Specialized warriors within the ranks of the Ivory Weepers, trained more heavily in martial prowess than magical skill, these individuals forgo the normal rites of the order and instead act as more open agents in the field. Rather than bind themselves with the souls of the dead through the normal initiation ritual, a Soulsworn Adjudicator summons power from within themselves, bound to the ivory order through their loyalty and indomitable hope against the forces of evil and undeath. They use their own soul as the conduit of their power, pulling forth a light to banish darkness and despair.
Alignment: A Soulsworn Adjudicator must be non-evil.
Proficiencies: Soulsworn Adjudicators are not proficient with medium armor, but they are proficient with shields (except tower shields).
Netherchannel: A soulsworn adjudicator’s netherchannel increases by 1d6 points of damage every 3rd level (to a maximum of +7d6 at 20th level) after 1st.
Maneuvers: A soulsworn adjudicator begins her career with knowledge of three martial maneuvers. The disciplines available to her are Eternal Guardian, Silver Crane, and Unquiet Grave.
Once the soulsworn adjudicator knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by soulsworn adjudicator is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A knight disciple’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The soulsworn adjudicator learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through soulsworn adjudicator levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A soulsworn adjudicator must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the soulsworn adjudicator can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange or the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the knight disciple need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A soulsworn adjudicator’s initiation modifier is Charisma, and each soulsworn adjudicator level is counted as a full initiator level.
Maneuvers Readied: A soulsworn adjudicator can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A soulsworn adjudicator must always ready her maximum number of maneuvers readied. She readies her maneuvers by performing weapon drills or meditating on the light of her soul for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The soulsworn adjudicator does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditation and practice, she can change her readied maneuvers.
A soulsworn adjudicator begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
In order for the soulsworn adjudicator to recover maneuvers, she must condense her power, becoming one with the spirit realm as a full-round action. When she does so, she recovers a number of expended maneuvers equal to her soulsworn adjudicator initiation modifier (minimum 2). Upon doing so she becomes Ethereal and may move up to her base speed, acting as though she had a Fly speed with perfect maneuverability during this movement. At the end of this movement she returns to normal (falling as appropriate if she didn’t end her turn on solid ground, If she would stop within an object she is instead shunted to the nearest safe location, suffering 1d6 points of nonlethal damage per 5ft shunted. Alternately, the soulsworn adjudicator may focus inward and recover a single maneuver as a standard action. The soulsworn adjudicator may not move through more material than 5ft at a time using this ability.
This replaces the Ivory Weeper’s Spellcasting.
Hit Die: d8.
The Ivory Weeper's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (All skills taken individually, Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex),Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
Lvl | BAB | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | +0 | +0 | +2 | +2 | The Ivory Code, Spirit Nexus, Nexus Powers, Undead Expertise, Netherchannel 1d6 | 1 | - | - | - | - | - |
2nd | +1 | +0 | +3 | +3 | Ivory Protection, Invocation (Least) | 2 | - | - | - | - | - |
3rd | +2 | +1 | +3 | +3 | Netherchannel 2d6, Ivory Aspect | 3 | - | - | - | - | - |
4th | +3 | +1 | +4 | +4 | Nexus Power | 3 | 1 | - | - | - | - |
5th | +3 | +1 | +4 | +4 | Netherchannel 3d6, Invocation (Least) | 3 | 2 | - | - | - | - |
6th | +4 | +2 | +5 | +5 | Ivory Aspect, Deny the Grave | 4 | 3 | - | - | - | - |
7th | +5 | +2 | +5 | +5 | Netherchannel 4d6 | 4 | 3 | 1 | - | - | - |
8th | +6/+1 | +2 | +6 | +6 | Nexus Power, Invocation (Least or Lesser) | 4 | 3 | 2 | - | - | - |
9th | +6/+1 | +3 | +6 | +6 | Netherchannel 5d6, Ivory Aspect | 4 | 4 | 3 | - | - | - |
10th | +7/+2 | +3 | +7 | +7 | Cleanse the Damned | 4 | 4 | 3 | 1 | - | - |
11th | +8/+3 | +3 | +7 | +7 | Netherchannel 6d6, Invocation (Least or Lesser) | 4 | 4 | 3 | 2 | - | - |
12th | +9/+4 | +4 | +8 | +8 | Nexus Power, Ivory Aspect | 4 | 4 | 4 | 3 | - | - |
13th | +9/+4 | +4 | +8 | +8 | Netherchannel 7d6 | 4 | 4 | 4 | 3 | 1 | - |
14th | +10/+5 | +4 | +9 | +9 | Invocation (Least, Lesser, or Greater) | 4 | 4 | 4 | 3 | 2 | - |
15th | +11/ +6/+1 | +5 | +9 | +9 | Netherchannel 8d6, Ivory Aspect | 4 | 4 | 4 | 4 | 3 | - |
16th | +12/+7/+2 | +5 | +10 | +10 | Nexus Power, Eternal Service | 4 | 4 | 4 | 4 | 3 | 1 |
17th | +13/+8/+3 | +5 | +10 | +10 | Netherchannel 9d6, Invocation (Least, Lesser, or Greater) | 4 | 4 | 4 | 4 | 3 | 2 |
18th | +13/+8/+3 | +6 | +11 | +11 | Ivory Aspect | 4 | 4 | 4 | 4 | 4 | 3 |
19th | +14/+9/+4 | +6 | +11 | +11 | Netherchannel 10d6 | 4 | 4 | 4 | 4 | 4 | 3 |
20th | +15/ +10/+ 5 | +6 | +12 | +12 | Ivory Sentinel, Invocation (Least, Lesser, Greater, or Dark) | 4 | 4 | 4 | 4 | 4 | 4 |
Ivory Weeper Spells Known
Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | 2 | - | - | - | - | - |
2nd | 3 | - | - | - | - | - |
3rd | 3 | - | - | - | - | - |
4th | 4 | 2 | - | - | - | - |
5th | 4 | 3 | - | - | - | - |
6th | 4 | 3 | - | - | - | - |
7th | 4 | 4 | 2 | - | - | - |
8th | 5 | 4 | 3 | - | - | - |
9th | 5 | 4 | 3 | - | - | - |
10th | 5 | 4 | 4 | 2 | - | - |
11th | 5 | 5 | 4 | 3 | - | - |
12th | 5 | 5 | 4 | 3 | - | - |
13th | 5 | 5 | 4 | 4 | 2 | - |
14th | 5 | 5 | 5 | 4 | 3 | - |
15th | 5 | 5 | 5 | 4 | 3 | - |
16th | 5 | 5 | 5 | 4 | 4 | 2 |
17th | 5 | 5 | 5 | 5 | 4 | 3 |
18th | 5 | 5 | 5 | 5 | 4 | 3 |
19th | 5 | 5 | 5 | 5 | 4 | 4 |
20th | 5 | 5 | 5 | 5 | 5 | 4 |
Weapon and Armor Proficiency: Adjudicator’s gain proficiency with three martial weapons of their choice.
Souls Domain: At 1st level the Adjudicator gains access to the Repose Domain and Souls Subdomain, treating their cleric level as their combined Ivory Weeper, Inquisitor, and Adjudicator levels. Unlike how an Inquisitor gains domains, an Adjudicator does gain a domain spell slot of each level of domain spell they have access to, but never gains domain spells that are above 6th level unless a different casting class would allow them to.
Mask of the Zealot(Su): As a member of the Weepers an Adjudicator has learned the process of binding souls of the dead into a mask, however instead of the normal benefits they call on the spirits of long dead Clerics, Paladins, Oracles, and Inquisitors to fuel their crusade against the unholy undead and those that would dare stand against the faith. Due to the special nature of their training and souls they bind, your Adjudicator levels stack with your Ivory Weeper and Inquisitor level in determining the number of rounds they can use their mask and number of Judgements per day, and the strength/times per day of the Ghostly Chill and Judgement class abilities.
Frigid Inquisition (Su): Your Terrifying Strike ability is active whenever masked or while your Judgment is active. Additionally, while your Judgement is active you can name any single attack in a round as a Frigid attack, adding the damage and effects of your Ghostly Chill to the attack, as well as a bonus on the attack roll equal to ½ your Adjudicator level.
Face of the Many(Su): As the Ivory Weeper ability.
Zealot’s Boon: At levels 3, 6, and 9 the Adjudicator can select a boon to gain from the list below. They can use a boon only while masked or during a judgement (depending on it’s description) unless it’s a feat.
Cleanse the Damned(Su): As the Ivory Weeper ability.
Bane of Heretics (Su): As a swift action the Adjudicator can grant her weapon the Bane quality against any Undead or creature of an alignment opposite of hers for a number of rounds per day equal to her Adjudicator levels + her Inquisitor levels.
Second Judgement(Ex): At 5th level whenever an Adjudicator uses their Inquisitor’s Judgement they can select two different judgements instead of one. This only consumes one use of their judgment ability. As a swift action, they can change one of these judgments to another type.
Purge the Wretched (Su): Adjudicators go a step farther in their desire to annihilate the undead and their creators, able to sever the unholy bonds between them. Whenever you destroy or slay (must have majorly contributed to the fight) any creature that summoned/raised/created an undead, all undead that it created or summoned are banished or destroyed immediately if they possess fewer HD than you.
Divine Chill (Ex): Your Ghostly Chill becomes infused with the power of your faith, becoming entirely raw divine energy. While this acts just the same as spiritual damage, it also deals +1 damage per die to any undead, or creature with an alignment opposing yours.
Banish the Nonbeliever(Su): The most powerful tool within the teachings of the Adjudicators, this display of divine might is enough to sway entire battlefields. Once per day as a standard action you can make a melee attack against a target creature while masked or while you Judgement is active, and attempt to banish the creature from existence. If the target of the attack is of an opposing alignment (, they must make a Will save (DC 10 + Adjudicator level + Wis mod) or be slain. Any creatures summoned or created in the encounter by the slain creature vanish as well. If used on a creature that is of your own alignment on the Good/Evil axis, the backlash from the misguided divine energy causes you to suffer your own attacks damage.
Spirit Ambassador(Ex): The 10th level Adjudicator is a conduit to the spirits of their mask, gaining either the Celestial, Counterpoised, Fiendish, Entropic, or Resolute Template, based on their alignment and choice.