Planescape Campaign
Mercykiller Prestige Class

The Justicar

  • Not everyone appreciates the Mercykillers' dedication to administering justice. Some criminals flee to try and escape justice; in other cases, the criminal is so powerful that no one would dare try to arrest him in the first place. The Mercykillers don't care one way or the other, everyone has got to pay the music. The prestige class of this faction is the Justicar, individuals dedicated to tracking those who think they can give Justice the laugh.
  • To qualify to become a Justicar, a character must fulfill all the following criteria.
  • Base Attack Bonus: +6 or higher.
  • Feats: Skill Focus (Gather Information).
  • Skills: Gather Information 7+ ranks, Search 7+ ranks, Survival 7+ ranks.
  • Special: Must be a member of the Mercykillers.
  • Class Level
    BAB
    Fort Save
    Ref Save
    Will Save
    Special, Spells per day
    1
    +1
    +1
    +1
    +0
    Tools of the Trade, Bring 'em back alive, Subdual Strike +1d6, Oath of Justice
    2
    +2
    +2
    +2
    +0
    Improved Grapple, Crippling Strike
    3
    +3
    +2
    +2
    +1
    Exotic Weapon Proficiency (manacles), Street Savvy +2
    4
    +4
    +3
    +3
    +1
    Subdual Strike +2d6
    5
    +5
    +3
    +3
    +1
    Hog-tie
    6
    +6
    +4
    +4
    +2
    Street Savvy +4
    7
    +7
    +4
    +4
    +2
    Subdual Strike +3d6
    8
    +8
    +5
    +5
    +2
    Improved hog-tie
    9
    +9
    +5
    +5
    +3
    Street Savvy +6
    10
    +10
    +6
    +6
    +3
    Intuition, Subdual strike +4d6

  • The following skills are considered class skills for a Justicar:
  • Bluff (Cha), Climb (Str), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All, Int), Jump (Str), Listen (Wis), Move Silently (Dex), Psicraft (Int), Open Locks (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
  • Skill Points at Each Level: 4 + Intelligence Bonus.
  • All of the following are features of the Justicar prestige class.
  • Hit Die: d10
  • Weapon and Armor Proficiency: A Justicar is proficient with all simple and martial weapons, all types of armor, and all shields.
  • Tools of the Trade: Before setting out on their first mission, all Justicars are assigned a weapon, a suit of armor, and a shield (if needed) of at least +1 enchantment. Additionally, they are given a set of Planar Manacles in order to apprehend their criminal.
  • Bring 'Em Back Alive (Ex): Whenever a Justicar attacks with a melee weapon, he can choose to deal subdual damage instead of normal damage with no penalty to the attack roll.
  • Subdual Strike (Ex): Just like the rogue's Sneak Attack ability, but deals subdual damage instead.
  • Oath of Justice (Su): When the Justiciar first begins the hunt, he must take the Oath of Justice - a pact he makes in the presence of all Justiciars currently within the Prison - where he swears on his life to bring justice to the damned or to become damned himself. Once the Oath is spoken, the Justiciar can track the criminal anywhere. He instinctively knows what Plane he is on, though nothing more specific than that. Nothing save for deity-level magic can interrupt this link between hunter and hunted, not even an anti-magic field or the like. The moment the Oath is spoken, the hunted knows he is being chased, but that is all. Many kill themselves before they can be captured.
  • Improved Grapple feat (Ex): A Justicar automatically gains this feat, regardless of whether or not he meets the prerequisites.
  • Crippling Strike (Ex): The Justicar with this ability can subdual strike opponents with such precision that his blows weaken and hamper them. When the Justicar damages an opponent with a subdual strike, that character also takes 1 point of temporary Strength damage. (Points return at a rate of 1 point per day.)
  • Exotic Weapon Proficiency (manacles): Intimately familiar with the capture of criminals, Justicars have learned to do more with a pair of manacles than restrain a lawbreaker. A Justicar can swing a pair of metal manacles in one hand as if they were a club without suffering a penalty for using an improvised weapon. Masterwork manacles can be wielded as a masterwork light flail.
  • Street Savvy (Ex): The Justicar gains a +3 circumstance bonus on all Gather Information checks while in pursuit of a criminal.
  • Hog-tie (Ex): When the Justicar successfully pins an opponent while grappling, he can attempt to hog-tie the opponent. Treat this as an extra option for the Justicar who has an opponent pinned (see PHB page 137). The Justicar must have a rope or chain in one hand to attempt this action. When trying to hog-tie, make an opposed grapple check. The Justicar can use his Use Rope skill instead of a normal grapple check. The opponent must make an opposed grapple check or Escape Artist check. If the Justicar succeeds, the opponent is hog-tied, and thus considered bound and helpless (see DMG page 84; the Justicar does receive the standard +10 bonus on Use Rope checks to bind someone). If the opponent succeeds, the hog-tie attack fails, the grapple continues and the victim is released from the pinned condition. The Justicar can only use this attack on opponents one size category larger than he is or smaller, and only on opponents that are humanoid-shaped creatures.
  • Improved Hog-tie (Ex): An 8th level Justicar can attempt a hog-tie without first pinning an opponent. Thus, whenever a grapple is established, the Justicar can use an attack action to attempt to hog-tie his opponent. Also, if the Justicar has the Quick Draw feat, he does not need to be holding the rope or chain in his hand.
  • Intuition (Ex): When hunting a specific person, a 10th level Justicar can determine in which direction the culprit might be found if the criminal is within one mile of the Justicar. Similarly, the Justicar can use this ability to determine the direction of anyone he has previously faced in combat if he is within the same range.



  •      Melroch Eitheldor @ 2003 1 1