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Code of Thorne
3rd Edition
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Dwarven Smith



Alignment: Lawful Neutral
Hit Die: d8
Class Skills: The Justicar's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points per Level: 6 + Int modifier.
Starting Wealth: 4d6 × 10 gp (average 140gp.)

Weapon and Armor Proficiency: Justicars are proficient with all simple and martial weapons. She is also proficient with light armor, medium armor, and shields (except tower shields).

Special: Justicars are the special law enforcers of Yarr, granted by Tyr with the divine duty of guarding that kingdom against evil from within.  They are fanatical in seeking out and destroying Infernal taint.  Even a weapon in possession of the PCs can evoke their rage if it has an infernal taint.  If Paladin's are the warriors of the gods, then Justicars are their vengence.

Level Base Attack Bonus Fort Ref Will Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1 +0 +2 +0 +2 Command, Discern Lies, Judgment 1/day, Mark of Justice, orisons, stern gaze 1
2 +1 +3 +0 +3 Aura of Grace, detect alignment 2
3 +2 +3 +1 +3 Solo tactics, teamwork feat 3
4 +3 +4 +1 +4 Judgment 2/day 3 1
5 +3 +4 +1 +4 Blade of Justice 4 2
6 +4 +5 +2 +5 Teamwork feat 4 3
7 +5 +5 +2 +5 Judgment 3/day 4 3 1
8 +6/+1 +6 +2 +6 Second judgment, Staff of Order 4 4 2
9 +6/+1 +6 +3 +6 Teamwork feat 5 4 3
10 +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1
11 +8/+3 +7 +3 +7 Holy Rage 5 4 4 2
12 +9/+4 +8 +4 +8 Teamwork feat 5 5 4 3
13 +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1
14 +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2
15 +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3
16 +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17 +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18 +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19 +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20 +15/+10/+5 +12 +6 +12 Divine Host 5 5 5 5 5 5

Spells: An justicar casts divine spells drawn from the justicar spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an justicar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an justicar’s spell is 10 + the spell level + the justicar’s Wisdom modifier.

An justicar can cast only a certain number of spells of each spell level each day. In addition, she receives bonus spells per day if she has a high Wisdom score.

An justicar’s selection of spells is extremely limited. An justicar begins play knowing four 0-level spells and two 1st-level spells of the justicar’s choice. At each new justicar level, she gains one or more new spells as indicated on Table: justicar Spells Known. (Unlike spells per day, the number of spells an justicar knows is not affected by her Wisdom score. The numbers on Table: justicar Spells Known are fixed.)

Upon reaching 5th level, and at every third justicar level thereafter (8th, 11th, and so on), an justicar can choose to learn a new spell in place of one she already knows. In effect, the justicar “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level justicar spell she can cast. The justicar may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

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.

  • Destruction: The justicar is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three justicar levels she possesses.
  • Healing: The justicar is surrounded by a healing light, gaining fast healing 1. This causes the justicar to heal 1 point of damage each round as long as the justicar is alive and the judgment lasts. The amount of healing increases by 1 point for every three justicar levels she possesses.
  • Justice: This judgment spurs the justicar to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five justicar levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
  • Piercing: This judgment gives the justicar great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three justicar levels she possesses.
  • Protection: The justicar is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five justicar levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the justicar.
  • Purity: The justicar is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five justicar levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency: This judgment makes the justicar resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses.
  • Resistance: The justicar is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three justicar levels she possesses.
  • Smiting: This judgment bathes the justicar’s weapons in a divine light. The justicar’s weapons count as magic for the purposes of bypassing damage reduction. At 10th level, the justicar’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness)

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).

Aura of Grace (Su):    Beginning at 3rd Level, a Justicar is immune to fear.  Allies within 10 feet of the Justicar gain a +4 moral bonus on saving throws against fear effects.

Detect Alignment (Sp): At will, an justicar can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

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.

Blade of Justice (Su): Upon reaching 5th level, a justicar forms a divine bond with her weapon granting it a +1 enhancement bonus. This bonus increases by +1 for every 3 additional levels maxing out at +6 at level 20 (+2 at lvl 8, +3 at lvl 11, +4 at lvl 14, +5 at lvl 17, +6 at lvl 20).

At level 6, the sword is treated as though it has is either silver or cold iron. This is in addition to whatever properties the weapon actually has and does not replace existing properties. Once a property is chosen, it cannot be changed for this particular sword.

At 9th level, the Justicar is capable of granting one of the following abilities to the weapon as a free action. Once invoked, the effect persists for 1 minute or until the justicar cancels the effect. This ability can be used a number of times per day equal to the justicar's class level plus wisdom modifier. The abilities are: Bane, Flaming, Frost, Shock, Ghost Touch, Keen, Wounding, or Brilliant Energy.

At 15th level, the Justicar can pour his personal energy into strikes made with the weapon gaining a circumstance bonus equal to their constitution bonus to attack and damage rolls. They must announce this ability at the beginning of their turn and immediately take damage equal to their constitution bonus. This bonus lasts for all attacks made during their turn with the Sword.

At 18th level, any special property granted the weapon by the justicar, once activated, persists until it is canceled.

Level Sword Power
5 +1
6 silver or cold iron
8 +2
9 Bane, Flaming, Frost, Shock, Ghost Touch, Keen, Wounding, or Brilliant Energy.
11 +3
14 +4
15 Focus Strike
17 +5
18 Persistant abilities
20 +6

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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