NeoSeraphi
2011-10-22, 03:37 PM
Author's Note: This class is completely original, both fluff and mechanic-wise. I am not offering any credit, but I am giving options for a different approach: Jiriku has also made an excellent divine striker (http://www.giantitp.com/forums/showthread.php?t=190289).
The Justicar
"We are the messengers and hammers of God, come to deliver righteous judgment! Let sinners be punished! Let justice be done!"- Tsubaki Yayoi, BlazBlue
A justicar is a weapon of his god or personal beliefs. He goes forth to exact vengeance and punish the heretics. Unlike a paladin, who swears to protect and defend while he punishes his god's enemies, a justicar prioritizes destruction and retribution over salvation and atonement. If the paladin is the shield of his god, the justicar is the sword.
Alignment: A justicar usually serves his god, though he may choose to be a weapon of a cause rather than a deity. A justicar who serves a deity must be of the same alignment as that deity. Justicars who do not serve a deity may be of any alignment, though generally such warriors are neither good nor evil, seeing and revering the balance in the cycle of death.
Hit Dice: d8
Class Skills: A justicar's class skills include Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (Religon), Profession, Sense Motive, Spellcraft, and Swim.
Skill Points: 4+Int per level, x4 at first level
The Justicar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+1|
+2|
+0|
+2|Smite 1/encounter, Charnel Touch|1
2nd|
+2|
+3|
+0|
+3|Divine Grace, Empower Spell|2|-
3rd|
+3|
+3|
+1|
+3|Divine Channeling|2|1|-
4th|
+4|
+4|
+1|
+4|Rebuke Undead|3|2|-|-
5th|
+5|
+4|
+1|
+4|Smite 2+Cha/Encounter, Charging Smite|3|2|1|-|-
6th|
+6/+1|
+5|
+2|
+5|Quicken Spell|3|3|2|-|-|-
7th|
+7/+2|
+5|
+2|
+5|Negative Energy Focus|4|3|2|1|-|-|-
8th|
+8/+3|
+6|
+2|
+6|Improved Divine Channeling|4|3|3|2|-|-|-|-|-
9th|
+9/+4|
+6|
+3|
+6|Divine Metamagic (Quicken Spell)|4|4|3|2|1|-|-|-|-
10th|
+10/+5|
+7|
+3|
+7|Smite 3+Cha/encounter|4|4|3|3|2|-|-|-|-
11th|
+11/+6/+1|
+7|
+3|
+7|Imbued Slash|5|4|4|3|2|1|-|-|-
12th|
+12/+7/+2|
+8|
+4|
+8|Exploitative Spell|5|4|4|3|3|2|-|-|-
13th|
+13/+8/+3|
+8|
+4|
+8|Empowered Negative Energy|5|5|4|4|3|2|1|-|-
14th|
+14/+9/+4|
+9|
+4|
+9|Favor of the Death Gods|5|5|4|4|3|3|2|-|-
15th|
+15/+10/+5|
+9|
+5|
+9|Smite 4+Cha/encounter|5|5|5|4|4|3|2|1|-
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Touch of Death|5|5|5|4|4|3|3|2|-
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Greater Negative Energy Focus|5|5|5|5|4|4|3|2|1
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Mass Charnel Touch|5|5|5|5|4|4|3|3|2
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Decaying Touch|5|5|5|5|5|4|4|3|3
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Smite 5+Cha/Encounter, Wrath of God|5|5|5|5|5|4|4|4|4[/table]
Class Features:
Weapon and Armor Proficiency: A justicar is proficient with all simple and martial weapons, as well as his deity's favored weapon if it is exotic. He is proficient with light, medium, and heavy armor, as well as bucklers, light and heavy shields.
Spellcasting: A justicar is able to cast divine spells, which are selected from the justicar spell list, seen below. A justicar must select and prepare his spells as a cleric does. In order to prepare or cast a spell, a justicar must have a Charisma score of at least 10+spell level.
The DC for saving throws allowed by the justicar's spells is 10+spell level+the justicar's Charisma modifier. The justicar receives bonus spells per day for a high Charisma score. (See the Ability Bonus Spells table in the Player's Handbook)
Justicar Spell List
1st-inflict light wounds
2nd-inflict moderate wounds
3rd-inflict serious wounds
4th-inflict critical wounds
5th-mass inflict light wounds
6th-harm, mass inflict moderate wounds
7th-greater harm (Heroes of Horror), mass inflict serious wounds
8th-mass inflict critical wounds
9th-mass harm (Heroes of Horror)
Smite (Su): A justicar can charge his blade with divine power, bringing wrath upon his enemies. Once per encounter, he can declare he is using a Smite attack. He makes an attack roll and adds his Charisma modifier to it. If he hits, he deals normal damage, plus bonus damage equal to his class level. If the justicar misses, the use is still wasted. A justicar can smite any creature he deems as an opponent, but he cannot deliver a smite with nonlethal damage. (If the justicar is using a weapon that is incapable of dealing lethal damage, he may not smite with that weapon)
At 5th level, a justicar may smite one additional time per encounter, as well as an extra number of times equal to his Charisma bonus (minimum +0). At 10th level, and every 5 levels after that, he gains one additional use of Smite per encounter.
Charnel Touch (Su): A justicar is so infused with negative energy that even a simple touch can erode life away from his enemies. As a standard action, a justicar may make a charnel touch. He makes a touch attack that deals 1d8 points of negative energy damage. This damage increases to 2d8 at 4th level, and continues increasing by 1d8 every 4 class levels, to maximum of 6d8 at 20th level. The justicar may use this ability at will.
The justicar's charnel touch threatens a critical on a natural 20 and deals double damage if it is confirmed.
Though this ability is negative energy damage, it is only meant for destruction. A creature that is normally healed by negative energy damage is instead immune to this effect.
Divine Grace (Su): A justicar is a crusader of divine power. Starting at 2nd level, he adds his Charisma modifier to his saving throws (minimum +0)
Empower Spell (Ex): A 2nd level justicar gains the Empower Spell feat as a bonus feat.
Divine Channeling (Su): As a standard action, a 3rd level justicar may cast a spell with a range of touch and deliver it through his melee weapon (or Charnel Touch). Casting a spell in this way does not provoke an attack of opportunity. A justicar may only perform this ability with spells from the justicar spell list. If the attack hits, it deals normal damage and then the spell's effect resolves.
If the attack misses, the spell is consumed and wasted.
Rebuke Undead (Su): As a standard action, a 4th level justicar may attempt to rebuke undead, as an evil cleric of his justicar level -3.
A justicar may rebuke undead 3+Cha mod times per day (minimum 3)
Charging Smite (Su): A 5th level justicar who delivers a smite attack at the end of a charge deals extra damage equal to three times his class level, rather than just his class level.
Quicken Spell (Ex): A 6th level justicar gains the Quicken Spell feat as a bonus feat. When applying the Quicken Spell feat to spells that deal negative energy damage from the justicar spell list, the justicar only increases the spell level by +2, rather than +4.
Negative Energy Focus (Ex): At 7th level, a justicar receives a +2 sacred (if his deity is good or neutral) or profane (if his deity is evil) bonus to the DC of spells he casts that deal negative energy damage. This bonus stacks with Spell Focus and the like.
Improved Divine Channeling (Su): An 8th level justicar who uses the Divine Channeling class feature applies the touch spell's effect to every attack as part of a full-round attack.
Divine Metamagic (Quicken Spell) (Ex): A 9th level justicar gains the Divine Metamagic (Quicken Spell) feat as a bonus feat. He need not meet the prerequisites. (With the adjustments from the Quicken Spell class feature, the justicar spends a total of 3 turn attempts per use when applying this feat to spells that deal negative energy damage from the justicar spell list)
Imbued Slash (Su): Once per round, as a swift action, a justicar may charge his melee weapon with negative energy. On its next successful attack, the weapon deals extra negative energy damage equal to the justicar's charnel touch damage. (Unlike most extra damage dice, this ability is multiplied on a successful critical hit)
If the justicar misses, the charnel touch is held in the weapon until either he hits with it once or the beginning of his next turn.
Exploitative Spell (Su): Starting at 12th level, the justicar may forgo an attack of opportunity to cast a spell from the justicar spell list against a creature who has provoked an attack of opportunity from him. (This ability consumes one of the justicar's remaining attacks of opportunity for the round)
Empowered Negative Energy (Su): Starting at 13th level, the level cap for all the justicar's spells increases by 5 (so a 13th level justicar who cast inflict light wounds would deal 1d8+10 points of negative energy damage, while a 20th level justicar who cast harm would deal 200 points of negative energy damage). This ability only applies to spells that deal negative energy damage on the justicar spell list.
Favor of the Death Gods (Su): A powerful justicar's connection with negative energy is so great that he actually develops a barrier against it. With the power of negative energy coarsing through his veins, the justicar is all but immune to decay and death. Starting at 14th level, a justicar enjoys the benefits of a continuous death ward spell. If the justicar normally heals from negative energy (such as an undead justicar or a justicar who has the Tomb-Tainted Soul feat), Favor of the Death Gods instead makes him immune to positive energy. The justicar may suppress or resume this effect as a free action.
Touch of Death (Su): A justicar's connection to the plane of Negative Energy lets him drag a creature a step closer to its death with every spell he casts. And if that spell is particularly successful...
Starting at 16th level, whenever a justicar confirms a critical hit with a weaponlike spell that deals negative energy damage, or if he confirms a critical hit with his charnel touch, the creature must make a Fortitude save (DC 10+1/2 character level+Charisma modifier) or die.
Greater Negative Energy Focus (Ex): At 17th level, the justicar's sacred or profane bonus to the save DCs of his negative energy spells increase to +4.
Mass Charnel Touch (Su): At 18th level, the justicar may use his charnel touch as a ranged area-of-effect ability, dealing its listed damage as determined by his level to any number of creatures up to his caster level within 100 feet, no two of which may be more than 30 feet apart.
Decaying Touch (Su): Beginning at 19th level, any creature who takes damage from the justicar's Charnel Touch or Mass Charnel Touch must also make a Will save (DC 10+1/2 class level+Cha mod) or take 1d4 points of ability drain. The justicar chooses which ability score to drain each time he uses his Charnel Touch or Mass Charnel Touch (he may assign different ability drain to different creatures affected by the same Mass Charnel Touch). The justicar gains 5 temporary hit points per point of drain he inflicts with this ability. These temporary hit points never fade unless they are forcibly removed through damage.
Wrath of God (Su): A 20th level justicar is a force of pure, unbridled destruction. He may cast one justicar spell that deals negative energy damage per round as a free action, regardless of its original casting time. (This does not count as his per-round use of the Quicken Spell feat). Additionally, whenever a justicar hits a creature with both his Divine Channeling and his Smite in the same attack, the creature must make a Fortitude save (DC 10+spell level+Cha mod) or be consumed by divine power. The creature is disintegrated, taking an additional 40d6 untyped damage and leaves no remains behind if it dies. On a successful save, the creature instead takes maximum damage from the weapon and spell the justicar hit it with.
The Justicar
"We are the messengers and hammers of God, come to deliver righteous judgment! Let sinners be punished! Let justice be done!"- Tsubaki Yayoi, BlazBlue
A justicar is a weapon of his god or personal beliefs. He goes forth to exact vengeance and punish the heretics. Unlike a paladin, who swears to protect and defend while he punishes his god's enemies, a justicar prioritizes destruction and retribution over salvation and atonement. If the paladin is the shield of his god, the justicar is the sword.
Alignment: A justicar usually serves his god, though he may choose to be a weapon of a cause rather than a deity. A justicar who serves a deity must be of the same alignment as that deity. Justicars who do not serve a deity may be of any alignment, though generally such warriors are neither good nor evil, seeing and revering the balance in the cycle of death.
Hit Dice: d8
Class Skills: A justicar's class skills include Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (Religon), Profession, Sense Motive, Spellcraft, and Swim.
Skill Points: 4+Int per level, x4 at first level
The Justicar
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+1|
+2|
+0|
+2|Smite 1/encounter, Charnel Touch|1
2nd|
+2|
+3|
+0|
+3|Divine Grace, Empower Spell|2|-
3rd|
+3|
+3|
+1|
+3|Divine Channeling|2|1|-
4th|
+4|
+4|
+1|
+4|Rebuke Undead|3|2|-|-
5th|
+5|
+4|
+1|
+4|Smite 2+Cha/Encounter, Charging Smite|3|2|1|-|-
6th|
+6/+1|
+5|
+2|
+5|Quicken Spell|3|3|2|-|-|-
7th|
+7/+2|
+5|
+2|
+5|Negative Energy Focus|4|3|2|1|-|-|-
8th|
+8/+3|
+6|
+2|
+6|Improved Divine Channeling|4|3|3|2|-|-|-|-|-
9th|
+9/+4|
+6|
+3|
+6|Divine Metamagic (Quicken Spell)|4|4|3|2|1|-|-|-|-
10th|
+10/+5|
+7|
+3|
+7|Smite 3+Cha/encounter|4|4|3|3|2|-|-|-|-
11th|
+11/+6/+1|
+7|
+3|
+7|Imbued Slash|5|4|4|3|2|1|-|-|-
12th|
+12/+7/+2|
+8|
+4|
+8|Exploitative Spell|5|4|4|3|3|2|-|-|-
13th|
+13/+8/+3|
+8|
+4|
+8|Empowered Negative Energy|5|5|4|4|3|2|1|-|-
14th|
+14/+9/+4|
+9|
+4|
+9|Favor of the Death Gods|5|5|4|4|3|3|2|-|-
15th|
+15/+10/+5|
+9|
+5|
+9|Smite 4+Cha/encounter|5|5|5|4|4|3|2|1|-
16th|
+16/+11/+6/+1|
+10|
+5|
+10|Touch of Death|5|5|5|4|4|3|3|2|-
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Greater Negative Energy Focus|5|5|5|5|4|4|3|2|1
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Mass Charnel Touch|5|5|5|5|4|4|3|3|2
19th|
+19/+14/+9/+4|
+11|
+6|
+11|Decaying Touch|5|5|5|5|5|4|4|3|3
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Smite 5+Cha/Encounter, Wrath of God|5|5|5|5|5|4|4|4|4[/table]
Class Features:
Weapon and Armor Proficiency: A justicar is proficient with all simple and martial weapons, as well as his deity's favored weapon if it is exotic. He is proficient with light, medium, and heavy armor, as well as bucklers, light and heavy shields.
Spellcasting: A justicar is able to cast divine spells, which are selected from the justicar spell list, seen below. A justicar must select and prepare his spells as a cleric does. In order to prepare or cast a spell, a justicar must have a Charisma score of at least 10+spell level.
The DC for saving throws allowed by the justicar's spells is 10+spell level+the justicar's Charisma modifier. The justicar receives bonus spells per day for a high Charisma score. (See the Ability Bonus Spells table in the Player's Handbook)
Justicar Spell List
1st-inflict light wounds
2nd-inflict moderate wounds
3rd-inflict serious wounds
4th-inflict critical wounds
5th-mass inflict light wounds
6th-harm, mass inflict moderate wounds
7th-greater harm (Heroes of Horror), mass inflict serious wounds
8th-mass inflict critical wounds
9th-mass harm (Heroes of Horror)
Smite (Su): A justicar can charge his blade with divine power, bringing wrath upon his enemies. Once per encounter, he can declare he is using a Smite attack. He makes an attack roll and adds his Charisma modifier to it. If he hits, he deals normal damage, plus bonus damage equal to his class level. If the justicar misses, the use is still wasted. A justicar can smite any creature he deems as an opponent, but he cannot deliver a smite with nonlethal damage. (If the justicar is using a weapon that is incapable of dealing lethal damage, he may not smite with that weapon)
At 5th level, a justicar may smite one additional time per encounter, as well as an extra number of times equal to his Charisma bonus (minimum +0). At 10th level, and every 5 levels after that, he gains one additional use of Smite per encounter.
Charnel Touch (Su): A justicar is so infused with negative energy that even a simple touch can erode life away from his enemies. As a standard action, a justicar may make a charnel touch. He makes a touch attack that deals 1d8 points of negative energy damage. This damage increases to 2d8 at 4th level, and continues increasing by 1d8 every 4 class levels, to maximum of 6d8 at 20th level. The justicar may use this ability at will.
The justicar's charnel touch threatens a critical on a natural 20 and deals double damage if it is confirmed.
Though this ability is negative energy damage, it is only meant for destruction. A creature that is normally healed by negative energy damage is instead immune to this effect.
Divine Grace (Su): A justicar is a crusader of divine power. Starting at 2nd level, he adds his Charisma modifier to his saving throws (minimum +0)
Empower Spell (Ex): A 2nd level justicar gains the Empower Spell feat as a bonus feat.
Divine Channeling (Su): As a standard action, a 3rd level justicar may cast a spell with a range of touch and deliver it through his melee weapon (or Charnel Touch). Casting a spell in this way does not provoke an attack of opportunity. A justicar may only perform this ability with spells from the justicar spell list. If the attack hits, it deals normal damage and then the spell's effect resolves.
If the attack misses, the spell is consumed and wasted.
Rebuke Undead (Su): As a standard action, a 4th level justicar may attempt to rebuke undead, as an evil cleric of his justicar level -3.
A justicar may rebuke undead 3+Cha mod times per day (minimum 3)
Charging Smite (Su): A 5th level justicar who delivers a smite attack at the end of a charge deals extra damage equal to three times his class level, rather than just his class level.
Quicken Spell (Ex): A 6th level justicar gains the Quicken Spell feat as a bonus feat. When applying the Quicken Spell feat to spells that deal negative energy damage from the justicar spell list, the justicar only increases the spell level by +2, rather than +4.
Negative Energy Focus (Ex): At 7th level, a justicar receives a +2 sacred (if his deity is good or neutral) or profane (if his deity is evil) bonus to the DC of spells he casts that deal negative energy damage. This bonus stacks with Spell Focus and the like.
Improved Divine Channeling (Su): An 8th level justicar who uses the Divine Channeling class feature applies the touch spell's effect to every attack as part of a full-round attack.
Divine Metamagic (Quicken Spell) (Ex): A 9th level justicar gains the Divine Metamagic (Quicken Spell) feat as a bonus feat. He need not meet the prerequisites. (With the adjustments from the Quicken Spell class feature, the justicar spends a total of 3 turn attempts per use when applying this feat to spells that deal negative energy damage from the justicar spell list)
Imbued Slash (Su): Once per round, as a swift action, a justicar may charge his melee weapon with negative energy. On its next successful attack, the weapon deals extra negative energy damage equal to the justicar's charnel touch damage. (Unlike most extra damage dice, this ability is multiplied on a successful critical hit)
If the justicar misses, the charnel touch is held in the weapon until either he hits with it once or the beginning of his next turn.
Exploitative Spell (Su): Starting at 12th level, the justicar may forgo an attack of opportunity to cast a spell from the justicar spell list against a creature who has provoked an attack of opportunity from him. (This ability consumes one of the justicar's remaining attacks of opportunity for the round)
Empowered Negative Energy (Su): Starting at 13th level, the level cap for all the justicar's spells increases by 5 (so a 13th level justicar who cast inflict light wounds would deal 1d8+10 points of negative energy damage, while a 20th level justicar who cast harm would deal 200 points of negative energy damage). This ability only applies to spells that deal negative energy damage on the justicar spell list.
Favor of the Death Gods (Su): A powerful justicar's connection with negative energy is so great that he actually develops a barrier against it. With the power of negative energy coarsing through his veins, the justicar is all but immune to decay and death. Starting at 14th level, a justicar enjoys the benefits of a continuous death ward spell. If the justicar normally heals from negative energy (such as an undead justicar or a justicar who has the Tomb-Tainted Soul feat), Favor of the Death Gods instead makes him immune to positive energy. The justicar may suppress or resume this effect as a free action.
Touch of Death (Su): A justicar's connection to the plane of Negative Energy lets him drag a creature a step closer to its death with every spell he casts. And if that spell is particularly successful...
Starting at 16th level, whenever a justicar confirms a critical hit with a weaponlike spell that deals negative energy damage, or if he confirms a critical hit with his charnel touch, the creature must make a Fortitude save (DC 10+1/2 character level+Charisma modifier) or die.
Greater Negative Energy Focus (Ex): At 17th level, the justicar's sacred or profane bonus to the save DCs of his negative energy spells increase to +4.
Mass Charnel Touch (Su): At 18th level, the justicar may use his charnel touch as a ranged area-of-effect ability, dealing its listed damage as determined by his level to any number of creatures up to his caster level within 100 feet, no two of which may be more than 30 feet apart.
Decaying Touch (Su): Beginning at 19th level, any creature who takes damage from the justicar's Charnel Touch or Mass Charnel Touch must also make a Will save (DC 10+1/2 class level+Cha mod) or take 1d4 points of ability drain. The justicar chooses which ability score to drain each time he uses his Charnel Touch or Mass Charnel Touch (he may assign different ability drain to different creatures affected by the same Mass Charnel Touch). The justicar gains 5 temporary hit points per point of drain he inflicts with this ability. These temporary hit points never fade unless they are forcibly removed through damage.
Wrath of God (Su): A 20th level justicar is a force of pure, unbridled destruction. He may cast one justicar spell that deals negative energy damage per round as a free action, regardless of its original casting time. (This does not count as his per-round use of the Quicken Spell feat). Additionally, whenever a justicar hits a creature with both his Divine Channeling and his Smite in the same attack, the creature must make a Fortitude save (DC 10+spell level+Cha mod) or be consumed by divine power. The creature is disintegrated, taking an additional 40d6 untyped damage and leaves no remains behind if it dies. On a successful save, the creature instead takes maximum damage from the weapon and spell the justicar hit it with.