Justiciar of Taiia
(Deities and Demigods variant, p. 205)
Justiciars of Taiia fulfill the role of carrying out Taiia's sentence against wrongdoers.
Base Attack Bonus: +4
Alignment: Any nongood
Skills: Knowledge (religion) 6 ranks
Patron Deity: Taiia
6 + Int
Weapon and Armor Proficiency: At 1st level, a justiciar of Taiia gains any one weapon proficiency feat (Simple Weapon Proficiency, with a certain weapon, or Exotic Weapon Proficiency with a certain weapon) as a bonus feat. Otherwise, justiciars do not gain any additional weapon or armor proficiency.
Spells: Beginning at 1st level, a justiciar of Taiia gains the ability to cast a small number of divine spells. To cast a spell, the justiciar must have a Wisdom score of at least 10 + spell level, so a justiciar with a Wisdom of 10 or lower cannot cast these spells. Justiciar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the justiciar's Wisdom modifier (if any). When the justiciar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the justiciar without a bonus spell for that level cannot yet cast a spell of that level. The justiciar's spell list appears below. A justiciar prepares and casts spells just as a cleric does ( though the justiciar cannot spontaneously cast cure or inflict spell).
Sneak Attack (Ex): If a justiciar of Taiia can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Any time the justiciar's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), or when the justiciar flanks the target, the justiciar's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every three levels thereafter. Should the justiciar score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged Attacks can only count as sneak attacks if the target is within 30 feet. A justiciar of Taiia cannot make a sneak attack to deal subdual damage. The justiciar must be able to see the target well enough to pick out a vital spot. The justiciar cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
A justiciar of Taiia can only sneak attack living creatures with discernible anatomies – Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature that is immune to critical hits is not vulnerable to sneak attacks.
If a justiciar gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Combat Sense (Ex): A justiciar of at least 2nd level may designate a single opponent in combat. Against that opponent, the justiciar gains a +2 insight bonus to AC and a +2 insight bonus on attack rolls. At 5th level, these bonuses increase to +4. At 8th level, they increase to +6.
Augury (Sp): At 3rd level, a justiciar of Taiia gains the ability to use augury as a spell-like ability once per day as a cleric of the justiciar's level. At 6th level, he can use this ability twice per day, and at 9th level he can use it three times a day.
Divination (Sp): A 5th-level justiciar can use divination as a spell-like ability once per day as a cleric of the justiciar's level. At 10th level, he gains the ability to use divination twice per day.
A justiciar of Taiia who falls from the favor of the Purifying Flame – by refusing to carry out his assignments or by joining another sect – cannot gain additional levels as a justiciar but retains all justiciar abilities. If a justiciar ever leaves the church of Taiia, he loses his spells and spell-like abilities but retains his other powers.
|Spells per Day|
|1st||+0||+0||+2||+2||Bonus feat, sneak attack +1d6||0||—||—||—|
|2nd||+1||+0||+3||+3||Combat sense +2||1||—||—||—|
|4th||+3||+1||+4||+4||Sneak attack +2d6||1||1||—||—|
|5th||+3||+1||+4||+4||Divination 1/day, combat sense +4||1||1||0||—|
|7th||+5||+2||+5||+5||Sneak attack +3d6||2||1||1||0|
|8th||+6||+2||+6||+6||Combat sense +6||2||1||1||1|
|10th||+7||+7||+3||+7||Divination 2/day, sneak attack +4d6||2||2||2||1|
|Skill name||Key ability||Trained only||Armor check penalty|