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Justice is perfection.  The Mercykillers believe that Justice is everything, or at least everything that's important.  In fact, Justice is the only reason that laws exist in the first place - to make sure Justice is served.  Justice is a fire that burns away the evil and chaos in a person, and makes them better for it.  It cleanses the soul, and balances past transgressions.  And once everyone has been cleansed, the multiverse will be perfect. 

So Justice must be applied without hesitation, and without mercy.  Mercy is an excuse made by the criminals and the wrongdoers.  Mercy is the greatest obstacle in the application of perfect Justice.  Every crime must be punished so that the transgressors can know Justice's purifying caress.  

There can be no mercy.  There are no extenuating circumstances, unless a person does wrong when serving higher justice, though this status is reserved only for Mercykillers in pursuit of criminals - to the Mercykillers' eyes, if one of their own breaks a law in the pursuit of a criminal, then they are guiltless, as they serve a higher justice.

In Sigil, the Mercykillers make their base the Prison, where the mete out Justice to Sigil's criminals.  On the planes, they are most powerful on the plane of Acheron.




Know Lies [General, Mercykiller]
To better determine how justice should be served, the Red Death has learned to know when someone is lying. 
  Membership in the Red Death
Sense Motive is always a class skill for you, and you may cast Discern Lies against any question once per day.

Justice Blow [General, Mercykiller]
Mercykillers can strike deadly blows in the name of justice
  Membership in the Mercykillers
Once per day you  may deliver a Justice Blow to an enemy. This attack must be announced before any roll is made and is at least a full-round action. If the attack succeeds, damage is doubled as if it were a critical hit with a weapon that dealt x2 damage. However, half the damage caused is also dealt to the Mercykiller. Justice Blows deal no damage to those of Lawful alignment unless the Mercykiller believes beyond a doubt that the person has broken a law or is convicted of such.






Justicar (by Shadowlord)


The Justicar is a member of the Mercykillers who has taken upon herself to track a single being and bring it to justice. The criminals the Justicars seek are not the run-of-the-mill thugs found in the Hive, but truly dangerous and evil sods (at least by the Mercykiller definition of evil). These criminals are ones who have somehow slipped through the net and are at a large, sometimes in Sigil, often in the rest of the Multiverse. The Factol of the Mercykillers herself chooses a Justicar from the most ardent and competent Mercykillers, and she and several Factors perform the Initiation Ceremony.  
Any class may become a Justicar, but most are combat types, like fighters, paladins, and clerics. Wizards and sorcerers are somewhat rare, while bards and barbarians are almost unheard of. Rangers (with their superior tracking skills) make excellent Justicars. Psions, psychic warriors, druids and monks are almost never Justicars.  
Rogues also make good Justicars, but rarely join the Red Death in the first place.
Most of the Justicarís class abilities work only when the Justicar is on the hunt for a criminal. Once justice has been done, the abilities have no focus, and are therefore not usable until a new fugitive has been targeted


1 +1 +2 +0 +0   Seek I, Warrant of Justice
2 +2 +3 +0 +0  Seek II, Scripture of Justice +2
3 +3 +3 +1 +1   Seek III
4 +4 +4 +1 +1 Scripture of Justice +4
5 +5 +4 +1 +1   Sting of Justice +1
6 +6/+1 +5 +2 +2 Scripture of Justice +6, Smite
7 +7/+2 +5 +2 +2   Sting of Justice +2
8 +8/+3 +6 +2 +2 Scripture of Justice +8
9 +9/+4 +6 +3 +3   Sting of Justice +3
10 +10/+5 +7 +3 +3 Scripture of Justice +10, Door of Justice


To qualify as a Jusiticar, you must meet the following requirements
Skills:  Gather Information: 5 ranks, Knowledge (laws, justice): 5 ranks
Feats:  Track
Other:  Base Attack Bonus of 5+, must be of lawful alignment, Must be a member of the Mercykillers. A prospective Justicar must undergo a ceremony binding him to the target. Some personal item of the target must be present for the binding. Once bound to the target, the target knows that it has been bound and targeted by the Justicar.

Class Skills
A Justicar's class skills (and the key ability for each skill) are Bluff (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Search (Int), Spot (Wis), and Wilderness Lore.

    Skill Points at Each Level 2 + Int modifier.

Class Features
All of the following are class features of the Justicar

Hit Die:  d10

Weapon and Armor proficiencies: Justicars are proficient with all simple and martial weapons, with light, medium and heavy armor, and shields.
Seek: The Justicar gains the Extraordinary ability to sense where the target is, even across planes. Nothing can hide the target from the Justicar, not magic, disguises, items, planar effects or psionics. At level I, the Justicar can sense the direction the target is on the same plane, and tell if she is on the same plane as the target. If they are not on the same plane, she canít tell where, but will know immediately upon arriving on the correct plane.  At level II the Justicar can tell what general area of the Planes the target is (e.g. Lower, Upper, Inner, Law, Conflict etc.).  At level III the Justicar knows the exact plane and layer.  
Warrant of Justice: A special warrant is made on the target. It contains a powerful version of the Hold Person spell that works only on the target. The Justicar can read this even if she cannot normally read scrolls. The warrant will affect even those normally immune to Enchantments (or low level spells). Even Spell Resistance doesnít help. The target is allowed to make a Will save DC 17+ Justicar level.  
Scripture of Justice (Ex): the Justicar gains a +2 Justice bonus (akin to sacred bonuses) to all Bluff, Listen, Sense Motive, Spot, Search and Wilderness Lore checks pertaining to the target. These bonuses also apply to melee attacks and damage (but not missile or spells). This bonus increases to +4 at 4th level, +6 at 6th +8 at 8th and +10 at 10th.    
Sting of Justice (Ex): the Justicar is empowered by Justice, enabling her to hurt her target easier. All attacks by the Justicar are considered to be magical (as magical as the bonus) for the purposes of overcoming damage reduction. This stacks with the magical bonuses of the Justicarís weapons.  
All spells and psionics cast/manifested by the Justicar against the target gain the bonus to overcome SR, and increase the DC.
The bonus is +1 at 5th level, +2 at 7th and +3 at 9th.
Smite (Su): The Justicar can smite her target in the name of Justice. She adds her Charisma bonus to the attack roll and her Justicar level to the damage. This ability can only be used once a day.  
Note that this is addition to the attack and damage bonuses provided by the Scripture of Justice.
Door of Justice (Sp): 1 per day the Justicar can planeshift to the target. This functions as the spell of the same name.






Factol Alishon Nilesia

Factol Alishon Nilesia is the youngest of all of Sigil's factols.  At only nineteen years of age, she's already risen to the ultimate position within the Mercykillers.  A tiefling, her mother was a common criminal serving her sentence in the prison, and died during childbirth.  There, Alishon was raised by the ward matron, where she learned the punishment for each and every law in the Cage.  After the mysterious death of her surrogate mother, Alishon petitioned to join the Red Death as a full member, but was turned down on account of her age - she was only eight years old.  She didn't given up, however, and by the time she was eleven, she had successfully gained entry into the Mercykillers. 

The tiefling's convictions seemed preternaturally strong.  Her desire to see justice done seemed to be the only driving force in her life.  Indeed, the strength of her belief made others' beliefs seem like passing interests.  Many thought her obsession with justice was not mere conviction, but pure insanity, and sought to block her entry into the faction, and hinder her advancement once she joined.  However, Nilesia bided her time, and soon enough her excellent organizational skills allowed her to obtain the position of Justice Dispenser, where she assigned duties and wrote up orders for fellow faction members.  Coincidently, most of her vocal detractors found themselves with assignments that cost them their lives, and the rest soon learned to keep their mouths shut.

Not long afterwards, then-factol Mallin took ill with a mysterious disease that ended his life.  By this time, most of Nilesia's detractors were in unofficial exile on Acheron, out of the tiefling's sight, and without much in the way of opposition she naturally took the post of factol.

While some within the faction look on Nilesia's rapid advance with envy, most Mercykillers take pride in her accomplishment.  After all, she was raised by the faction and it was the Mercykiller philosophy that shaped her into the powerful woman she is today.  Indeed, most of the faction is fanatically loyal to Nilesia, and at any given time she is accompanied by twenty to thirty faction members, all of whom would gladly give their lives if the Factol but requested it.

Tactics:  Nilesia generally prefers evocation spells and spells that use the sonic designator, since most Outsiders do not have sonic resistance.  Of course, anyone attempting to attack Facol Nilesia will first have to get past her army of loyal followers.


Alishon Nilesia, Female Tiefling Wizard8  CR 9; Size:M Type Outsider; HD (8d4)+8; hp 28; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 20 (flatfooted 17, touch 13), / ( /x ) or ; SA: Darkness cast 1/day as per sorcerer of their character level, electricity effects, fire, Native Outsider, +5 to resist cold, Summon Familiar; Vision: Darkvision (60'), Normal AL: LE; Sv: Fort +4, Ref +6, Will +9; Str 10, Dex 16, Con 13, Int 20, Wis 12, Cha 17

Skills and Feats:  Alchemy +8, Bluff +8, Concentration +14, Diplomacy +8, Intimidate +5, Knowledge (Arcana) +10, Knowledge (Law) +16, Knowledge (The Planes) +10, Scry +10, Spellcraft +16; Justice Blow, Know Lies, Spell Penetration Discipline, Spell Focus (Evocation)
     Possessions:   1 Robe of the Archmagi (Black),  1 Amulet of Natural Armor +2,  1 Pearl of Power (3rd Level),  1 Ring (Sustenance), Wizard: Spellbooks

Typical Prepared Spells: Level 0: Detect Magic x1, Light x1, Mage Hand x1, Read Magic x1, Level 1: Lesser Sonic Orb x1, Magic Missile x3, Protection from Chaos x1, Shield x1, Level 2: Acid Arrow x1, Blur x1, Cat's Grace x1, Fox's Cunning x1, Level 3: Fireball x2, Haste x1, Lightning Bolt x1, Level 4: Ice Storm x1, Sonic Orb x2