Sign of One
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,
To better determine how justice should be served, the Red Death has learned to
know when someone is lying.
Prerequisites: Membership in
the Red Death
Benefit: Sense Motive is
always a class skill for you, and you may cast Discern Lies against any
question once per day.
Blow [General, Mercykiller]
Mercykillers can strike deadly blows in the name of justice
in the Mercykillers
Benefit: 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.
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
Rogues also make good Justicars, but rarely join the Red Death in the first
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
||Seek I, Warrant of Justice
|| Seek II, Scripture of Justice +2
||Scripture of Justice +4
||Sting of Justice +1
||Scripture of Justice +6, Smite
||Sting of Justice +2
||Scripture of Justice +8
||Sting of Justice +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
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.
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
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 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.
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.
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.
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
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
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