Justiciar of Taiia

Core (DD)Supplementals (3.0)

Requirements

Patron Deity: Taiia

Hit Die
d6
Skill Points
6+ Int

Class Skills

Class Spells

Advancement

Spells per Day
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

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.