Justifier
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.
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.
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.
Justifier Level | Casting Level | 1 | 2 | 3 |
---|---|---|---|---|
1-9 | - | - | - | - |
10 | 1 | 1 | - | - |
11 | 2 | 2 | - | - |
12 | 3 | 2 | 1 | - |
13 | 4 | 2 | 2 | - |
14 | 5 | 2 | 2 | 1 |
15 | 6 | 2 | 2 | 2 |
16+ | 7 | 3 | 2 | 2 |
Comments