A Pathfinder Roleplaying Game update of the justiciar prestige class from Complete Warrior.

Although this prestige class was not initially presented as a “planar” prestige class, it makes a great class for members of the Mercykillers. Any berk can kill a fugitive from justice and bring his lifeless body back for a reward, but it takes dedication and training to bring ’em back alive.


Hit Die: d10.


To qualify to become a justiciar, a character must fulfill all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +6.
Skills: Diplomacy 2 ranks, Perception 2 ranks, Survival 2 ranks.
Feats: Skill Focus (Diplomacy).
Special: Must be a member in good standing of the Mercykiller faction.

Class Skills

The justiciar’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are Class Features of the justiciar prestige class.
Weapon and Armour Proficiency: Justiciars gain no proficiency with any weapon or armour.
Bring ’em Back Alive (Ex): Whenever a justiciar attacks with a melee weapon, he can deal nonlethal damage with the weapon instead of lethal damage with no penalty on the attack roll. Normally, attempting to deal nonlethal damage with a weapon in this way incurs a -4 penalty on the attack roll.
Nonlethal Strike (Ex): A justiciar can make nonlethal strikes. Any time the character uses the bring ’em back alive ability and his target would be denied her Dexterity bonus to Armour Class (whether she actually has a Dexterity bonus or not) or when the justiciar flanks the target, the justiciar’s attack deals an extra 1d6 points of nonlethal damage. This extra damage increases to 2d6 at 4th level, 3d6 at 7th level, and 4d6 at 10th level. Should the justiciar score a critical hit with a nonlethal strike, this extra damage is not multiplied.
A justiciar can use nonlethal strike only on a living creature with discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures are not subject to this extra damage. Also, creatures immune to nonlethal damage are immune to nonlethal strike damage. The justiciar cannot make a nonlethal strike against a creature with concealment.
Skiptracing (Ex): A justiciar adds half his class level to Diplomacy skill checks made to gather information on a fugitive he is chasing, and Survival skill checks to follow his quarry’s tracks.
Crippling Strike (Ex): A justiciar of 2nd level or higher can make a nonlethal strike against an opponent with such precision that his blow weakens and hampers the opponent. When a justiciar damages an opponent with a nonlethal strike, that character also takes 1 point of Strength damage.
Improved Grapple (Ex): At 2nd level, a justiciar receives Improved Grapple as a bonus feat even if he does not meet the prerequisites.
Exotic Weapon Proficiency (Manacles): Intimately familiar with the capture of criminals, justiciars have learned to do more with a pair of manacles than restrain a lawbreaker. A justiciar of 3rd level or higher can swing a pair of metal manacles in one hand as if they were a club without taking a penalty for using an improvised weapon. Masterwork manacles can be wielded as if they were a masterwork light flail.
Street Savvy (Ex): A justiciar of 3rd level or higher gains a circumstance bonus on Diplomacy checks he attempts to gather information while in pursuit of a criminal. This bonus is initially +2 at 3rd level, and increases by an extra +2 every third level thereafter.
Greater Grapple (Ex): At 5th level, a justiciar receives Greater Grapple as a bonus feat even if he does not meet the prerequisites.
Hog-Tie (Ex): When a justiciar of 5th level or higher successfully pins an opponent while grappling, he can hog-tie the opponent (in addition to his other options; see Combat Manoeuvres in the Combat section of the Pathfinder Roleplaying Game Core Rulebook). A justiciar must have a rope, chain, or manacles in one hand when he initiates the grapple to use this ability.
A justiciar can use this ability on an opponent of up to one size category larger than he is (for example, a halfling justiciar can attempt to hog-tie a Medium or smaller opponent). He can use the ability only against humanoid-shaped creatures (thus, most humanoids, monstrous humanoids, outsiders, and giants would qualify).
Hog-tying an opponent adds a +5 competence bonus to determine the DC to escape or break the bonds. This stacks with the usual +5 bonus for a tied-up opponent (see Combat Manoeuvres in the Combat section of the Pathfinder Roleplaying Game Core Rulebook). A hog-tied opponent is considered bound and helpless. A hog-tied opponent can attempt to escape by making an Escape Artist check (DC 25 + the justiciar’s CMB) or a Strength check (DC 28 for rope, DC 31 for chain or manacles, DC 33 for masterwork manacles) to break free.
Improved Hog-tie (Ex): A justiciar of 8th level or higher can make a hog-tie attempt without first pinning his opponent. Whenever a grapple is established, the justiciar can use make a combat manoeuvre check to make a hog-tie attempt. A justiciar with this ability does not suffer the normal -10 penalty to his combat manoeuvre check when attempting to hog-tie a grappled opponent who is not pinned. Also, if the justiciar has the Quick Draw feat, he does not need to be holding the rope, chain, or manacles in his hand before making the attempt.
Intuition (Su): When hunting a specific person, a 10th-level justiciar can use a Survival check to determine in which direction the culprit might be found if the criminal is within 1 mile of the justiciar (DC 15 + target’s HD). A justiciar can use this ability to determine the direction of anyone he has previously faced in combat if he or she is within range.
The DM should make this check secretly for the justiciar, since the character should not know if he failed the check because of the die roll or because the target is too far away. A justiciar can make this check once per day for any single target.

Table: Justiciar

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +1 Bring ’em back alive, nonlethal strike +1d6, skiptracing
2nd +2 +1 +1 +1 Crippling strike, Improved Grapple
3rd +3 +1 +1 +2 Exotic Weapon Proficiency (manacles), street savvy +2
4th +4 +1 +1 +2 Nonlethal strike +2d6
5th +5 +2 +2 +3 Greater Grapple, Hog-tie
6th +6 +2 +2 +3 Street savvy +4
7th +7 +2 +2 +4 Nonlethal strike +3d6
8th +8 +3 +3 +4 Improved hog-tie
9th +9 +3 +3 +5 Street savvy +6
10th +10 +3 +3 +5 Intuition, nonlethal strike +4d6


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