Justicar (Prestige Class)

The Holy Order of Justicars is the living embodiment of the first and most important of the triune virtues — Truth. As an embodiment of truth, and in keeping with the strictness of the teachings of their goddess, a Justicar must follow an extremely strict moral code beyond that required of a common paladin. The benefit of this purity and stricture is awe-inspiring — eventually allowing the Justicar to become an avatar of the goddess herself.

Role: Justicars are the elite paladins in the worship of the goddess of truth. While there may be many paladins of the goddess, there can never be more than 13 Justicars alive at any one time. The leader of the Justicars is known as the Grandmaster. The grandmaster must be a Justicar of at least 8th level. Because the worship of the goddess of truth has waned substantially, it would be appropriate if there were no current Justicars in your game world and no priests of the necessary level to ordain a Justicar.

Alignment: Lawful good.

Hit Die: d10.

Requirements

To qualify to become a Justicar, a character must fulfill all of the following criteria.

  • Class: A Justicar must have at least 3 paladin levels and may not be an ex-paladin. In addition, the PC must have taken his most recent level as a paladin prior to becoming a Justicar. Thus a person who takes 3 levels of paladin and then 7 levels of cleric cannot be a Justicar, though a person who has taken 7 levels of cleric and then 3 levels of paladin could be a Justicar.
  • Deity: Goddess of Truth
  • Skills: Knowledge (religion) 8 ranks, Sense Motive 2 ranks, Diplomacy 2 ranks.
  • Quest: A Justicar-to-be must complete an arduous quest of some significance to the goddess of truth to demonstrate his worth before he may be ordained (see below).
  • Ordination: This is the most difficult of the requirements to become a Justicar. A Justicar must be ordained by a person with the power to ordain Justicars. This power is only held by clerics of the goddess of truth of 13th level or higher and clerics of other lawful good deities of 16th level or higher. Once the Justicar-to-be proves himself worthy by a quest (see above), the ordaining priest must cast bless, zone of truth, prayer, discern lies, mark of justice, righteous might, and holy word upon the Justicar-to-be. This ordination ritual also requires the presence of a significant holy relic of the goddess of truth (not just a holy symbol or shrine - at the very least, the relic should have a name and a history). Ordination should be a difficult and arduous process. A PC should not be allowed to become a Justicar simply because he meets the other prerequisites.

Class Limitations

Justicars must follow a strict and rather unforgiving moral code. Failure to follow these rules may result in the PC becoming an ex-Justicar.

  • Alignment: A Justicar must be lawful good. In addition to the strictures placed on a paladin, a Justicar must live by the following additional limitations:
  • Reject Cohorts and Henchmen: A Justicar may never gain followers, cohorts, henchmen, or hirelings. If, at the time of becoming a Justicar, the character has followers, cohorts, henchmen, or hirelings, he must renounce them and free them of their bonds of fealty or obligation. In addition, a Justicar may not hire men-at-arms. A Justicar may retain his special mount, if gained while a paladin. Once slain, however, a Justicar may not call a new mount. The only exception to this limitation is that a Justicar may retain his falcon familiar (see below) as long as he remains a Justicar. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (accidentally obtaining a cohort because the cohort was enchanted to follow you, for example) requires atonement and the Justicar must break the enchantment and rid himself of the cohort as quickly as possible. A simple offer by a prospective follower or cohort to follow you, if rejected, does not constitute disobedience. This requirement does not prevent a Justicar from traveling with companions.
  • Reject Property: A Justicar may not own real property — land, buildings or other holdings — nor may he circumvent this by having agents or friends hold such property in his name. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inherited land, for example) requires atonement. A gift of land, if rejected, does not constitute disobedience.
  • Reject Wealth: A Justicar may not possess more material wealth than is required to feed, clothe, and house his person in a modest fashion (usually no more than 100 gp). Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inheriting wealth, for example) requires atonement. A gift of money or wealth, if rejected, does not constitute disobedience.
  • Reject Material Property and Magic: A Justicar may not carry more than his arms and armor, a pack with simple equipment, equipment for his mount, simple religious items, and simple clothes. He may not possess ornamental items. He may not possess magic items other than his arms and armor. He may, however, carry and use potions and scrolls created by priests of a lawful good deity. Aside from arms and armor, all a Justicar need possess is faith in their goddess. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience requires atonement. Having a barred item hidden on you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately rejects the item once discovered.
  • Reject Disguise: As an embodiment of Truth, a Justicar may not thwart truth, regardless how noble the goal. Though he may tolerate it in others, a Justicar will not willingly disguise himself, accept magic intended to conceal or disguise his person or qualities, nor may he use protective magic based on disguise or hidden appearance. He will counsel against his companions using such tactics, though he will not split with persons who are otherwise good-aligned as a result of their use of such tactics. The Justicar simply will not take part in them. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (having a disguising spell cast upon you by a friend against your will) requires atonement. Having a disguise or concealment spell cast upon you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately seeks to undo the disguise.
  • Reject Falsehood: A Justicar may not lie, regardless of how noble the goal. Lying means active deception. Standing silent or failing to answer a question is not lying. However, if a Justicar fails to answer a question because of an intent to deceive, he must do atonement. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (being magically compelled or otherwise forced to lie against your will, for example) requires atonement. Because a Justicar embodies Truth, the GM is encouraged to demand the strictest compliance to this principle.

Ex-Justicars: If a Justicar violates any of the strictures above, he becomes an ex-Justicar. He loses all Justicar spells and class features (including the service of the Justicar’s falcon familiar, but not weapon, armor, and shield proficiencies). He may not progress any further in levels as a Justicar, nor can he ever regain his status as a Justicar. The goddess of truth is a strict and demanding goddess.

Torment: The above rules allow evil NPCs (or characters) to torment Justicars — attempting to give them wealth, magically disguising them against their will, etc. An evil creature can never cause a Justicar to become an ex-Justicar by such torment unless the Justicar willingly joins or fails to reject the evil character. At worst, such actions may require the Justicar to do atonement. Note that in the case of such torment, a Justicar is free to attempt to slay the tormenting evil NPC prior to attempting to undo the source of the torment (breaking the spell on a charmed cohort, dismissing the obscuring mist spell placed upon him, giving away treasure, etc.). The only exception is lying. If a Justicar willfully lies, even to an evil opponent, he becomes an ex-Justicar.

Class Skills: The Justicar’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). The following skills are prohibited to the Justicar: Bluff, Disguise, Intimidate, Sleight of Hand, and Stealth.

Skill Ranks per level: 2 + Int modifier.

Class Features

Table: Justicar
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +1 +1 +0 +1 Celestial companion, enemy of evil, Exotic Weapon Proficiency (bastard sword), resist illusions, zone of truth +1 level of existing class
2 +2 +1 +1 +1 Discern lies +1 level of existing class
3 +3 +2 +1 +2 Shield of truth +1 level of existing class
4 +4 +2 +1 +2 Mark of justice +1 level of existing class
5 +5 +3 +2 +3 Immunity to illusions +1 level of existing class
6 +6 +3 +2 +3 Scourge of evil, sword of courage +1 level of existing class
7 +7 +4 +2 +4 True seeing +1 level of existing class
8 +8 +4 +3 +4 Armor of honor +1 level of existing class
9 +9 +5 +3 +5 Holy word +1 level of existing class
10 +10 +5 +3 +5 Avatar, demon-bane +1 level of existing class

All of the following are class features of the Justicar prestige class.

Weapon and Armor Proficiency

A Justicar gains no proficiency with any weapon or armor

Spells per Day

When a Justicar level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Justicar, he must decide to which class he adds the new spell level for purposes of determining spells per day.

Celestial Companion (Su)

A Justicar gains a celestial falcon — the holy animal of the goddess of truth — as a companion per the druid animal companion rules (see “Druid” in Chapter 3 of the Pathfinder Roleplaying Game). The Justicar’s effective druid level is equal to her Justicar plus paladin levels.

Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 10; Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until the target is dead or the celestial falcon rests); Special Qualities darkvision 60 ft., low-light vision, DR and energy resistance per Pathfinder Roleplaying Game Bestiary “Celestial Creature”, SR equal to class level +5

4th-Level Advancement: Ability Scores Str +2, Con +2.

Enemy of Evil (Su)

A Justicar gains a +2 divine bonus to attack and damage rolls against evil-aligned undead and outsiders.

Exotic Weapon Proficiency (bastard sword)

Justicars gain proficiency in the bastard sword as an exotic weapon per the feat.

Resist Illusions (Su)

A Justicar gains a +4 divine bonus on Will saves against illusion magic. In addition, Justicars are allowed to save to disbelieve illusions without having to interact with the illusion, even if that is normally required to disbelieve the illusion.

Zone of Truth (Sp)

Once per day plus one for every three Justicar levels, a Justicar can cast the spell zone of truth as a spell-like ability. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Discern Lies (Su)

At 2nd level, a Justicar can discern lies as the spell once per day and an additional time per day for every 3 Justicar levels thereafter (2 at 5th, 3 at 8th). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Shield of Truth (Su)

Beginning at 3rd level, a Justicar can invoke the goddess' shield of truth once per day. Invoking this ability either enhances the Justicar’s current shield or temporarily creates a supernatural shield for the Justicar to use.

The shield has the following abilities: +2 divine truth bonus (if the shield is created, this is the only armor benefit it provides) and becomes a blinding shield (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game), except the blinding effect only affects evil creatures. In addition, the shield radiates the effects of a prayer spell for its duration. This ability lasts for 30 minutes. Shield of truth cannot be used in combination with either sword of courage or armor of honor until the Justicar gains the avatar ability.

Mark of Justice (Su)

Beginning at 4th level, the Justicar gains the ability to pass holy judgment on others once per day and place a mark of justice on persons so judged as the spell (but as a standard action). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Immunity to Illusions (Su)

Beginning at 5th level, a Justicar is immune to all illusions that allow spell resistance. A Justicar notes the presence of illusions but recognizes them for what they are and disbelieves them immediately and automatically.

Scourge of Evil (Su)

At 6th level, a Justicar gains an additional +1 divine bonus to attack and damage rolls and double the normal critical threat range against all evil-aligned creatures (of all types). This ability stacks with the enemy of evil ability and the Improved Critical feat or keen weapon quality if the Justicar has these as well.

Sword of Courage (Su)

Beginning at 6th level, a Justicar can invoke the goddess' sword of courage once per day. Invoking this ability either enhances the Justicar’s current sword or temporarily creates a supernatural magical bastard sword for the Justicar to use. The sword gains a +2 divine courage bonus to attack and damage rolls. The sword also becomes a holy weapon (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. In addition, the sword radiates remove fear in a 30-foot radius for its duration (caster level equal to the Justicar’s total character level). The ability lasts for 30 minutes. Sword of courage cannot be used in combination with either shield of truth or armor of honor until the Justicar gains the avatar ability.

True Seeing (Su)

Beginning at 7th level, a Justicar can use true seeing as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Armor of Honor (Su)

Beginning at 8th level, a Justicar can invoke the goddess' armor of honor once per day. Invoking this ability either enhances the Justicar’s current armor or temporarily creates a suit of magical chainmail around the Justicar. The armor gains a +2 divine honor bonus to AC. The armor also has the qualities of moderate fortification, invulnerability, and spell resistance (15) (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. This ability lasts for 30 minutes.

Armor of honor cannot be used in combination with either shield of truth or sword of courage until the Justicar gains the avatar ability.

Holy Word (Su)

Beginning at 9th level, a Justicar can speak a holy word (as the spell) a number of times per day equal to the Justicar’s Charisma modifier (minimum of once per day). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Avatar (Su)

At 10th level, a Justicar can use shield of truth, sword of courage, and armor of honor at the same time up to once per week. When all three powers are invoked at the same time it seems as if a spectral figure movement. In combat against evil creatures the figure of the goddess becomes even more apparent. In addition to allowing all three powers to operate in unison, when a Justicar becomes an Avatar he is treated as if under the effects of a greater heroism spell (caster level equal to the Justicar’s total character level) for the duration of the ability. The avatar ability lasts only so long as all three abilities — shield of truth, sword of courage, and armor of honor — are in effect at the same time.

Demon-bane (Su)

At 10th level, a Justicar becomes an evil-killing machine. His critical threat range is doubled against evil undead and outsiders. This ability stacks with both the scourge of evil ability (see above) and the Improved Critical feat or keen weapon quality if the Justicar has these as well.


New Feats

Whether your paladin has what it takes to become a virtuous servant of the goddess of truth or piously and faithfully serves his own deity, he may find the feats below useful in his quest to slaughter evil and bring goodness and law to the land.

Crippling Smite

Your smite evil attacks are especially deadly to those who would work evil upon the world.

Prerequisites: Smite evil class feature, Cha 17, paladin level 13th.

Benefit: Once per use of your smite evil ability, you may automatically confirm a critical threat against an outsider with the evil subtype, an evil-aligned dragon, or an undead creature. In addition, on this attack you may opt to forgo all the extra damage normally gained from a successful critical hit to instead inflict a –10 penalty to the target’s Dexterity and reduce all its movement speeds by half (to a minimum of 5’). These penalties remain until the target receives magical healing sufficient to remove the damage dealt by the attack. If the penalty reduces the target’s Dexterity to 0, the target is paralyzed and cannot move until the penalty is removed. The penalty applies even if the target is normally immune to ability damage.

Special: Paladin and Justicar levels stack for qualifying for this feat.

Fear No Evil

Your courage emboldens your allies.

Prerequisites: Aura of courage class feature, Cha 13.

Benefit: Your aura of courage extends for 20 feet. In addition, your allies in range who failed their initial saving throw against a fear effect may attempt a second save as an immediate action after failing the first attempt, even if the ability would not otherwise allow a second saving throw attempt.

Normal: Aura of courage extends to a range of 10 feet.

Goddess' Fury

Your faith in your deity imbues you with strength when battling evil.

Prerequisites: Smite evil class feature, Justicar level 1st.

Benefit: You add your Justicar levels to your paladin levels to determine your bonus damage from your smite evil ability.

Improved Caster

Your spells are more powerful than other paladins of your level.

Prerequisites: Ability to cast paladin spells, Cha 15.

Benefit: Your caster level when casting paladin spells is equal to your paladin level –1. This feat has no effect on the number of spells you may cast per day; that value is still determined as per the table in the Pathfinder Roleplaying Game, and is still modified by your Charisma bonus (if any). Otherwise, all effects dependent upon caster level (duration, range, damage, etc.) are increased based upon your new caster level.

Normal: Your caster level is equal to your paladin level –3.

Improved Celestial Spirit

Your divine bond with a celestial spirit has a longer-lasting effect on your weapon.

Prerequisites: Divine bond class feature with the celestial spirit option, Cha 13.

Benefit: When you call a celestial spirit to bond with your weapon, the spirit remains for an additional number of minutes equal to your Charisma bonus. All other effects and benefits of the divine bond class feature remain the same.

Normal: Your divine bond lasts for 1 minute per paladin level.

Improved Divine Bond

Your celestial spirit allows you to improve your weapon beyond that of normal mortals.

Prerequisites: Divine bond class feature with the celestial spirit option, Cha 13, paladin level 18th.

Benefit: You are no longer limited to a +5 enhancement bonus when improving your weapon with your celestial spirit, and may now grant your weapon up to a total of a +7 enhancement bonus. If you opt to improve your weapon above +5, it overcomes Epic damage reduction.

Normal: You cannot improve a weapon above a +5 enhancement bonus.

Special: Paladin and Justicar levels stack for qualifying for this feat.

Quick Hands

You’re capable of using your lay on hands ability faster than normal.

Prerequisites: Lay on hands class feature, Wis 13, Cha 13, Extra Lay on Hands, paladin level 6th.

Benefit: You can sacrifice 2d6 healing from your lay on hands ability to use it as a move action instead of a standard action. You only gain this benefit when using lay on hands to heal an ally; damaging an undead creature still requires a standard action. In addition, the paladin may still heal himself as a swift action.

Special: Paladin and Justicar levels stack for qualifying for this feat.

Resolute Mount

Your mount is the embodiment of Law.

Prerequisites: Divine bond class feature with the mount option, paladin level 13th.

Benefit: Your mount gains the benefits of the resolute simple template (Pathfinder Roleplaying Game Bestiary 2) in addition to the celestial template.

Special: Paladin and Justicar levels stack for qualifying for this feat.

Sacred Falcon

Your celestial falcon is blessed with additional abilities.

Prerequisites: Celestial companion class feature, Cha 13, Justicar level 2nd.

Benefit: Your celestial falcon companion gains a +2 sacred bonus to its Dexterity. In addition, it gains Iron Will as a bonus feat.

Spirit of the Bear

Your celestial mount is stronger than others.

Prerequisites: Divine bond class feature with the mount option, Cha 15.

Benefit: Your mount gained from your divine bond class feature gains a +4 sacred bonus to its Strength score.

Spirit of the Ox

Your celestial mount is tougher than others.

Prerequisites: Divine bond class feature with the mount option, Cha 15.

Benefit: Your celestial mount gains Toughness as a bonus feat. If your mount already has the Toughness feat, it gains no other benefit.

Spirit of the Wind

Your celestial mount is more nimble and faster than others of its kind.

Prerequisites: Divine bond class feature with the mount option, Cha 15.

Benefit: Your mount gained from your divine bond class feature gains a +2 sacred bonus to its Dexterity score. In addition, its movement speed is increased by 10 feet.

Strengthened Resolve

Your allies benefit from your enhanced resolve.

Prerequisites: Aura of resolve class feature, Cha 13.

Benefit: Your aura of resolve extends 20 feet. In addition, your allies gain a morale bonus on saving throws against charm effects equal to 4 plus your Charisma modifier.

Normal: Aura of resolve extends 10 feet and grants a +4 morale bonus.

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