• Alignment: Any alignment
  • BAB: +7
  • Skills: Knowledge (local) 8 ranks, Perception 10 ranks, Survival 6 ranks
  • Special: Track class ability
  • Special: Must be connected to a faith or governing body and sworn in as a justicar, with all rights, privileges, and duties therein.
  • Special: A would-be Justicar must have provably succeeded at defeating a great threat to their faith or of the state they serve. For example, they must succeed in an encounter with a CR at least 3 levels greater than their level, and usually a minimum CR of 12 or higher for it to be considered a threat to faith or state. (Being carried through an encounter by a group of more experienced heroes is not counted as “success”.)
Table: Justicar
Level BAB Fort Ref Will Special Mana Points
1st +1 +2 +2 +0 Enemy of the Faith, Detect Faith’s Foes, Lawful Education 12 Points
2nd +2 +3 +3 +0 Combat Style Feat, Track 12 Points
3rd +3 +3 +3 +1 Bane, Fast Movement 14 Points
4th +4 +4 +4 +1 Combat Style Feat, Blessed Footfalls 14 Points
5th +5 +4 +4 +1 Righteous Authority 16 Points

Hit Die: d10

Class Skills: The justicar’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

All of the following are Class Features of the justicar class.

Weapon and Armor Proficiency: A justicar gains no proficiency with any weapon or armor. A justicar may freely cast spells learned with mana gained from the justicar class in light or medium armor and with shields (except for tower shields).

Spellcasting: A justicar is capable of tapping their mana to learn and cast spells. Like other spellcasters, a justicar gains additional Mana Points as they level that may be allocated to any Pool the justicar has access to (see Mana Pools for more information).

Enemy of the Faith (Ex): Much like a Ranger hones his skills to hunt his favored prey, the Justicar learns to ride down the enemies of his faith. At 1st level, the Justicar must choose an alignment that opposes both his and his faith’s (or state, at GM discretion). The Justicar gains a +1 bonus on Bluff, Perception, Sense Motive, Stealth, and Survival checks against creatures of the chosen alignment. Likewise, he gets a +1 bonus on weapon attack and damage rolls against them. A truly neutral Justicar gains no benefit from this ability.

Detect Faith’s Foes (Sp): At will, a Justicar can use the Detect spell appropriate to locate the alignment chosen for their Enemy of the Faith ability (for instance, Detect Evil if Enemy of the Faith granted a bonus against evil creatures).

If the Justicar already possesses the ability to use this Detect spell at will, he instead gains the ability to rapidly discern the alignment of a single target. The Justicar can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is the alignment he can detect, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Justicar does not detect alignments in any other object or individual within range.

Lawful Education: A Justicar gains a +4 bonus on Knowledge (local) checks.

Combat Style Feats: At 2nd level, a Justicar must select one combat style to pursue, exactly as per the Ranger ability. If the Justicar has levels in Ranger he may choose to continue in the same combat style and stack his levels of Justicar with those of Ranger or he may choose to begin a new combat style. The Justicar gains an additional bonus feat at 4th level and may additionally choose any feats in the style available to the ranger at 6th level.

The benefits of the justicar’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a justicar selects a combat style, it cannot be changed.

Track: Starting at 2nd level, a Justicar adds his levels in justicar to the class that grants him Track to determine the net bonus gained. For isntance, a 10th level ranger with two levels of justicar would count as a 12th level ranger for determining the bonus granted by the ranger Track ability (giving him a bonus of +6 in this instance).

Bane (Su): At 3rd level, a Justicar can enhance his weapon so it excels against certain foes. This ability is identical to the inquisitor’s bane ability, and he can use it for a number of rounds per day equal to his class level. These rounds don’t need to be consecutive. If the Justicar already has the Bane ability from another class, his Justicar class levels instead stack for determining the number of rounds he can use that ability per day.

Fast Movement (Ex): Starting at 3rd level, one of the Justicar’s racial movement speeds becomes faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the Justicar’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the justicar’s movement speed, except for another instance of the Fast Movement ability gained from another class.

Blessed Footfalls (Ex): Starting at 4th level, a Justicar can move stealthily even at a quick pace. He no longer takes a —5 penalty on Stealth checks when moving at any speed up to his normal speed, and he may run while stealthed, taking a —10 penalty on Stealth checks when doing so. The Justicar may additionally now charge from stealth, but takes a -20 penalty on Stealth checks if he attempts to do so.

Righteous Authority (Su): Upon attaining 5th level, the justicar learns to channel the power of his faith. Every time the Justicar’s bane ability harms a declared enemy of his faith or state, the Justicar gains a cumulative +2 sacred bonus on his to-hit and damage rolls against that enemy for the remainder of that round. If the justicar is evil, he receives profane bonuses instead of sacred, as appropriate. Neutral justicars must select profane or sacred bonuses. Once made, this choice cannot be changed.

In addition, when a challenging enemy of the Justicar’s faith or state is killed or knocked unconcious in a round they were harmed by his bane, the Justicar gains one additional round of his Bane ability for the day. Challenging enemies must have a CR greater than or equal to your character level minus 2 for them to trigger this ability.


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