Justifier Profession in Alcirya | World Anvil

Justifier

​Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors. Trained in his adolescence among the Xanthic Military, these soldiers deploy to the East to fight alongside the Sebastites (there are no environments considered more harsh and prone to battle hardening a solider). Justifiers serve among the Sebaste until they die or they achieve honor; station among the Knights Xanthic. Once achieved, Justifiers are called back to Xanthios to serve in further defense of the homeland. Upon completion of their obligations (10 years post training service), the Justifier is free to apply his skills as desired, however, many feel a calling to remain in service to Xanthios.

Though the Justifier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. He may organize guerrilla forces and lead them into hostile territories. He may stage reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable.​

 
Role
​Justifiers boast extensive training in weapon use, scouting, warding, and outdoor survival. Justifiers are in high demand by rulers as army officers, as well as by private individuals who use them as bodyguards. Many hire themselves out as mercenaries or volunteer for causes that further their own ideals.
As Justifiers thrive on action, most are eager to join adventuring parties. On occasion, freelance Justifiers may demand a retainer from a party or a guaranteed percentage of any treasure found. But more often than not, a freelance Justifier will join a party without remuneration if their task is just and promises him the chance to exercise his combat skills.

Justifier's companions will find him disciplined, focused, and unyielding in his determination to accomplish his objectives. He socializes little, preferring instead to keep his body strong with punishing exercise and his mind sharp with quiet meditation. A natural leader in combat situations, he fights with grim intensity and fearless perseverance.​

   
Distinctive Appearance
None
 
Special Benefits
​Any. A Justifier is more respected by his enemies than other rangers, and therefore suffers only a -2 penalty on encounter reactions with his species enemy, and no penalty if there is a formal truce. ​
​Because of his extensive combat training, the Justifier must use some of his initial proficiency slots to take one Weapon Specialization. The weapon of specialization is taken from the list of recommended weapons.​

The Justifier receives a +5% bonus to his chance of hiding in natural surroundings and to his chance of moving silently.​

The Justifier and his companions to gain a combat advantage by studying the enemy and exploiting their weaknesses. The Justifier must spend at least a full, uninterrupted turn secretly observing an enemy or group of enemies prior to making an attack. At the end of this period, the Justifier makes a Wisdom check. If successful, the Justifier has correctly assessed the enemy's weaknesses and is able to maximize the timing of an attack. The Justifier and his party automatically surprise the enemy and gain the initiative for the first round. A Justifier can attempt to gain a tactical advantage only once in a particular encounter.​

​When fighting with his bare hands, the Justifier inflicts d4 points of damage on a successful attack roll. If the Justifier throws an unmodified 20 on his attack roll, the victim suffers d4 points of damage and must also make a saving throw vs. paralyzation. If the throw fails, the victim is stunned for d6 rounds.​

The Justifier can make a coordinated attack, in conjunction with a trained animal follower, to inflict maximum damage on an opponent. The animal follower must have been trained to attack on command (see the Training Followers rules in Chapter 3).

To attempt a coordinated attack, the Justifier and the animal both make a single attack on the same enemy in the same round (even if one or both are normally allowed multiple attacks; the animal will use its most damaging attack). If either roll misses, then that attacker automatically loses initiative in the next round. If both rolls hit, each attack causes twice the normal amount of damage. A coordinated attack involves only one follower. A coordinated attack may be attempted at any time during a combat, but only once against any particular opponent during an encounter.​

 
Special Hindrances
​The Justifier's mastery of weapons and combat comes at the expense of learning other skills. For this reason, he receives only one non-weapon proficiency slot at 1st level (in addition to his Survival bonus). He acquires additional proficiency slots at the normal rate.​
​Because the Justifier devotes less time to the study of magic than to the military arts, he has less access to spells than other rangers. The Justifier doesn't acquire spells until he reaches 10th level.  
Justifier Spell Progression
Stats Table
Justifier LevelCasting Level123
1-9----
1011--
1122--
12321-
13422-
145221
156222
16+7322
Footnote Info
Class
Ranger
 
Attribute Requirements
Strength and Dexterity of 14 ​
 
Barred Beliefs
They must be human and of lawful good alignment. ​
 
Race Requirement
None
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
None
 
Recommended Weapon Proficiencies
​Bow (any), crossbow (any), dagger, sling, spear, sword (any). See Special Bonuses. ​
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
Survival; in addition to having this proficiency in his primary terrain, the Justifier receives the proficiency in an extra terrain of his choice (see also, Special Hindrances).​
   
Equipment
​A Justifier has no special armor or equipment requirements. Though most Justifiers prefer light armor, such as leather, they can wear any type of armor and still hide in shadows and move silently. Refer to Table 13: Optional Armor Adjustments in Chapter 1 for adjustments to success chances. ​
 
Wealth Options
None
 
Homeland Terrain
None
 
Economic System
​None​

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