Reckoner
During the Empire, the reckoners were bureaucrats, experts in law, precedents and customs who presided over local courts. Today, reckoners are not only the keepers of lore, the arbiters of disputes and the proclaimers of law, those charged with interpreting and adjudicating situations using the body of tradition in communities and abroad. They command enormous respect within communities for their neutrality – a Voice or Hand may be drawn into disputes or even slain by enemies, but few would dare to assault or attempt to influence a Reckoner. Their mastery of languages and myths gives them an enormous wealth of knowledge.
Level | BAB | BDB | BMB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|---|
1 | +1 | +0 | +0 | +0 | +2 | +2 | Inspire confidence, Knowledge |
2 | +2 | +1 | +1 | +1 | +2 | +2 | Hand of justice |
3 | +3 | +1 | +2 | +1 | +3 | +3 | Lore master |
4 | +3 | +1 | +2 | +1 | +3 | +3 | Cunning initiative |
5 | +4 | +2 | +3 | +2 | +4 | +4 | Mind wall |
6 | +5 | +2 | +3 | +2 | +4 | +4 | Local luminary |
7 | +6 | +2 | +4 | +2 | +5 | +5 | Zone of truth |
8 | +6 | +3 | +4 | +3 | +5 | +5 | Oathbinding |
9 | +7 | +3 | +5 | +3 | +6 | +6 | Verdict |
10 | +8 | +3 | +5 | +3 | +6 | +6 | |
11 | +9 | +4 | +6 | +4 | +7 | +7 | Geas |
12 | +9 | +4 | +6 | +4 | +7 | +7 | |
13 | +10 | +4 | +7 | +4 | +8 | +8 | Legend lore |
14 | +11 | +5 | +7 | +5 | +8 | +8 | |
15 | +12 | +5 | +8 | +5 | +9 | +9 | Mind fortress |
16 | +12 | +5 | +8 | +5 | +9 | +9 | |
17 | +13 | +6 | +9 | +6 | +10 | +10 |
Hit Die: d6
Ability requirement: Charisma 16
Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand
Skill points: 8 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields
Powers
1st level: Inspire competence: Using tales and myths of great deeds, the reckoner can inspire greater ability in combat in a single willing ally (not herself) within 30 feet. This is activated as a standard action, usable as often as desired. The ally receives a +2 bonus to all attack rolls, Armor Class, and saving throws. For every three levels beyond 1st, she can target one additional ally (two at 4th, three at 7th, etc.) The effect lasts for a number of rounds equal to 5 plus the reckoner’s Charisma modifier.
1st level: Knowledge: The reckoner adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
2nd level: Hand of justice: As a standard action, you can perform a melee touch attack that causes a living creature to become shaken unless the target makes a Will save (DC 10 + ½ your level + Charisma modifier). This ability lasts for a number of rounds equal to 1/2 your reckoner level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the target instead becomes frightened, and at 8th level, the target becomes panicked.
3rd level: The reckoner is a master of lore and can take 10 on any Knowledge skill check that she has ranks in, as often as desired. In addition, once per day, the reckoner can take 20 on any Knowledge skill check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 3rd, to a maximum of three times per day at 15th level.
4th level: The reckoner adds her Charisma modifier on initiative checks, in addition to her Dexterity modifier.
5th level: Mind wall: The reckoner receives a +4 bonus to all saves against mind-affecting spells. Additionally, any magic that would compel the reckoner to lie automatically fails.
6th level: Local luminary: The reckoner must choose one community or local region (of around 10,000 maximum population). While she is in that region, all her Diplomacy, Intimidate, and Sense Motive checks receive a +4 circumstance bonus.
7th level: Zone of truth: Humans are unable to lie when conversing to the reckoner. Once per day, the reckoner activates this power as a free action, and all humans within 50 feet of her are unable to tell a deliberate falsehood unless they succeed at a Will save (DC 10 + ½ the reckoner’s level + the reckoner’s Charisma modifier). Those affected may still be evasive or choose to say nothing at all. This power may be used twice per day at 11th level and three times at 15th level.
8th level: Oathbinding: The reckoner may bind two willing parties together in an agreement to fulfil some verbal promise. Either or both parties breaking the oath are affected with a -4 penalty to Charisma and all Bluff and Diplomacy checks automatically fail. This effect can be overturned by the other party to the oath by verbally releasing the oathbreaker, or by any reckoner of 9th level or higher releasing the curse (usually only with suitable atonement), or by the use of a remove curse effect.
9th level: Verdict: Once per day, as a full-round action, the reckoner may target any sentient individual with whom she shares a language by speaking their misdeeds (as defined by the reckoner). The target suffers 1d8 mental damage per level, with a Will save DC 10 + Charisma modifier + ½ reckoner's level for half damage.
11th level: Geas: Once per day, as a full round action, the reckoner may target any individual with a command with effects of a geas spell but with a saving throw (Will DC 10 + ½ Reckoner’s level + Charisma modifier), lasting a maximum of one day per level or until the requirement is completed. It can be overturned by the reckoner, or through the use of remove curse.
13th level: Once per day the reckoner can use her knowledge to gain the effects of the legend lore spell.
15th level: Mind fortress: The reckoner becomes immune to all mind-affecting spells and similar magical effects.