Judgement of 60 Years maneuvers are supernatural abilities that can fully affect incorporeal and ethereal creatures.
Note: good humanoids cannot receive Wrong tokens, otherwise they're permanent until reincarnation
Anyone in a Fate of 60 Years stance can automatically see how many Wrong tokens a creature has.
Only Fate of 60 Years maneuvers can add or remove Wrong tokens to a creature.
1st levelJudgement "Trial of King Shinkou the Immovable"Fate of 60 Years (Boost)
Level: Shrine Maiden 1
Initiation Action: Swift Action
Range: See text
Duration: See text
Respecting your elders.
This is the good deed you can do right now.
You can add your ranks in Sense Motive plus your Wis mod to Grapple, Bullrush and Trip attempts, and an equal bonus on any checks and effects that would move you.
You also benefit from a Dimensional Anchor and become immune to Mind-affecting effects.
While the Boost lasts anyone who tries to use an effect that this Boost protects you from they receive a Wrong token.
This Boost lasts until the round after you move from your position (by your own will or not).
Judgement "Trial of King Shoukou the Enlightened One" Fate of 60 Years (Strike)
Level: Shrine Maiden 1
Initiation Action: Standard Action
Range: See text
Duration: See text
Listening to your mistress's words every day.
This is the good deed you can do right now.
Make a basic attack. You gain a Divine bonus on the attack roll and damage roll equal to your IL mod. It inflicts effects as normal.
If you hit you learn one of the target's Alignment, HP(max and current), AC, a save bonus, amount of HD, an ability score, creature type, immunities(all), a specific skill bonus or their biggest skill bonus (if multiple are tied, all of the max ones).
For each 4 ranks in Sense Motive you have and each Wrong token the target has you learn an extra piece of intel.
Then if you've at least confirmed the target has non-good alignment, you may give them a Wrong token.
You can turn a basic attack into a touch attack, in which case a hit only gives you information and may inflict the Wrong Token.
The law is decided by humans.
Sins that cannot be judged by laws are judged by me.
Nagging Helpful Lecture Fate of 60 Years (Stance)
Level: Shrine Maiden 1
Initiation Action: Swift Action
Range: Radius of 5 feet per IL
Duration: Stance
Save DC: 11+Wis mod
Hey, wait a minute!
You don't have time to play around here!
While on this stance you benefit from a Tongues effect and can make yourself heard loud and clear to everybody inside the range regardless of obstacles and even deafness and silence effects or you being disabled somehow.
Enemies you attack inside the area take a penalty on saves, AC and opposed checks equal to the number of Wrong Tokens they have, but if they fail a save or opposed check against you, a Wrong Token is removed from them.
As a free action 1/turn you can deliver a more intense lecture and enemies inside the stance's radius must make a Will save or become Fatigued.
Even creatures normally immune must save, but they gain a +5 bonus on their saves.
Creatures already Fatigued become Exhausted.
2nd levelJudgement "Trial of King Soutei the Wisest" Fate of 60 Years (Strike)
Level: Shrine Maiden 2
Initiation Action: Standard Action
Range: See text
Duration: See text
Actively picking up good news.
This is the good deed you can do right now.
Make a basic attack, gaining a Divine bonus on the attack and damage roll equal to your Wis mod.
For a number of rounds equal to 1 plus another per 6 ranks you have in Sense Motive plus another per Wrong token they have you can automatically see through any disguise attempts, illusions, hiding, hear their every movement and word, uncover any lie or feint they attempt.
Those rounds need not be consecutive, you can choose when to spend them.
If you recover or unprepare this maneuver the bonus ends earlier.
Lie "Tongue of Wolf"Fate of 60 Years (Counter)
Level: Shrine Maiden 2
Initiation Action: Immediate Action
Range: See text
Duration: See text
Save: DC 12+Wis mod
It seems that liars meet a horrible fate when they die.
Their tongue is pulled off, roasted, dipped in salt, pepper, and lemon juice.
You may initiate this counter whenever anyone you can detect lies, uses an Illusion effect or use an effect to gain a Miss chance.
They take damage equal to your ranks in Sense Motive, receive a Wrong token and are Silenced for 1 round. This Silence also prevents the use of psionics, SLAs and maneuvers.
At the end of the victim's turn they're allowed a Will save to remove this silence.
3rd levelJudgement "Trial of King Fukan of Virtuous Conduct"Fate of 60 Years (Strike)
Level: Shrine Maiden 3
Initiation Action: Fullround Action
Range: See text
Duration: See text
Performing more in the graveyard.
This is the good deed you can do right now.
As part of this maneuver make a full attack. You cannot benefit from flanking bonus and your enemies do not count as flat-footed, but you gain a divine bonus on the attack rolls equal to half your IL.
Enemies hit take extra damage equal to your ranks in Sense Motive multiplied by a factor starting at zero.
-If they're flanking you increase factor by 1.
-If they have any miss chances increase factor by 1.
-If you're suffering from ill non-permanent non-instantaneous conditions inflicted by that opponent increase the multiplier by 1 per condition.
-Further multiply by the number of Wrong tokens they have.
You can initiate this maneuver even if unable to take actions unless you're dead.
Guilt Sign "Wandering Sin" Fate of 60 Years (Boost)
Level: Shrine Maiden 3
Initiation Action: Swift Action
Range: See text
Duration: See text
Terrorizing others more.
This is the good deed you can do right now.
For 1 round enemies you attack receive a Wrong token and must make a Fort save or become Frightened. If they save they become Shaken for 1 round instead.
At the end of their turns they can attempt a new Will save to end the Frightening and are left Shaken for 1 more round.
When they succeed in saving against this, every other enemy in a radius of 5 feet per rank in Sense Motive receives a Wrong token and must save against the same effect.
No enemy may be affected by this Boost more than once per round.
Even creatures normally immune to this can be affected but they gain a +5 bonus on their saves (and do not become Shaken when they fail)
4th levelJudgement "Trial of King Enma the Merciful Savior"Fate of 60 Years (Strike)
Level: Shrine Maiden 4
Initiation Action: Standard Action
Range: See text
Duration: See text
Save: DC 14+Wis mod
Losing your hatred.
This is the good deed you can do right now.
Make a basic attack. If you hit you inflict effects as normal and your target must make a Will save or give up, retreating and not bothering anybody else for a week.
Undeads that fail their saveare instead released from their curse and move on to their afterlife.
Allies in a radius of 5 feet per IL heal HP equal to a Sense Motive check from you. You can also choose for bleeding enemies in the same radius to be stablized.
Charge of VirtueFate of 60 Years (Boost)
Level: Shrine Maiden 4
Initiation Action: Swift Action
Range: See text
Duration: See text
Save: DC 14+Wis mod
Going to different places and knowing the world.
This is the good deed you can do right now.
Pick one of the following options. Each effect may be resisted with a Reflex save.
You need to have an amount of ranks in Sense Motive equal to the number inside brackets of each option to be able to choose it.
Choose an enemy you can detect within 100 feet plus 10 feet per IL and apply one of the below options.
Alert(0)-If the target was hit last round, the next attack against them automatically hits.
Focus(0)-If the target made any kind of 1d20 roll in the next round, for 1 minute they take a -3 divine penalty on 1d20 rolls of the same kind for 1 round plus AC.
Accel(0)-If the target moved last round, their movement speeds are all halved and they cannot take 5-feet steps for 1 round.
Strike(1)-If the target hit anyone in their last round or otherwise harmed them, their next attack automatically fails even if it didn't need an attack roll.
Guard(6)-If the target took damage in the last round, for 1 round they take +50% damage.
Valor(10)-If the target took damage in the last round, the next attack against them deals double damage.
Soul(22)-If the target took damage in the last round, the next attack against them deals triple damage.
Zeal(17)-If the target took any actions on the last round, they cannot take any actions in the next.
Dare(1)-If the target took any action you deem offensive, they take damage equal to a Sense Motive check from you.
Love(20)-Pick any number of options whose combined rank requirement is 19 or less and apply them to the target, each demanding a separate save.
Projection(1)-If the target did any kind of action at range last round, all the ranges of their abilities are halved for 1 round.
Trust(2)-If the target healed HP in the last round, they cannot heal HP for 1 round.
Faith(13)-If the target healed HP in the last round, their HP is reduced to 1 and cannot heal for 1 round.
Refresh(3)-If the target had an ill non-instantantaneous non-permanent condition removed from themselves, apply that condition again.
Guts(3)-If the target has any kind of fast healing or regeneration, they're disabled for 1 round.
Enable(22)-If the target took any actions on the last round, they cannot take any actions and count as helpless and willing.
Cry(4)-If the target spoke or used any [Sound] effect or inflicted Sonic damage last round, it cannot do any of those 3 things for 1 round.
Fierceness(5)-If the target is Raging or similar ability, the Rage ends. Even if they save the Rage/similar is supressed for 1 round.
Spirit(5)-If the target is incorporeal/ethereal, they lose those properties for 1 round.
Attune(11)-If the target hit anyone in their last round or otherwise harmed them, for 1 round all of their attacks automatically fail even if they didn't need an attack roll.
Disturbance(6)-If the target made any kind of 1d20 roll in the next round, for 1 round they take a -6 divine penalty on 1d20 rolls of the same kind for 1 round plus AC.
Vision(6)-If the target can detect you, the respective senses are disabled (if they see you, they're blinded, if they can hear you, they're deafened, etc) for 1 round.
Fortune(7)-If the target rolled a natural 20 on their last round, for 1 round they must re-roll all their 1d20s and take the worst result.
Bless(8)-If the target has any morale bonus, they become morale penalties.
Yell(7)-If the target scored a critical hit on the last round, for 1 round any critical hits they threaten damage them instead.
Vigor(8)-If the target harmed anyone last round, they receive a -6 penalty to attack rolls, damage and DR for 1 round.
Rally(9)-If the target granted a numeric bonus to anyone last round, that bonus becomes a penalty for 1 round.
Hope(20)-If the target died/was destroyed last round and was somehow restored, they return to being dead/destroyed.
Fury(9)-If the target is under any kind of Rage effect, for 1 round they suffer only its penalties and none of the bonus.
Prayer(10)-If the target inflicted any kind of bad status effect with a duration other than instantaneous or permanent on somebody else, they suffer it as well, ignoring any resistances/immunities they have.
Immunity(10)-If the target demonstrated any kind of immunity last round, they lose it for 1 round.
Bond(11)-If the target has any kind of temporary HP, they lose it and then lose the same amount of HP.
Courage(11)-If the target lost any kind of Fear effect last round, it is applied again and lasts a minimum of 1 minute.
Belief(12)-If the target last round reduced the damage they took or ignored a status effect, for 1 round they cannot reduce damage by any means and cannot ignore status effects unless it's a permanent immunity.
Bravery(12)-Pick any number of options whose combined rank requirement is 12 or less and apply them to the target, roll a single save for all of them.
Life(13)-If the target recovered HP or was healed of a status effect last round, for 1 round whenever they would heal HP they lose that much instead, and cannot be healed of status effects.
Miracle(21)-If the target used Miracle, Limited Wish or Wish last round, the effects are reversed.
Sacrifice(14)-If the target used any ability that inflicted themselves with self-harm last round, the ability's effects are reversed, but the self-harm remains.
Substitute(14)-If the target last round had an effect that would target them re-directed to somebody else, they suffer the effect now.
Provocation(15)-If the target used any kind of charm or domination effect last round, it ends and then they're affected by it as if the original victim had cast it for 1 round.
Aid(15)-If the target applied any kind of benefical effect to an ally last round, its effects are reversed.
Discretion(16)-If the target tried to hide, became invisibile/similar or somehow escaped out of view last round, they return to their previous position and become perfectly visible and audible to everybody for 1 round.
Gain(16)-If the target took anything from somebody else last round, it is returned. If they copied something from somebody else last round, the copy disappears.
Cheer(17)-If the target is benefiting from any insight, divine, luck, profane, sacred or untyped bonus, they become penalties for 1 round.
Gamble(18)-If the target re-rolled any dice last round, retroactively its effects become what would happen if the lowest dice result was picked.
Luck(19)-If the target used any kind of effect to alter the result of a roll after it had already been rolled, for 1 round all dice they roll count as natural 1s automatically.
Dream(23)-If the target used any effect to change somebody or something else last round, they fall into a catatonic state, unable to tell dream from reality anymore, although they can't be harmed nor age anymore either.
The only way to end this is a Wish or Miracle is used by somebody else.
As Accuse, but you can affect double the targets by increasing the skill requirement by 1, stacking multiple times. So 4x times the targets for +2 skill requirement, 8x the targets for +3 skill requirement and so on.
Alert(0)-If the target was hit last round, the next attack against them automatically fails.
Focus(0)-If the target made any kind of 1d20 roll in the next round, for 1 minute they receive a +3 divine bonus on 1d20 rolls of the same kind for 1 round plus AC.
Accel(0)-If the target moved last round, their movement speeds are all doubled and they can move up to 10 feet with a 5-feet step for 1 round.
Strike(1)-If the target hit anyone in their last round or otherwise harmed them, their next attack automatically hits against that target (roll anyway to check if it's a critical).
Guard(6)-If the target took damage in the last round, for 1 round all damage they receive is reduced to 1/4.
Valor(10)-If the target took damage in the last round, the next attack they do deals +50% damage.
Soul(22)-If the target took damage in the last round, the next attack they do deals double damage.
Zeal(17)-If the target took any actions on the last round, they can take an extra turn. No creature may benefit from this more than 1/minute.
Dare(1)-If the target took any action you deem righteous, they heal damage equal to a Sense Motive check from you.
Love(20)-Pick any number of options whose combined rank requirement is 19 or less and apply them to the target, each allowing a separate save.
Projection(1)-If the target did any kind of action at range last round, all the ranges of their abilities are doubled for 1 round.
Trust(2)-If the target healed HP in the last round, any healing and temporary HP they receive is doubled for 1 round.
Faith(13)-If the target healed HP in the last round, their HP is fully restored as well as all ability damage.
Refresh(3)-If the target had an ill non-instantantaneous non-permanent condition applied to them last round, remove one of them.
Guts(3)-If the target has any kind of fast healing or regeneration, they're tripled for 1 round.
Enable(22)-If the target took any actions on the last round, they can take one extra turn even if unable to take actions (even if they're dead).
Cry(4)-If the target spoke or used any [Sound] effect or inflicted Sonic damage last round, their next attack has its Critical Threat range doubled, and they gain a +4 bonus on the roll to confirm any critical hit with that blow
Fierceness(5)-If the target is Raging or similar ability, for 1 round they ignore all the penalties of their Rage.
Spirit(5)-If the target is corporeal, they become ethereal/incorporeal for 1 round.
Attune(11)-If the target hit anyone in their last round or otherwise harmed them, for 1 round all of their attacks automatically hit but they cannot threaten criticals.
Disturbance(6)-If the target made any kind of 1d20 roll in the next round, for 1 round they take a +6 divine bonus on 1d20 rolls of the same kind for 1 round plus AC.
Vision(6)-If the target can detect you, the respective senses have their ranges doubled (half listen/spot distance penalties if they can hear/see you, double tremorsense/blindsight/etc) for 1 round.
Fortune(7)-If the target rolled a natural 20 on their last round, for 1 round they can re-roll all their 1d20s and take the best result.
Bless(8)-If the target has any morale bonus, double them for 1 round.
Yell(7)-If the target scored a critical hit on the last round, for 1 round all their attacks automatically threaten critical hits.
Vigor(8)-If the target harmed anyone last round, they receive a +6 bonus to attack rolls, damage and DR for 1 round.
Rally(9)-If the target granted a numeric bonus to anyone last round, double that bonus for 1 round.
Hope(20)-If the target died/was destroyed last round, they're restored at full HP.
Fury(9)-If the target is under any kind of Rage effect, for 1 round double their numeric bonus.
Prayer(10)-If the target suffered any kind of bad status effect with a duration other than instantaneous or permanent, end one of them.
Immunity(10)-If the target had one of their immunities bypassed last round, reverse the harmful effects derived from the bypass.
Bond(11)-If the target has any kind of temporary HP, double it.
Courage(11)-If the target suffered any kind of Fear effect last round, remove all of them and they become immune to it for 1 minute.
Belief(12)-If the target last round reduced the damage they took or ignored a status effect, for 1 round reduce damage they take to 1/3 and they become immune to all status effects.
Bravery(12)-Pick any number of options whose combined rank requirement is 12 or less and apply them to the target, roll a single save for all of them if target wants to resist.
Life(13)-If the target was already dead/destroyed last round, they're restored at 1 HP.
Miracle(21)-If the target asked for any specific cleric or wizard spell effect of 7th level or lower last round, now it is replicated as cast by them but they must they pay any expensive exp/gold costs, CL=their HD.
Sacrifice(14)-If the target used any ability that inflicted themselves with self-harm, the self-harm is reversed.
Substitute(14)-If the target last round had an effect re-directed to them, retroactively apply the effect to the original target.
Provocation(15)-If the target came under any kind of Charm or domination effect last round, it ends and then the one that inflicted it is affected by it as if the original victim had cast it for 1 round.
Aid(15)-If the target applied any kind of benefical effect to an ally last round, double the numeric bonus.
Discretion(16)-If the target tried to hide, became invisibile/similar or somehow escaped out of view last round, they cannot be targeted by any effect for 1 round.
Gain(16)-If the target took anything from somebody else last round, for 1 round they can use it as if they were the original owners.
Cheer(17)-If the target is benefiting from any insight, divine, luck, profane, sacred or untyped bonus, increase them by 50% for 1 round.
Gamble(18)-If the target re-rolled any dice last round, they can re-roll all their dice once each this turn.
Luck(19)-If the target used any kind of effect to alter the result of a roll after it had already been rolled, for 1 round all dice of the same kind they roll receive the same benefit.
Dream(23)-If the target used any effect to change somebody or something else last round, for 1 round they cannot be harmed or hindered by any other creature.
As Instruct, but you can affect double the targets by increasing the skill requirement by 1, stacking multiple times. So 4x times the targets for +2 skill requirement, 8x the targets for +3 skill requirement and so on.
Burden options affect all possible targets within range besides you.
Pick an option from Accuse and another from Instruct with the same or lower rank requirement. If the target qualifies for both, they receive both effects if they fail the save.
5th levelJudgement "Trial of King Henjyou of the Future" Fate of 60 Years (Counter)
Level: Shrine Maiden 5
Initiation Action: Immediate Action
Range: See text
Duration: See text
Understanding the power of your own song.
This is the good deed you can do right now.
You may use this counter when an enemy with at least one Wrong token attempts an action you had warned them against at least one round ago. If you had issued multiple warnings, only the most recent one is valid for this Counter.
The action produces no effect, and they take damage equal to a Sense Motive check from you.
Judgement "Guilty or Not Guilty"Fate of 60 Years (Strike)
Level: Shrine Maiden 5
Initiation Action: Standard Action
Range: Cone with up to 20 feet per IL
Duration: See text
Save: DC 15+Wis mod
When I asked if there was such a thing as a false accusation,
she thought and answered "yes."
In other words, leave no room for scandal.
Enemies on the area take damage equal to two Sense Motive checks from you and receive a Wrong token unless they succeed on a Fort save. They take a -1 penalty on this save for each Wrong token they have. Undeads and Constructs can also be affected, but they gain a +5 bonus on their saves.
No immediate or free actions may be taken against this maneuver. Contigencies don't trigger either.
Damage from Judgement "Guilty or Not Guilty" cannot be prevented, re-directed, converted or reduced by any means.
• Notes: Hell or Easygoing Netherworld
• Hell Level: Certainly Hell
What a frightening judgement—er, danmaku. It's a hellish trial—I mean, a danmaku of Hell—that decides guilt or innocence mostly by pure force.
Anyway, pushing through with power is cheating. Anyone other than me doing it, that is.
6th levelJudgement "Trial of King Taizan of Medicine and Healing" Fate of 60 Years (Boost)
Level: Shrine Maiden 6
Initiation Action: Swift Action
Range: Radius of 10 feet per IL
Duration: See text
Taking care of your family.
This is the good deed you can do right now.
A number of creatures up to your Wis mod in the area receive an uncapped Heal or Restoration effect with CL equal to your ranks in Sense Motive.
Danmaku Judgement Fate of 60 Years (Strike)
Level: Shrine Maiden 6
Initiation Action: Fullround Action
Range: See text
Duration: See text
Exterminating Youkai.
This is the good deed you can do right now.
Make a full attack, gaining a Divine bonus on the attack rolls equal to 1/3 your IL.
If you have a melee weapon, you may have it multiply and each copy project a laser of justice that hits as a ranged attack with range increment 140 feet that deals the same damage as the weapon. The copies disappear when this maneuver is completed.
Each hit enemy takes extra damage equal to a Sense Motive check times the number of creatures they attacked in the last round besides you plus +1 damage per good creature they've attacked during their life.
This maneuver ignoress miss chances from enemies with Wrong tokens on them.
7th levelJudgement "Trial of King Youdou of Mercy and Compassion"Fate of 60 Years (Strike)
Level: Shrine Maiden 7
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save: DC 17+Wis mod
Having strong link with humans.
This is the good deed you can do right now.
Make a full attack against every enemy you can detect. You can mix in ranged and melee attacks depending on how far each enemy is, and gain a Divine Bonus to attack and damage rolls equal to 1/5 your IL. Hit enemies receive a Wrong token and must make a Reflex save or be rendered unable to take actions for 1d12 hours. Multiple hits don't force multiple saves, just increase the DC by an extra 2 for each extra hit. Even if they save they receive extra damage equal to two Sense Motive checks from you.
Either way this maneuver can never kill/destroy anyone. Targets cannot be lowered below 1 HP.
Judgement "Cleansed Crystal Judgement"Fate of 60 Years (Counter)
Level: Shrine Maiden 7
Initiation Action: Immediate Action
Range: See text
Duration: See text
What is this!
I looked into her mirror and saw everything about me.
I never thought I'd be facing myself...
You may use this counter when a creature with a Wrong token attempts to perform an action you had warned them against at least one round ago.
A perfect copy of the target (you can make small cosmetic changes like the color of certain parts) appears adjacent to them and attacks them instantly to the best of their ability. The reflection cannot be harmed or hindered by anybody besides the original and lasts until either is destroyed or you recover or unprepare this maneuver, acting at the start of the original's turn.
Each turn the reflection lasts your forbidden Price increases by 1.
8th levelJudgement "Trial of King Toshi of Strength and Wisdom"Fate of 60 Years (Boost)
Level: Shrine Maiden 8
Initiation Action: Swift Action
Range: See text
Duration: See text
Gathering round things and offering them.
This is the good deed you can do right now.
You gain a Bonus to Str and Wis equal to ½ your IL against opponents with a Wrong token.
Enemies you face with a Wrong token cannot replace their Str and Wis scores by other ability scores.
You also heal any ability damage/drain/penalty you had to Str and Wis.
You may initiate this Boost even if you had been reduced below 1 Str/Wis.
This boost lasts for 1 round plus another for each 6 ranks you have in Sense Motive.
Judgement "Trial of king Gotoutenrin of Limitless Light and Life" Fate of 60 Years (Strike)
Level: Shrine Maiden 8
Initiation Action: Fullround Action
Range: Radius of up to 100 feet per IL centered on you.
Duration: See text
Save: DC 18+Wis mod
Returning those sundries you gathered back to the earth.
This is the good deed you can do right now.
Enemies within range take damage equal to three Sense Motive checks from you, Reflex save for half.
Your allies are healed for an equal amount.
Dead allies in the area come back to life at 0 HP. This otherwise works as True Ressurection if they had been dead for less than 1 round or Raise Dead otherwise.
All Darkness efffects and illusions in the area automatically end as well.
9th levelSupreme Judge of Paradise and HellFate of 60 Years (Stance)
Level: Shrine Maiden 9
Initiation Action: Immediate Action
Range: Radius of 400 feet plus 100 feet per IL centered on you.
Duration: See text
So, did you do some good deeds?
When you enter this stance choose any number of creatures you can detect inside the area.
As long as their combined HD isn't higher than your number of ranks in Sense Motive, then while on this stance any actions from the chosen creatures that would harm or hinder you automatically fail. In addition you're unnafected by dangerous environmental effects and you know the exact position or every evil and/or chaotic creature inside the area regardless of obstacles.
Creatures and undead that expire inside this aura go to the afterlife of your choice and cannot exit for at least 1d12 years unless you're slain yourself.
Anyone who attacks you or a good creature inside the range while on this stance receives a Wrong token and takes damage equal to your Wis mod.
Every minute you remain on this stance you must pay the Forbidden Cost again.
Judgement is done from top to bottom, from left to right,
and must always be completely one-sided!
No matter how you fall, the one who shall be judged to be black or white is you!
If you're in the Supreme Judge of Paradise and Hell stance and you have all ten Judgement “Trial of the X” maneuvers readied, you may expend them all as a fullround action to activate this. You pay forbidden cost as a single 9h level maneuver.
Judgement “Trial of the Ten Kings”Fate of 60 Years (Strike)
Level: Shrine Maiden 9
Initiation Action: Standard Action
Range: See text
Duration: See text
Notes: I'll be seeing this again after I die
Persistence: ★★★★★★
Make ten basic attacks. Each one gains a divine bonus to attack rolls equal to 1/6 your IL and deals extra damage equal to a Sense Motive check from you.
If all ten attacks hit a single target they're sent to the afterlife (even if they would've been killed/destroyed by the damage before)
This attack is extremely patterned, and the general structure of Hell can be observed in it. I guess the fact that the trials are patterned shows that past cases are the standards of judgement.
If so, then I can't be judged, since I'm one of a kind.
Judgement "Last Judgement"Fate of 60 Years (Strike)
Level: Shrine Maiden 1
Initiation Action: Fullround Action
Range: Radius of up to 10 feet per IL plus a line with up to 150 feet per IL
Duration: See text
Save: DC 19+Wis mod
If only it was as honest as you people, trial would be so much easier.
This maneuver's base DC cannot be increased or reduced by any other means.
No free or immediate actions may be taken against this maneuver.
Targets forced to save against this maneuver cannot benefit from any non-permanent or item bonus to the save.
The exception is that targets suffer a -1 penalty on any saves for each Wrong token they have.
Enemies inside the area must make a Fort, Reflex and Will saves.
Failing the Fort save means they take extra damage equal to two Sense Motive checks from you and are left Exhausted, cannot initiate maneuvers and exit any stance they were on.
Failing the Reflex save means they take extra damage equal to two Sense Motive checks from you and are left Blinded and Entangled, drop to the ground and drop anything they were holding.
Failing the Will save means they take extra damage equal to two Sense Motive checks from you and are left Silenced and Confused (do not default to attacking you) and cannot use spells/SLAs/powers/similar.
At the end of each target's turn they're allowed new saves to remove the conditions.
If all three saves are failed or if they take enough damage to die/be destroyed they're sent to the afterlife never to return without any chance of recourse.
So many people are mistakenly believing that trial can be easily done by knowledge of law and money.
When did mortals became able to judge other mortals, anyway? So much conceit.