Justiciar of Taiia
(Deities and Demigods variant, p. 205)
Justiciars of Taiia fulfill the role of carrying out Taiia's sentence against wrongdoers.
Requirements
Base Attack Bonus: +4
Alignment: Any nongood
Skills: Knowledge (religion) 6 ranks
Patron Deity: Taiia
Hit die
d6
Skill points
6 + Int
Class Features
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.
Ex-Justiciars
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.
Advancement
Spells per Day | |||||||||
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Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th |
1st | +0 | +0 | +2 | +2 | Bonus feat, sneak attack +1d6 | 0 | — | — | — |
2nd | +1 | +0 | +3 | +3 | Combat sense +2 | 1 | — | — | — |
3rd | +2 | +1 | +3 | +3 | Augury 1/day | 1 | 0 | — | — |
4th | +3 | +1 | +4 | +4 | Sneak attack +2d6 | 1 | 1 | — | — |
5th | +3 | +1 | +4 | +4 | Divination 1/day, combat sense +4 | 1 | 1 | 0 | — |
6th | +4 | +2 | +5 | +5 | Augury 2/day | 1 | 1 | 1 | — |
7th | +5 | +2 | +5 | +5 | Sneak attack +3d6 | 2 | 1 | 1 | 0 |
8th | +6 | +2 | +6 | +6 | Combat sense +6 | 2 | 1 | 1 | 1 |
9th | +6 | +3 | +6 | +6 | Augury 3/day | 2 | 2 | 1 | 1 |
10th | +7 | +7 | +3 | +7 | Divination 2/day, sneak attack +4d6 | 2 | 2 | 2 | 1 |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
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Concentration | CON | ![]() |
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Diplomacy | CHA | ![]() |
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Gather Information | CHA | ![]() |
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Hide | DEX | ![]() |
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Intimidate | CHA | ![]() |
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Knowledge (religion) | INT | ![]() |
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Listen | WIS | ![]() |
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Move Silently | DEX | ![]() |
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Search | INT | ![]() |
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Sense Motive | WIS | ![]() |
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Spellcraft | INT | ![]() |
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Spot | WIS | ![]() |
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