blind</ref> | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Cunning initiative, ears for eyes<ref name="Blind"/>, detect alignment<ref name="Blind"/> | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Solo tactics, teamwork feat | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Judgment 2/day | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Bane, discern lies<ref name="Blind"/> | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Teamwork feat | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Judgment 3/day | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Second judgment | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Teamwork feat | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Judgment 4/day | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Stalwart | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Greater bane, teamwork feat | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Judgment 5/day | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Exploit weakness | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Teamwork feat | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Judgment 6/day, third judgment | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Slayer | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Teamwork feat | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Judgment 7/day | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | True judgment | 5 | 5 | 5 | 5 | 5 | 5 |
<references/>
Summary of Changed Class Abilities
- Domain
- Cunning Initiative
- Track
- Detect Alignment
- Discern Lies
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