Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Discern Lies (Sp): A Justicar can discern lies, as per the spell, for a number of rounds per day equal to her justicar level plus wisdom modifier. These rounds do not need to be consecutive. Activating this ability is an immediate action.Judgment (Su): Starting at 1st level, an justicar can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the justicar receives a bonus or special ability based on the type of judgment made.
At 1st level, a justicar can use this ability once per day. At 4th level and every three levels thereafter, the justicar can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The justicar must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the justicar uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Mark of Justice: Justicars have the ability to draw a mystical blood red mark upon the face of an individual. The mark itself is magically imprinted upon the skin and cannot be removed except by the Justicar who imprinted it. When the Justicar makes the mark, he is imprinting his identity as well as the crime the person is being condemned for into the mark. At the time the mark is put in place, the Justicar decides for how long the mark will remain. At the end of the decreed time the mark simply fades away. Only other Justicars may read the information imprinted within the rune, although the rune itself is obvious to anyone who sees the individual's face. The main use of the rune is to mark criminals judged by the Justicars as guilty so these individuals cannot hide their identity and crimes.
These marks act as a cumpulsion effect causing great pain to the individual if they repeat the activity inprinted by the mark. To complete the act proscribed, the individual must make a Willpower save DC 10 + Justicar level + Wis modifier. Failure causes the individual to take 1d8 points of psychic damage per Justicar level. This damage is treated as subdual damage for the purpose of recovery. If this damage would kill the person, they are instead knocked unconscious for 1d6 hours and have the shaken condition for the following 24 hours.
Any justicar can utilize the mark as an empathic link with the target. As a standard action, the justicar can invoke the latent power in the mark causing the same backlash effect as if the individual were performing a proscribed action. Once they have activated the mark in this manner they maintain a link with the individual marked as per the Status spell for up to one day per wisdom modifier or until they use this effect upon another mark.
Orisons: justicars learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): justicars are skilled at sensing deception and intimidating their foes. An justicar receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her justicar level (minimum +1).
Solo Tactics (Ex): At 3rd level, all of the justicar’s allies are treated as if they possessed the same teamwork feats as the justicar for the purpose of determining whether the justicar receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the justicar to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the justicar gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The justicar must meet the prerequisites of the selected bonus feat.
Second Judgment (Ex): At 8th level, whenever an justicar uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your Justicar level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Holy Rage (Sp): At 11th level, a justicar can call upon Tyr to fill them with divine energy allowing her to go into a Holy Rage as a free action. The Holy rage temporarily grants a +6 bonus to Strength, a +6 bonus to Constitution, and a +3 morale bonus on Will saves, but the Justicar takes a –2 penalty to Armor Class. The increase in Constitution increases the Justicar’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Justicar may prematurely end his rage.
Exploit Weakness (Ex): At 14th level, the justicar learns to take advantage of any opportunity that presents itself. Whenever the justicar scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the justicar deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgment (Ex): At 16th level, whenever an justicar uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the justicar can change one of these judgments to another type.
Slayer (Ex): At 17th level, an justicar learns to focus her judgment. Whenever an justicar uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.
Divine Host (Su): Once per day as a full round action, a justicar can control the actions of any creature bearing a Mark of Justice through a telepathic link that she establishes with the subject's mind. Once dominated , a creature continues to attempt to carry out that command to the exclusion of all other activities. Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). The subject can make a single save each day to break the compulsion, otherwise the effects last until the Justicar ends it.
Alternately, by concentrating fully on the spell (to the exclusion of all other activities), the Justicar can influence all creatures bearing a Mark within a 100 ft. radius per point of wisdom modifier.. The justicar can generally force the subjects to perform as she desires, within the limits of its abilities. Subjects can only be given basic commands, such as "Come here," "Go there," "Fight," and "Stand still." As long as the justicar concentrates, the subjects can be given direction and act in concert. If the justicar ceases to concentrate, the dominated creatures follow out their last command to the best of their abilities. Once the task is completed, they are free from that justicar's control for the next 24 hours.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
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