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Justicar

Force Break

MASS PERSECUTION - Deal (1+WILL/2)D6 Almighty Damage to up to (1+WILL/2) different enemies.

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Starting Items 

Whistle, Binding Kit x 2, Hand Cuffs x 10

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Class Features

LAW - Once per round, at will, any enemy may try to break the law during their turn. Breaking the law negates all Justicar abilities affecting them. To do so, they must test WILL 7. If they succeed, the abilities are negated, but they are dealt 15 Almighty Damage.

     If they fail, they may try again as an action. It is up to the enemy whether they want to try to break the law (risking divine punishment) or not. (Boss enemies may break the law at will, and the GM may decide what monsters may. Pawns can never break the law. Law effects last until broken or dismissed by the caster.)

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Abilities

Battle Skills

1. Law & Order (AA)

2. File for Harassment (AA)

3. Punitive Damages (AA)

4. Jury Duty (CA)

5. Evading the Law (3)

6. Mandate of Silence (3)

7. Restraining Order (3)

8. Marshall Law (9)

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Melee Skills: 2H Weapons

9. Defender (CA)

10. Deflector (CA)

11. Radiating Immunity (2)

12. Telekinetic Shield Slam (2)

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     Justicars are men and women of the law, that specialize in enemy control. Using innate forms of law magic, those that try to break their commands are dealt serious Almighty Damage. Any creature that is targeted by this magic has an unnatural fear and understanding of the law instilled upon them. Justicars require high amounts of WILL and devotion to the class in order for them to be effective. They relate best to town guards and utilize 2H melee weapons.

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