Circuit Judge (Apath)

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Unofficial rules compendium

The circuit judge is often the only justice available in the wilderness, a lone lawman trying to pacify a huge area of wilderness, with only his trusted animal companion by his side.

Class Information

This is a inquisitor archetype

Hit Die: d8.

Class Features

The circuit judge has all inquisitor class features, except as follows:

Animal Companion (Ex)

A circuit judge gains an animal companion. This animal is a loyal companion that accompanies the circuit judge on his adventures as appropriate for its kind. It often serves as a mount.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature). The animal companion shares all the circuit judge's teamwork feats.

This replaces domain and solo tactics.

Swift Tracker (Ex)

Beginning at 8th level, a circuit judge can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Table: Circuit Judge

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Animal companion, judgment 1/day, monster lore, orisons, stern gaze 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2
3rd +2 +3 +1 +3 Teamwork feat 3
4th +3 +4 +1 +4 Judgment 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies 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, swift tracker 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

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Domain
  • Solo tactics
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