Class Limitations
Justicars must follow a strict moral code. Failure to follow these rules may result in the PC becoming an ex-Justicar.
- Alignment: Lawful Good or Neutral Good. Most Justicars are Lawful Good, but Neutral Good Justicars can exist - regardless of alignment, all Justicars value both the letter and spirit of their chosen codes and personal oaths; anyone who does not cannot become a Justicar in the first place. In addition to the strictures placed on a paladin, a Justicar must live by the following additional limitations.
- Reject Property: A Justicar may not own real property — land, buildings or other holdings — nor may he circumvent this by having agents or friends hold such property in his name. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inherited land, for example) must be disposed of as quickly as possible. A gift of land, if rejected, does not constitute disobedience.
- Reject Wealth: A Justicar may not use more material wealth for daily life than is required to feed, clothe, and house his person in a modest fashion (usually no more than 100 gp). Willful disobedience of this principle results in the character becoming an ex-Justicar. This does not prevent the Justicar from saving wealth (to, for example, purchase new equipment or donate to a charitable cause the next time they are in a city), but they cannot spend on a lavish life or permit others to do so on their behalf for an extended period. Being offered well-furnished accommodations for a night while traveling is not a violation of this principle, though most Justicars will seek a simpler place to stay. Justicars must pay a fair price for any goods and services they receive unless they are offered by priests of a good deity or as an offering to the Justicar's deity. (Thus, a Justicar cannot accept a free night at an inn even if they just saved the town from a monstrous invasion and the innkeeper is very grateful, but they can accept a free night's stay at a temple of their deity since lodgings are part of the support the church offers to its elite warriors. Justicars typically pay for spells and benefits provided by friendly priests even when they're offered at no charge because they know that the funds will support the church and the overall efforts of goodness.) Spending in compliance with local laws - such as a regulation that travelers must choose inn rooms above a certain level of quality - is not a violation of this tenet. Similarly, spending in costly regions - such as locations where even a modest lifestyle is far more expensive than in most areas - is not a violation.
- Reject Material Property: A Justicar may not carry more than his arms and armor, his equipment and gear, equipment for his mount, religious items, and simple clothes for long distances or periods. He may not possess ornamental items unless they are religious items. He may possess and use magical equipment and gear. He may not use potions, scrolls, or similar items unless they were created by followers of a good deity. Having a barred item hidden on you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately rejects the item once discovered. Similarly, if a Justicar is tricked into using a barred item (such as someone lying to them about who made a potion), they do not need to seek atonement. Merely picking up and moving items a short distance is not a violation of this tenet, nor is moving items a long distance as long as they are acknowledged to be owned by someone else. Thus, if a Justicar's friend has their strength drained and can't carry their own things, a Justicar could carry their friend's possessions for the two weeks it takes to get back to town and find healing. The key factor here is ownership; other people's material property is not a concern unless the Justicar attempts to lay claim to it.
- Reject Disguise: As an embodiment of Truth, a Justicar may not thwart truth, regardless how noble the goal. Though he may tolerate it in others, a Justicar will not willingly disguise himself, accept magic intended to conceal or disguise his person or qualities, nor may he use protective magic based on disguise or hidden appearance. He will counsel against his companions using such tactics, though he will not split with persons who are otherwise good-aligned as a result of their use of such tactics. The Justicar simply will not take part in them. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (having a disguising spell cast upon you by a friend against your will) requires atonement. Having a disguise or concealment spell cast upon you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately seeks to undo the disguise. Justicars may alter the appearance of magic items (except their arms and armor) to create a more modest look, though most look for ways to make permanent alterations rather than casting illusions. Modifying the appearance of magical items is not considered an attempt to disguise his qualities.
- Reject Falsehood: A Justicar may not lie, regardless of how noble the goal. Lying means active deception. Standing silent or failing to answer a question is not lying. However, if a Justicar fails to answer a question because of an intent to deceive, he must do atonement. Willful disobedience of this principle results in the character becoming an ex-Justicar. Because a Justicar embodies truth, the GM is encouraged to demand the strictest compliance to this principle. A Justicar is only considered to be lying if they are intentionally deceiving someone. Stating something that is incorrect, but that the Justicar sincerely believes to be true and has seen no reasonable evidence to disprove, is not a lie.
- Pursuit of Righteousness: Justicars see truth and their other principles as a method of upholding good, but ultimately, good is more important than truth. While strict in their beliefs, the goddess of paladins and the Justicars themselves recognize that there are situations in which the greater good requires violating one or more of their oaths and restrictions. For example, they may gain ownership of property that, if they reject the ownership, will fall into the hands of a tyrant happy to cause innocent people to suffer. Similarly, enemies may try to torment Justicars by attempting to force disguises on them. In situations like these, the Justicar is permitted to violate their normal oaths and restrictions (including their Paladin oaths) without fear of falling or need for atonement as long as they work to resolve the issue in a timely manner and do not attempt to exploit this loophole more than reasonably necessary. As a free action that can be done at any time, a Justicar may commune with their deity and describe a course of action they intend to take. The deity will either acknowledge an acceptable violation of their normal principles or explain an acceptable alternative. Justicars cannot be placed in situations where the only possibility is falling and losing their powers - the goddess of paladins does not permit evil to use sly tactics and clever plans to force such champions of good to fall and she will permit any act that is necessary to resolve the situation. In short, Justicars value the literal word of their oaths, but they value the spirit of their oaths (and the spirit in which those oaths were made) even more. They endeavor to avoid conflict between the letter and spirit of their oaths whenever it is possible to do so, but if given no other reasonable choice, are both permitted and encouraged to choose goodness over all. Minor inconvenience is not enough to trigger this clause - the pursuit of righteousness can only be used when there are no other reasonable choices.
Ex-Justicars: If a Justicar willingly and intentionally violates any of the strictures above (without the Pursuit of Righteousness clause), he becomes an ex-Justicar. He loses all Justicar spells and class features (including the service of the Justicar’s falcon familiar, but not weapon, armor, and shield proficiencies). He may not progress any further in levels as a Justicar, nor can he ever regain his status as a Justicar. The goddess of paladins is a strict and demanding goddess, but also fair and willing to consider extenuating circumstances. Unwilling or unintended violations (such as magical mind control) never cause a Justicar to become an ex-Justicar, though they may require atonement at the GM's discretion. Failure to seek atonement when circumstances reasonably permit may lead to becoming an ex-Justicar. (Typically, this is "before the next time a Justicar leaves an area with an acceptable church", but specific circumstances can change this. Justicars can receive atonement from any priest of a good deity, as detailed in their Atonement ability below.) Justicars who require atonement do not lose any of their spells or class features - for them, it is a message to seek purification, not a restriction on their powers.
Class Skills: The Justicar’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). The following skills are prohibited to the Justicar: Bluff, Disguise, Sleight of Hand, and Stealth.
Skill Ranks per level: 4 + Int modifier.