Order of the Hearth

Hit Die: d12

Proficiencies: Justicars of Agin are proficient with all simple and martial weapons. The Order of the Hearth are proficient with all non-exotic armor, and all non-exotic shields.

Order of the Hearth Class Skills:

Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Innuendo (Wis), Intuit Direction (Wis), Know: (all skills taken individually) (Int), Listen (Wis), Read Lips (Int), Ride (Dex), Scry (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha) and Wilderness Lore (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table 0-3: Order of the Hearth Level:	Base Atk:	Fort: 	Ref:	Will:	Special: 1	+0		+2	+2	+2	Sign of the Justicar +1, Spell Resistance 2	+1		+3	+3	+3	New domain of Eldor 3	+1		+3	+3	+3	Mental Awareness +2, Eldorguard 4	+2		+4	+4	+4	Defensive Combat 5	+2		+4	+4	+4	Sign of the Justicar +2 6	+3		+5	+5	+5	Eldorguard 7	+3		+5	+5	+5	Defensive Combat 8	+4		+6	+6	+6	Mental Awareness +4, Sign of the Just. +3 9	+4		+6	+6	+6	Eldorguard 10	+5		+7	+7	+7	New domain of Eldor, cross-training, Defensive Combat

Table 0-4: Order of the Hearth Spells Level:		0	1	2	3	4	5	6	7	8	9 1		2	-	-	-	-	-	-	-	-	- 2		3	d+1	-	-	-	-	-	-	-	- 3		3	d+1	d	-	-	-	-	-	-	- 4		4	d+2	d+0	d	-	-	-	-	-	- 5		4	d+2	d+1	d+0	d	-	-	-	-	- 6		4	d+3	d+2	d+1	d+0	d	-	-	-	- 7		5	d+3	d+2	d+2	d+1	d+0	d	-	-	- 8		5	d+4	d+3	d+2	d+2	d+1	d+0	d	-	- 9		5	d+4	d+3	d+3	d+2	d+2	d+1	d+0	d	- 10		6	dd+5	dd+4	dd+3	dd+3	dd+2	dd+2	dd+1	dd+0	dd+0

Sign of the Justicar: When speaking with the common people of Eldorin, a Justicar of Agin may reveal their affiliation with the organization, gaining a +1 bonus on all Charisma-related checks. This bonus increases to +2 at level 5 and +3 at level 8. However, if his affiliation should become known to a caster not associated with Eldor, he loses this same amount on all Charisma-based checks against that caster, except for Intimidate.

Spell Resistance: A member of the Order of the Hearth gains SR equal to 12 + their Justicar level.

New Domain of Eldor: The Justicars are very near to Eldor’s personal wishes, and so at 2nd level they gain access to a domain of Eldor. If the Justicar was already a cleric of Eldor, he gains his third domain and adds his cleric levels to his Justicar levels to determine any relevant special powers granted by the domain, and may prepare the new domain spells in his cleric domain spell slots.

At 10th level, the Justicar gains access to another domain of Eldor. If the Justicar was already a cleric of Eldor, he now possesses all four domains of Eldor. The Justicar can now prepare two domain spells in each spell circle of Justicar, which must be from different domains.

Mental Awareness: At 3rd level, the Justicar gains a +2 bonus to Listen, Search, Spot, and Sense Motive. Order of the Hearth members carefully train to be more observant and are harder to fool. At 8th level this bonus raises to +4.

Eldorguard: At 3rd level and every 3 levels thereafter, the Justicar gains an ability from the following list:

Eldor’s Resilience

Prerequisites: None

Effect: You gain a +1 bonus on all saving throws against spells, spell-like abilities and supernatural abilities. You may take this ability multiple times. Its effects stack.

Gift of Resistance

Prerequisites: None

Effect: As a standard action, you may take any amount of penalty to your Spell Resistance and grant your allies a bonus to SR equal to half that amount. Each ally must be touched to gain the bonus, and you can affect a number of allies equal to 1 + your Wisdom modifier. This bonus stacks with any permanent, nonmagical SR your ally may possess (but therefore, not with other instances of this ability; the highest bonus takes precedence). The effect lasts for one hour, at which time your normal SR fully recovers.

Protect the Helpless

Prerequisites: None

Effect: As a readied action, you may concentrate on allies within 30 feet of you. Whenever a spell would target one or more allies other than you within 30 feet, you may spend your readied action and change any and all allied targets of that spell within 30 feet to you. For instance, you could cause every magic missile in your area to hit you, or change all targets within 30 feet of a horrid wilting to only affect you (since that spell is targeted, and not merely an area of effect). If you take on multiple instances of the same spell, you will have to make multiple saving throws for each ally the spell would have affected. Even touch attacks and ranged touch attacks transfer to you, and you make all SR or saving throw checks normally. However, if you choose to switch a targeted spell to you that the caster had to make an attack roll for, the caster does not have to make a second attack roll: it automatically hits you. You can wait to see whether the spell hits your ally before deciding to transfer it, but you cannot wait for them to make a saving throw. However, you cannot change the target of disrupt undead to you, for example, as you are not the correct creature type. Similarly, you cannot choose to have fireball affect only you, as fireball has a radius of effect and does not target specific subjects. You may make a Spellcraft check to determine the exact spell, and then choose whether or not to have it affect you, but if your Spellcraft check fails you may still transfer it without knowing the spell’s effect.

Evasion

Prerequisites: Base Reflex Save +4 or higher

Effect: As evasion, the rogue or monk class feature.

Celebrated Defender

Prerequisites: Must have gained recognition in the line of duty; DM’s discretion

Effect: You gain an extra +2 bonus on all Cha-related checks from the Sign of the Justicar ability, and you gain a cohort as if you had the Leadership feat. If you already have, or later take Leadership, you may gain a second cohort, but your Leadership score for the second cohort faces a -5 penalty. Also, both of your cohorts are heavily restricted, in that they must worship Eldor and be at least members of the Disciples of Most High Divinity. Lower ranking members of the Justicars would be preferable, as your superiors in the order would have fewer doubts as to the faith, trustworthiness, and obedience of your cohorts. If you would rather work alone and prefer no cohorts at all, you may instead gain a special pay increase of 2 gold / Justicar level per week.

Spell Dodging

Prerequisites: None

Effect: You gain a +2 Dodge bonus to AC against spells, spell-like abilities, and supernatural abilities. You may take this ability multiple times.

Spell Reflection

Prerequisites: Any one other Eldorguard ability

Effect: You may turn spells just as spell turning, except that the number of spell levels turned per day is equal to your Justicar level.

Defensive Combat: At 4th level and every 3 levels thereafter, members of the Order of the Hearth gain a special combat maneuver to help them protect both themselves and others. Choose one from the following:

Eldor’s Stance

Prerequisites: None

Effect: You gain a +4 stability bonus against trip attacks and bull rushes as if you had 3 or more legs. Your faith in Eldor lets you stand firm against your opponents.

Sir Rilvan’s Grip

Prerequisites: Str 13+

Effect: You gain a +4 bonus to resist being disarmed, and gain +4 on attempts to disarm an opponent who failed to disarm you.

Defensive Stance

Prerequisites: Eldor’s Stance ability

Effect: Once per day, you can enter a defensive stance, just as the dwarven defender class ability. You may take this ability multiple times, gaining an extra use per day.

Giant in Faith

Prerequisites: None

Effect: You count as being one size category larger for purposes of resisting special combat abilities, such as grappling, trampling and bull rushing.

Saint Patrick’s Skin

Prerequisites: None

Effect: You gain a +1 bonus to your natural AC. This stacks with any permanent, nonmagical bonuses to natural AC. You may take this ability multiple times.

Cross-Training: At 10th level, a member of the Order of the Hearth has picked up a few tricks learned from their brothers in the Order of the Razor. Choose one of the following abilities from the Order of the Razor list: smite 1/day, Sacred Stealth +4, any one Magicbane ability, or sneak attack +1d6.