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Justice is the virtue governing right, equality, and condemnation to those who commit wrong. It is favored by druids and inquisitors.

Ability Scores: Strength / Wisdom

Skills: Diplomacy, Perception, Sense Motive 

Sense: Detect evil and wrong-affiliated creatures within 60-feet.

DeedsEdit

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Justice.

Angelic Resistances (Minor): Your minimum resistance to Acid, Cold and Electricity is 5, this resistance does not stack with items that grant resistances, and only the highest applies.

Armor of Good (Minor): You gain +2 to AC against Evil creatures.

Devotion (Minor): You gain 4 hit points, and an additional hit point for each character level.

Angelskin (Major): You gain DR 10/evil, If you already have DR -/evil from your race, class or other effects, this is added to the total.

Heightened Senses (Major): The range of your virtue sense is doubled, and you may always act in the surprise round when fighting evil creatures.

Judge's Will (Major): Your Will save is increased by +4 (virtue)

AbilitiesEdit

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Justice.

Advantage of the Righteous (Minor): You and Allies who start their turn within 10 feet of you gain +2 to their initiative. 

Judgement of Justice (Minor): You may use the Justice Judgement ability of Inquisitors, treating your virtue rank as your inquisitor level. If you have this ability due to being an inquisitor, whenever you use a judgement other than justice on a creature, justice is also applied.

Blood of the Righteous (Major): Whenever you take damage from a bladed or piercing weapon, you may heal one creature adjacent to you for 1/2 of the total damage. You cannot heal yourself with this ability and it can only be triggered once per turn.

Heart of Truth (Major): Whenever you are targeted by the effects of a Charm, Compulsion or Dominate effect, you may roll your save twice, and choose either result.

ForfeituresEdit

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Justice.

Blind Justice: Whenever the effects of a spell or ability would apply blind to you, take a -2 penalty on your Save vs that ability.

No Quarter: You cannot subdue evil creatures with attacks.

Lull of the Law (Greater): Take a -4 penalty to attacks, saves, and AC vs Lawful creatures.

Machine of the Law (Greater): You are unaffected by emotion spells and abilities, and cannot gain morale bonuses.

Virtuous PowerEdit

Smite the Wicked (Su): Up to five times per day, you may add your character level to your attack roll against Evil or Chaotic creatures as a swift action. If you threaten a critical hit against the creature, increase your critical hit multiplier by 1.

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