Order of the Razor

Hit Die: d8

Proficiencies: Justicars of Agin are proficient with all simple and martial weapons. The Order of the Razor are proficient with light and medium armor, and all non-exotic shields except tower shields.

Order of the Razor Class Skills:

Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str),Know: Geography (Int), Know: Nobility and Royalty (Int), Know: Religion (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Rope (Dex) and Wilderness Lore (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table 0-0: The Justicar of Agin Table 0-1: Order of the Razor Level:	Base Atk:	Fort:	Ref:	Will:	Special: 1	+1		+2	+0	+2	Sign of the Justicar (+1), smite 1/day 2	+2		+3	+0	+3	New domain of Eldor 3	+3		+3	+1	+3	Sacred stealth (+4), Magicbane 4	+4		+4	+1	+4	Sneak attack +1d6 5	+5		+4	+1	+4	Sign of the Justicar (+2), smite 2/day 6	+6		+5	+2	+5	Magicbane 7	+7		+5	+2	+5	Sneak attack +2d6 8	+8		+6	+2	+6	Sacred stealth (+8), Sign of the Justicar (+3) 9	+9		+6	+3	+6	Magicbane, smite 3/day 10	+10		+7	+3	+7	New domain of Eldor, cross-training, Sneak attack +3d6

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

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.

Smite: A Justicar may use his smite ability against any creature he deems to be corrupt. He adds his Charisma bonus (if positive) to his attack roll, and if successful adds his Justicar level to his damage roll. He gains additional smite uses every 4 levels thereafter.

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.

Sacred Stealth: At 3rd level, a Justicar of the Razor gains a +4 sacred bonus to Hide and Move Silently when tracking targets suspected of either corrupt magical practices and/or heretics and enemies of the Disciples of Most High Divinity. This bonus raises to +8 at 8th level.

Magicbane: At level 3 and every 3 levels thereafter, a member of the Order of the Razor may choose an ability from the following list:

Aether Rage – When a Justicar witnesses a spell or spell-like ability being cast, or any other suspicious magical display, he instantly knows whether the source of that magic came from divine powers granted by Eldorin. If the powers were not, he flies into an aether rage. While under this effect, he gains a +1 to attack and damage rolls against the caster, +1 to all saving throws against any effect from the caster, and may move his initiative up to 4 points higher, but takes a –4 to skill checks other than Intimidate, Sense Motive, Use Rope, and movement-related skills. This effect lasts for a number of rounds equal to your Justicar level + Cha modifier.

Spell Absorption – The first time each day a Justicar would be affected by a detrimental spell, he rolls a d20 and adds his Justicar level + Wisdom modifier to the result. The spell’s caster must make a caster level check with a DC equal to this number. If the caster fails, not only is the spell unsuccessful against the Justicar, the Justicar gains one of the following benefits:


 * +1 to all saving throws for one hour.
 * Healed for 1d8 X the spell’s level, gaining any excess as temporary HP that lasts for 1 hour. A 0-level spell heals for 1d4.
 * +1 to all skill checks for one hour.
 * Initiative increases by +3 for 1 hour.
 * +2 to any one ability score for 1 hour.

Spell absorption can be taken multiple times. Each time, the Justicar may either force additional rolls against the first detrimental spell if the first absorption fails, or save later uses against the second, third, etc. detrimental spells.

Propaganda – Using persuasive arguments that feed into the propaganda already fed to the citizens of Eldorin, a Justicar gains a bonus once per day when attempting to rally help from common citizens of Eldorin to oust one or more magic users. This help can come in one of two forms: information or distrust. For information, a Justicar applies his level to a Gather Information or Knowledge: Local check, and in the case of the former, it stacks with his Sign of the Justicar ability.

The distrust ability allows him to make a Diplomacy check directed at however many people can hear him. He applies the same Justicar level bonus to the Diplomacy check, as well as his Sign of the Justicar ability. If successful, he lowers the listeners’ reaction modifier to any spellcasters he has been referring to by one step. This ability lasts for one day, although if he continues to use this ability the next day, the DC lowers by 1 for each successive day. After one week of successful propaganda, the listeners’ reaction modifier permanently lowers one step to the subjects in question, at which point the Justicar can probably begin whipping the town into a frenzy, spurring the creation of lynching mobs. Treat such mobs as being commoner followers as if the Justicar had the Leadership feat, but with no access to a cohort, and the commoners won’t go more than four hours’ travel from their homes.

Casting Bane - When a Justicar of Agin is within 20 feet of a caster who doesn’t worship Eldor, that caster’s concentration DC for casting defensively increases by the Justicar’s level + Cha modifier. The Justicar gains one extra attack of opportunity each round that can only be used against spells, spell-like abilities, and spell-trigger activations.

Gear of the Veteran - Each piece of a Justicar of Agin’s equipment gains an additional +1 hardness and hit point, and receives a bonus on saving throws equal to his Justicar level vs. spells and spell-like abilities. Finally, his equipment gains spell resistance (and power resistance) equal to 15 + his Justicar level.

Punish the Arcane - By making a simple spellcraft check (DC 10) the Justicar can instantly identify whether a spell or spell-like ability is arcane in nature or divine. If it’s arcane, the Justicar can use Punish the Arcane. When he makes a successful attack roll against an arcane caster, before damage is rolled he may add 1d6 damage. This can only be used once per attack, but the ability may be used 1 + Cha modifier times per day. This damage is not multiplied on critical hits.

Punish the Pagans - By making a spellcraft check (DC 10) the Justicar can identify whether a spell or spell-like ability is arcane or divine in nature. If divine, a Knowledge: Religion check (DC 10) reveals whether the powers are granted by Eldor (or, if you have the Aether Rage ability, you may bypass these checks entirely). Similar to Punish the Arcane, Punish the Pagans allows a similar ability to be used against divine spellcasters that don’t worship Eldor. When making a successful attack damage roll against such a divine spellcaster, you may add 1d6 to the damage. This can only be used once per attack, and 1 + Wis modifier times per day. This damage is not multiplied on critical hits.

Cross-Training: At 10th level, a member of the Order of the Razor has picked up a few tricks learned from their brothers in the Order of the Hearth. Choose one of the following abilities from the Order of the Hearth list: Spell Resistance, Mental Awareness +2, any one Eldorguard ability, or any one Defensive Combat ability.