Crimson Arbiter

"You have transgressed, and restitution must be made. Drink deep of your misfortune."

Prerequisite: Invoker

You are an agent of justice to your deity’s enemies. You are judge, jury, and executioner, although you are more than an inflicter of punishment. You are also a redresser of wrongs and a giver of absolution, enjoined to aid those who have been unfairly treated and to set injustices aright. According to longstanding tradition, you conceal your features beneath a crimson mask or hood while you perform your duties. By this sign the condemned and the forgiven alike know that you are acting not from your mortal passions or preferences, but as your divine master instructs. Crimson arbiters are most likely to serve deities concerned with law or justice, such as Erathis, Bahamut, Pelor, or Bane.

You carry small strips of paper marked with sacred glyphs that lend strength to your prayers for justice. Each holds the name of a power epitomizing mercy, perception, balance, or punishment, guiding you in your judgments.


    Arbiter’s Action (11th level): When you spend an action point to make an attack, any enemy you hit with that attack takes a -2 penalty to attack rolls (save ends).
    Just Presence (11th level): When you score a critical hit with an invoker power, you gain a +2 power bonus to attack rolls against any enemy within 2 squares of you. This bonus lasts until the end of the encounter.
    Justice’s Wrath (16th level): The first enemy that damages you in an encounter is subject to your wrath. Until the end of the encounter, you can reroll any damage die that comes up as a 1 when you make a damage roll that includes that enemy as a target.

Crimson Arbiter Attack 11Sign of Guilt

You trace a magical glyph in the air. Your enemy cannot bear the sight of it as the magic evokes deep guilt, causing the enemy to waver in its attacks.

Encounter        Divine, Fear, Implement, Psychic
Standard Action      Ranged 10

Target: One enemy

Attack: Wisdom vs. Will

Hit: 1d10 + Wisdom modifier psychic damage. Until the end of your next turn, the target takes a -5 penalty to attack rolls, and if the target attacks and misses, it must make a melee basic attack against an enemy adjacent to it as a free action.

Crimson Arbiter Utility 12No Rest for the Wicked

You call forth souls from the Shadowfell. As foes strike you, the souls distract them with wailing.

Daily        Divine
Minor Action      Personal

Effect: When any enemy hits you before the end of your next turn, that enemy takes a -2 penalty to all defenses (save ends).

Sustain Minor: The effect persists.

Crimson Arbiter Attack 20Sign of Penance

A glyph of penance appears before you and ignites. Divine fire leaps from it to enemies of weak will.

Daily        Divine, Fire, Implement, Radiant
Standard Action      Ranged 10

Primary Target: One target

Primary Attack: Wisdom vs. Will

Hit: 3d6 + Wisdom modifier fire and radiant damage.

Miss: Half damage.

Effect: Make a secondary attack that is an area burst 1 centered on the primary target.

  Secondary Target: Each creature in the burst other than the primary target

  Secondary Attack: Wisdom vs. Reflex

  Hit: 2d6 + Wisdom modifier fire and radiant damage, and the secondary target is slowed (save ends).

  Effect: If the primary attack reduces the primary target to 0 hit points, the burst creates an area of difficult terrain that lasts until the end of the encounter.

Published in Divine Power, page(s) 71.