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Justice Fist

Sunday, April 20, 2008 11:50 AM

Justice Fist: Heironeous, the god of justice and law, is known to occasionally single out those most devout worshippers to become his instruments on the mortal plane. These beings are continually blessed by their deity so long as they work to further the goals of Heironeous among the people. Those who choose this path must pass a rigorous acceptance process and then will find themselves under constant scrutiny for at least the first few levels. They may be questioned by higher members of the temple at any time and refusal to carry out the wishes of Heironeous results in immediate expulsion from the class (the levels revert to fighter class levels). Class members must be above reproach and must always strive to set a proper example of the religion. Monks, clerics and paladins are normally drawn to this way of life, though it is not uncommon to see a ranger or fighter also choosing this pathway. Rogues and wizards find the need to conform to the wishes of something higher than themselves stifling and often turn away from this class with disdain. Hit Dice: d6 · · · · · Requirements: +4 Attack Bonus Devout worshipper of Heironeous Good alignment Must have performed (2) great deeds in the name of Heironeous Must receive the approval of at least two members of the Heironeous temple that are of 10th level or higher. · Must willingly give up their most prized possession to the temple. · Must practice celibacy for the first three levels. Class Skills: The Justice Fist's class skills (and the key ability for each skill) are: Concentration (CON), Diplomacy (CHA), Gather Information (CHA), Knowledge (Religion) (INT), Listen (WIS), Read Lips (INT), Use Magic Device (CHA). Weapon/Armor Proficiencies: A Justice Fist is proficient in all forms of armor and weapons (including shields and exotic weapons). Skill Points: A Justice Fist receives 6 +INT modifier skill points per level. Alignment: A Justice Fist must be of a good alignment.

Level 1 2 3 4 5 6 7

Base Attack Bonus Fortitude Save +0 +1 +2 +3 +3 +4 +5 +2 +3 +3 +4 +4 +5 +5

Reflex Save Will Save Special Abilities +2 +3 +3 +4 +4 +5 +5 +2 +3 +3 +4 +4 +5 +5 Armor Aura Divine Spells or Bonus Spells Rapid Heal CHA Increase Cure Disease Hero Knighting True Resurrection

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8 9 10

+6/+1 +6/+1 +7/+2

+6 +6 +7

+6 +6 +7

+6 +6 +7

Justice Damage Holy Smite Word of Law

Armor Aura (Su): Graced with the power and love of Heironeous, those entering the Justice Fist class gain a magical +2 to their Armor Class that applies in all situations, even when caught flat-footed. Divine Spells/Bonus Spells (Su): For those entering the way of the Justice Fist who have previously had experience with spells, they will receive extra spells per level per the table below:
Justice Fist Level 2 3 4 5 6 7 8 9 10 0 Level Spells 1 3 3 3 3 4 4 4 4 1st Level Spells 1 2 3 3 4 4 4 2nd Level Spells 1 2 2 2 3rd Level Spells 1 2 2 4th Level Spells 1 5th Level Spells 6th Level Spells 7th Level Spells 8th Level Spells 9th Level Spells -

For those who do not have spell abilities prior to entering the Justice Fist class, they may acquire Cleric/Divine spells per the table above with accommodating levels so long as they have the requisite ability scores to use such spells. Rapid Heal (Ex): Upon reaching 3rd level, the Justice Fist gains the ability to speed up the healing process of their bodies. They may regenerate 1 HP per round. CHA Increase (Su): Because it is important that when they preach the word of Heironeous that others listen, at 4th level the deity grants a permanent 1d4 points of Charisma. Cure Disease (Su): As the spell of the same name with a caster level equivalent to ½ the total character levels. Hero Knighting (Su): A Justice Fist, upon reaching 6th level, gains the ability to make good fighters, rangers and paladins Knights of the Hero. By laying hands upon the individual, they can confer upon them this honor that stays with the Knighted for the rest of their lives. Knighted warriors gain the following: +1 to all morale checks, +1 to attack roles against Evil and +1 to all damage rolls against Evil. True Resurrection (Su): Calling forth the power of Heironeous, a 7th level Justice Fist can raise, once per day, a fallen being and restore them to full health. Doing this, however, results in a loss of 1,000 XP per level or HD of that which is being raised.

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Justice Damage (Ex): An 8th level Justice Fist may deliver an additional 1d10 of damage to those of Evil alignment. Holy Smite (Su): Calling out the name of Heironeous, a Justice Fist can, once per day, call forth holy power that allows them to add all of their ability modifiers to their attack and damage for 1 round per 3 character levels. Additionally, if the attacks are against a creature of Evil alignment, they may choose to add Justice Damage as well. Word of Law (Su): By uttering the sacred word, a Justice Fist increases their Intimidate skill by a number of ranks equivalent to their character level. The Word of Law causes all creatures of Evil and Chaotic alignments to freeze (Will save versus DC of 10 + character level) in a 50' radius for 1 round. Creatures that are frozen immediately become fearful of the Law and receive a -4 to all attack, damage and skill checks for the next 1d10 rounds. The Justice Fist can choose to exclude any alignment from the Word. Using the Class Construction Engine, the Justice Fist scores a 196.

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