Other Exclusive Prestige Class : Justiciar of Taiia
Justiciars of Taiia are the members of the Purifying Flame sect whose oracular ability is limited, but who fulfill the role of carrying out Taiia's sentence against wrongdoers. They are devoted to Taiia's Destroyer aspect, revering the consuming power of the sun's flames, and emulating their righteous wrath.
Justiciars of Taiia bring a range of experience to their unusual calling. Some are devout clerics, while others are scurrilous rogues. Fighters, monks, and, especially, rangers are often drawn to the class, while paladins and druids rarely qualify. Wizards and sorcerers have been known to adopt the class as well, though it is rare. Some justiciars also have levels in the assassin prestige class.
NPC justiciars of Taiia are respected but feared. In areas where this sect is politically powerful, justiciars have the means and the freedom to bring their enemies to an unpleasant end. Even where their power suffers legal curtailment, they employ any means available to them to bring their foes to "Justice."
To qualify to become a Justiciar of Taiia, a character must fulfill all the following criteria:
- Alignment: Any non-good.
- Skills: Knowledge (religion) 6 ranks.
- Base Attack Bonus: +4.
- Patron Deity: Taiia.
Skill Points at Each Level: 6 + Int modifier.
All the following are class features of the justiciar of Taiia prestige class.
Weapon and Armor Proficiency: At 1st level, a justiciar of Taiia gains any one weapon proficiency feat (Simple Weapon Proficiency, Martial 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 gets only bonus spells. A 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 spells).
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 nor 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 and must be able to reach 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 nor 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 per 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 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.
|Justiciar of Taiia||Hit Die: d6|
|CL||BAB||Fort||Ref||Will||Special||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|
Justicar of Taiia Spells List
Justiciars of Taiia choose their spells from the following list.
- 1st level: bane, cause fear, command, deathwatch, divine favor, doom, magic weapon.
- 2nd Level: aid, bull's strength, enthrall, hold person, spiritual weapon, zone of truth.
- 3rd Level: bestow curse, blindness/deafness, contagion, magic vestment, prayer, searing light.
- 4th Level: commune, discern lies, divine power, greater magic weapon.
Source: Deities and Demigods