Infernal Denizens Beware!!! The Justicars are a group that takes the greatest assets of a Paladin and joins them with a Wizard. It is a class for the hardened warrior, not for the feint of heart. Justicars are the celestials ultimate weapons in the mortal world against the depravations of the infernal armies.
Fighters, Rangers, Clerics, and Rogues most likely of the classes to choose to be a Justicar. Wizards, Sorcerers, Barbarians and Paladins seldom choose to walk this specialized path preferring instead to use their own skills to gain their goals. Clerics and Rogues make the most proficient Justicars due to the Clerics barrage of Divine magic and a Rogues facility with getting in and out of tight situations.
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.
Hit Die: d8
Requirements
To qualify as a Justicar, characters must fulfill the following requirements:
Alignment: Neutral Good
Base Attack Bonus: +8
Knowledge (The planes): 10 ranks
Feats: Power Attack, Cleave, Expertise
Special: The Justicar must petition Tyr for his favor and request his divine aid against an Infernal entity. During this encounter, the Celestial will inhabit the body of the Justicar for a brief time in order to defeat the Infernal entity. This kind of contact is rare indeed and will always result in the Justicar inheriting the Celestial's desire to destroy the Infernal powers.
Class Skills
The Justicar class skills are Craft, Concentration, Gather Information, Heal, Knowledge (religion),
Ride, Sense Motive, Spellcraft and Survival.
Skill point at Each Level: 4 + Int Modifier
Class Features
All of the following are class features of the Justicar prestige class.
Weapon and Armor Proficiency
Justicars are proficient with all simple and martial weapons, with each type of armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.
| Class Level | Attack Bonus | Save | Save | Save |
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Detect Evil, Divine Grace, Mark of Justice | | | | |
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Smite Infernal | | | | |
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Aura of grace | | | | |
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Holy Rage | | | | |
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Rage 2/day | | | | |
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Rage 3/day | | | | |
Spells: Beginning at first level, a Justicar gains the ability to cast a small number of Divine and Arcane spells. To cast a spell, the Justicar must have a Charisma score of at least 10 + spell's level, so a Justicar with a Charisma of 10 or lower cannot cast these spells. Justicar bonus spells are based on Charisma, and saving throws against these spells have a Difficulty Class of 10 + spell level + Charisma modifier. When the Justicar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the Justicar gets only bonus spells. A Justicar with-out a bonus spell for that level cannot yet cast a spell of that level. The Justicar's spell list appears below. A Justicar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A Justicar prepares and casts spells just as a cleric does (although a Justicar cannot spontaneously cast Cure or Inflict spells).
Detect Evil: At will, the Justicar can detect evil as a spell like ability. This ability duplicates the effects of the detect evil spell.
Divine Grace: A Justicar applies his Charisma modifier as a bonus to all saving throws.
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.
Smite Infernal: Once per day, a Justicar of 2nd level or higher may attempt to smite Infernal with one normal melee attack. He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per level. For example, a 5th-level Justicar armed with a long sword would deal 1d8+5 points of damage, plus any additional bonuses that normally apply. If the Justicar accidentally smites a creature that is not infernal in origin, the smite has no effect but it is still used up for that day. Smite Infernal is a supernatural ability.
Aura of Grace: 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. Granting the morale bonus to allies is a supernatural ability.
Code of Conduct: A Justicar must be of lawful neutral alignment and loses all special class abilities if he ever willingly commits an act of evil. Additionally, a Justicar's code requires him to seek out infernal taint and confront it where found. He cannot associate with infernal entities. If he encounters an infernal item, the Justicar will seek first to destroy the item and if that fails to destroy the wielder.
Holy Rage: When a Justicar is confronted by infernal forces, he can call upon the Celestials to inhabit him and go into a
Holy Rage. The Holy rage temporarily grants a +4 bonus to Strength, a +4 bonus to Constitution, and a +2
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.) While raging, a Justicar cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist,
Intimidate, and Ride), the Concentration skill, or any abilities that require
patience or concentration, nor can he cast spells or activate magic items that
require a command word, a spell trigger (such as a wand), or spell completion
(such as a scroll) to function. He can use any feat he has except Combat
Expertise, item creation feats, and metamagic feats. 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. At the end of the rage, the
Justicar loses the rage modifiers and restrictions and becomes fatigued (–2
penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the
duration of the current encounter.