Arbiter
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A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: Without exception, every Arbiter is Lawful. Their entire purpose is the eradication of chaos and lawlessness, for differing reasons. An Lawful Good Arbiter may seek to cleanse the land to make it safe to live in. A Lawful Evil Arbiter is just as likely to be cleansing the land of rebels for his despotic lord.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: Arbiters could easily be adapted to a non-psionic setting by making them divine agents of Lawful deities. This would require much work and the construction of a new spell list. A similar method could be used to simply refluff their mental discipline as arcane magic, likely based off of Charisma instead of Wisdom.
Alternately, they could work as a variation of Psychic Warriors, using mental rather than physical powers in combat with a few choice changes in the power lists.
GAME RULE INFORMATION
Arbiters have the following game statistics.
Abilities: Arbiters need a good Wisdom in order to manifest their psionic abilities. In addition, a decent Strength and Constitution aid them in the fight against injustice.
Alignment: Lawful Good, Lawful Neutral or Lawful Evil
Hit Die: d8
Starting Age: As bard
Starting Gold: 5d4 ×10 (average 125 gp)
Class Skills
The Arbiter's class skills (and the key ability for each skill) are... Not here. No, sir.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS NAME
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Power Points/ Day | Powers Known | Maximum Power Level Known |
|---|
| 1st | +0 | +2 | +0 | +2 | Aura of Law, Ordered Strike 1/encounter | 0* | 1 | 1st |
| 2nd | +1 | +3 | +0 | +3 | Inquisitor | 1 | 2 | 1st |
| 3rd | +2 | +3 | +1 | +3 | Apprehension | 2 | 3 | 1st |
| 4th | +3 | +4 | +1 | +4 | Inscrutable | 4 | 3 | 1st |
| 5th | +3 | +4 | +1 | +4 | The Scales of Justice | 6 | 4 | 2nd |
| 6th | +4 | +5 | +2 | +5 | Ordered Strike 2/encounter | 8 | 5 | 2nd |
| 7th | +5 | +5 | +2 | +5 | | 10 | 6 | 2nd |
| 8th | +6/+1 | +6 | +2 | +6 | | 12 | 6 | 2nd |
| 9th | +6/+1 | +6 | +3 | +6 | | 16 | 7 | 3rd |
| 10th | +7/+2 | +7 | +3 | +7 | | 20 | 8 | 3rd |
| 11th | +8/+3 | +7 | +3 | +7 | Ordered Strike 3/encounter | 24 | 9 | 3rd |
| 12th | +9/+4 | +8 | +4 | +8 | | 28 | 9 | 3rd |
| 13th | +9/+4 | +8 | +4 | +8 | | 32 | 10 | 4th |
| 14th | +10/+5 | +9 | +4 | +9 | | 40 | 11 | 4th |
| 15th | +11/+6/+1 | +9 | +5 | +9 | | 48 | 12 | 4th |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Ordered Strike 4/encounter | 56 | 12 | 4th |
| 17th | +12/+7/+2 | +10 | +5 | +10 | | 64 | 13 | 5th |
| 18th | +13/+8/+3 | +11 | +6 | +11 | | 76 | 14 | 5th |
| 19th | +14/+9/+4 | +11 | +6 | +11 | | 88 | 15 | 5th |
| 20th | +15/+10/+5 | +12 | +6 | +12 | I Am The Law | 100 | 15 | 5th |
*The arbiter gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his powers.
Class Features
All of the following are class features of the arbiter.
Weapon and Armor Proficiency: Arbiters are proficient with all simple and martial weapons, with light, medium and heavy armor, and with all shields (except tower shields).
Power Points/Day: An arbiter’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is shown above. In addition, he receives bonus power points per day if he has a high Wisdom score (see
Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level arbiter gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Powers Known: An arbiter begins play knowing one arbiter power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power, with the exception of levels 4, 8, 12, 16 and 20
Choose the powers known from the arbiter power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an arbiter to learn powers from the lists of other classes.) An arbiter can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers an arbiter can manifest in a day is limited only by his daily power points.
An arbiter simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against arbiter powers is 10 + the power’s level + the arbiter’s Wisdom modifier.
Maximum Power Level Known: An arbiter begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, an arbiter must have a Wisdom score of at least 10 + the power’s level.
Aura of Law (Ex): The power of an arbiter's aura of law (see the
Detect Law spell) is equal to his arbiter level.
Ordered Strike (Su): Once per encounter, an arbiter may attempt to impose law and order with one normal melee attack. He adds his Wisdom bonus (minimum +1, even if it is lower than that) to his attack roll and deals 1 extra point of damage per arbiter level. If the arbiter accidentally smites a creature that is not Chaotic, the smite has no effect, but the ability is still used up for that encounter.
At 6th level, and at every five levels thereafter, the arbiter may use this ability one additional time per day, as indicated above, to a maximum of four times per encounter at 16th level.
The arbiter may augment this ability as if it were a psionic power. By spending 1pp, the attack deals +1d6 damage and gains an additional +1 bonus to hit. For each additional 2pp spent, an additional +1d6 damage is dealt and +1 bonus to hit is obtained. As with all psionic powers, the arbiter may not spend more pp than his manifester level on this ability.
Inquisitor: At 2nd level, the arbiter gains
Inquisitor as a bonus feat.
Apprehension (Ex): At 3rd level, an arbiter has become experienced in bringing ruffians to justice alive, either for trial or for questioning. As such, he can deal non-lethal damage with blunt weapons without suffering the -4 penalty normally incurred for doing so. With piercing or slashing weapons, the penalty is reduced to -2.
He may use Ordered Strike in conjunction with this ability.
Inscrutable (Su): At 4th level, an arbiter's thoughts become harder to read, so potent is his strength of will. He acts as if he is permanently under the effects of
Conceal Thoughts.
The Scales of Justice (Su): At 5th level, by expending his psionic focus, an arbiter may declare any intelligent (possessing of Intelligence 3 or over) being within his sight as his quarry. For the next 24 hours, he receives the benefit of the Ranger
Favored Enemy ability relating to
this individual only. Additionally, a number of times per day equal to 3 + his Wisdom modifier (minimum 1), he may deliver an Ordered Strike without it counting against his allotment for that encounter, although he may not augment it with pp, and may only do this once per round. However, he is free to spend his normal uses of the ability as he wishes. Unlike a normal Ordered Strike, the extra damage will be done regardless of the alignment of the target.
However, justice demands a price. When the quarry has been defeated by slaying or capturing him, or when the 24 hours is up, the arbiter takes a -2 penalty to all attack and skill rolls against the next creature he declares an attack roll against. If his quarry was
not Chaotic, this penalty is doubled to -4.
An arbiter may only have one quarry at any one time.
I Am The Law: After a lifetime of upholding the scales of justice, the Arbiter
becomes a creature of pure Law and Justice. Their type changes to Outsider and they gain the Lawful subtype. In addition, they gain Damage Reduction 10/Lawful, so that they may ignore the attacks of the lawless of the world.
Additionally, they count as a member of their previous creature type instead of Outsiders for the purposes of being resurrected from the dead.
Arbiter Power List
1st level
2nd level
3rd level
4th level
5th level