Justiciar
Class Group | Priest (Specialty Priest of Hetaradas) |
---|---|
Ability Requirement | Strength 12, Constitution 9, Wisdom 12, Charisma 13 |
Prime Requisite | Wisdom, Charisma |
Races Allowed | Cetandari Human |
Alignments Allowed | Lawful Good |
Weapons Allowed | All bladed weapons except rapiers, specifically favoring longswords and shortswords |
Armor Allowed | Any, including shields |
Major Spheres | All, Combat, Healing, Law, Protection, Sun |
Minor Spheres | Charm, Divination, Guardian, Travelers, War |
Magic Items | Same as clerics plus any sword-related magic items |
Required Profs | Etiquette |
Bonus Profs | Heraldry |
Justiciar's Abilities
- The justiciars may cast detect evil once per day per 5 levels.
- Justiciars receive a +2 bonus on all saving throws against spells and effects that allow a bonus to the saving throw from a high Wisdom score.
- At 3rd level, when a justiciar makes an attack with a sword, they may expend a prepared spell. If they do, they gain a bonus to the attack roll equal to the spell's level, and if the attack hits, the justiciar deals additional damage equal to the spell's level.
- At 5th level, justiciars can invoke the Sword of Justice, which temporarily enchants one weapon they are holding to deal additional damage equal to half their Charisma Loyalty Adjustment, rounded up, against creatures of chaotic or evil alignment. Against chaotic evil creatures, this instead deals additional damage equal to the justiciar's full Charisma Loyalty Adjustment. This ability can be used once per day and lasts for 3 rounds.
- Also at 5th level, justiciars are able to see through deception much more easily, gaining a +2 bonus to saving throws against illusions.
- At 7th level, justiciars begin to emanate a magical aura around them in a 15-foot radius. All creatures entering this area are affected as though by a zone of truth spell.
- A creature entering for the first time is entitled to a saving throw as normal.
- At 10th level, other creatures of the justiciar's choice within their aura gain a +2 bonus to saving throws again illusions and to any saving throw that allows a bonus to the saving throw from a high Wisdom score.
- At 13th level, justiciars can flare the power of their aura for 1 minute when they make an attack with a longsword or shortsword once per day. During this time, any creature benefitting from the save bonus of his or her aura, as well as the justiciar himself or herself, deals an additional 1d4 damage whenever dealing slashing damage with a melee weapon against a chaotic or evil creature.
Special Restrictions
- A justiciar who changes alignment from Lawful Good, either deliberately or inadvertently, loses all their special powers—sometimes only temporarily and sometimes forever.
- If a justiciar ever knowingly performs a chaotic act, they must seek a high-level (7th or more) cleric of lawful good alignment whom follows Hetaradas, confess their sins, and do penance as prescribed by the cleric.
- If a justiciar should ever knowingly and willingly perform an evil act, they fall from the ranks of the justiciar immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to the ranks of the Justiciar: They are ever after a Cleric.
- If the justiciar commits an evil act while enchanted or controlled by magic or under duress (Such as being forced to commit an evil act in order to stop a greater evil with no other paths to avoid such an act), they loses their justiciar status until they can atone for the deed. This loss of status means the character loses all their special abilities and essentially functions as a cleric of the same level. Regaining their status undoubtedly requires completion of some dangerous quest or important mission to once again prove their worth and assuage their own guilt. They gains no experience prior to or during the course of this mission, and regains their standing as a justiciar only upon completing the quest.
- They cannot knowingly tell a lie, and they must strive to prevent deceit and treachery within their community.
- Justiciars may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A justiciar will cooperate with characters of other alignments only as long as they behave themselves. They will try to show them the proper way to live through both word and deed. The justiciar realizes that most people simply cannot maintain their high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. They will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.
- A justiciar must tithe to the church of Hetaradas. A tithe is 10% of the justiciar's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
- They vow to uphold the laws of Hetaradas, and breaking this vow results in the loss of all special abilities until atonement is performed.
Hetaradic Spells
1st Level
Compelled Duel (Enchantment/Charm)
Range:
30 feet
Components
V
Duration:
3 rounds + 1 round/level
Casting Time:
1
Area of Effect:
One creature
Saving Throw:
Negates
- The target cannot willingly move more than 30 feet away from the caster. Attempts to move beyond this radius will necessitate a second saving throw vs. spell to succeed, with the same penalties as normal. Failure means the movement is not possible, and they can move no further.
- The target and the caster suffers a -2 penalty to attack rolls against anyone other than the caster.
- The target and the caster gain a +2 bonus to their AC and saving throws against attacks made by anyone other than the target or caster.
- The caster attacks any other creature
- The caster fails to attack the target on their turn
- The target is attacked by any of the caster's allies
2nd Level
Heroism (Enchantment/Charm)
Sphere:
Range:
Touch
Components
V, S
Duration:
1 round + 1 round/level
Casting Time:
5
Area of Effect:
Creature touched
Saving Throw:
None
3rd Level
Challenge of the Just (Enchantment/Charm)
Range:
30 feet
Components
V
Duration:
5 round + 1 round/level
Casting Time:
1
Area of Effect:
One creature
Saving Throw:
Negates
Mantle of Retribution (Abjuration)
Sphere:
Range:
0
Components
V, S, M
Duration:
1 round/level
Casting Time:
3
Area of Effect:
The caster
Saving Throw:
None
5th Level
Circle of Judgement (Enchantment/Charm)
Range:
0
Components
V, S, M
Duration:
1 round + 1 round/level
Casting Time:
7
Area of Effect:
20-foot radius circle
Saving Throw:
Special
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