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Justiciar of Taiia

(Deities and Demigods variant, p. 205)

Justiciars of Taiia fulfill the role of carrying out Taiia's sentence against wrongdoers.

Requirements

Base Attack Bonus: +4

Alignment: Any nongood

Skills: Knowledge (religion) 6 ranks

Patron Deity: Taiia


Hit die

d6

Skill points

6 + Int

Class Features

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.

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

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Diplomacy CHA no no
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Knowledge (religion) INT yes no
Listen WIS no no
Move Silently DEX no yes
Search INT no no
Sense Motive WIS no no
Spellcraft INT yes no
Spot WIS no no

Spells for Justiciar of Taiia

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