There is a Remastered version
here.
Barrister
Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge.
Legacy Content
LN Medium Human Humanoid
Source Gamemastery Guide pg. 232
Recall Knowledge DC 13 • Humanoid (Society)
Perception +6
Languages Common
Skills Deception +10, Diplomacy +12, Legal Lore +13, Performance +10, Society +9
Str +0, Dex +1, Con +1, Int +3, Wis +2, Cha +4
Sway the Judge and Jury A barrister gains a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4.
Items law book (functions as scholarly journal), court garb (functions as fine clothing), writing set
AC 13; Fort +3, Ref +3, Will +12
HP 8
Speed 25 feet
Melee [one-action] fist +4 [+0/-4] (agile, nonlethal), Damage 1d4 bludgeoningCite Precedent [one-action] (auditory, linguistic) The barrister uses existing case law to undermine their opposition. If they succeed at a DC 20 Legal Lore check, they impose a -2 circumstance penalty on the next Diplomacy check an opponent attempts in a legal argument. Any further attempts to Cite Precedent fail until a new topic with different precedents is being argued.All Monsters in "Officers"
Source Gamemastery Guide pg. 232Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.
Deploying The Watch
If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.
Jailbreak!
If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the
infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!
Raise The Alarm!
In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.
Unusual Misdemeanors
- Altering the weather without a permit
- Consuming (or refusing to consume) intoxicating substances on celebration days
- Failing to clean up after animal companions
- Flying within city limits
- Selling potions without a license