Lemmy |
Hey there, everyone.
So, one of my players wants to play a Justiciar.
The thing is... How is the "Authority" class feature supposed to work? What are its limits?
As part of a Diplomacy and Intimidate check regarding matters of the law and her authority, a justiciar may exert her authority to grant herself a +4 bonus on these checks. This ability negates any need to carry a badge or writ of office, and is mainly used to convince those unfamiliar with the justiciar of her legal powers. For example, a justiciar can use this ability to check an angry mob intent on lynching a jailed prisoner, or convince a stubborn mayor that interfering with the justiciar’s efforts is likely to anger the lord they both work for. Even against individuals who don’t acknowledge his code of laws (such as thieves or warriors from other lands), the justicar’s fervor still grants these skill bonuses. She does not, however, gain these bonuses in situations where her code of laws would not apply or hold no bearing (like against monsters or savages). The GM ultimately adjudicates who the justiciar’s authority applies against.
In addition, a justiciar’s knowledge of her code is magically flawless, as if she were mentally reviewing a perfect copy of the code. If the source of the code changes (such as a decree from the church’s high priest or a new law created by a king), she instantly knows it. This perfect knowledge means she immediately recognizes any misquoting of the law (deliberate or accidental), and many justiciars consider it their duty to review the law book in remote settlements to make sure there are no errors in transcription or translation. A justiciar may always take 10 on Knowledge checks regarding the code, even when rushed or threatened.
Where is the Justiciar's authority recognized? Over whom can he assert it? Who is has to listen to and possibly obey a Justiciar character? Who does he have to report to? What are his duties?
I don't have any problem with the class, but I'm not sure how to make this ability fit in my campaign. I want the player to be able to use it, though, as it seems a very flavorful class.
If that helps, we play in Golarion and the player's character is to be an Inquisitor of Pharasma 7/ Justiciar 3.
Thanks in advance for any help.
Dread Knight |
Hey there, everyone.
So, one of my players wants to play a Justiciar.
The thing is... How is the "Authority" class feature supposed to work? What are its limits?
** spoiler omitted **...
To me it seems that Justiciar authority would be recognized wherever they're code has weight depending on where they gained the authority(ex. If they got authority from the ruler of the land they'd authority would carry a lot of weight within any cities and villages within the borders of that land while one appointed by the church would carry a lot of weight in areas where that is the main religion or a respected religion). There could also be exceptions like in my first example the Justiciar could travel to a neighboring nation to help with criminal problems they have or to retrieve criminals from their nation that fled to another to escape the law; or there could be an area within their nation that is unhappy with the ruler and is planning a coup or to split off from the nation and form they're own little nation.
They would assert it over local authorities, criminals, and possibly civilians(ex Some local law loopholes are stopping a criminal from be arrested, a Justiciar would be able to bypass and local law and arrest the criminal, or a suspected criminal would say they can't be taken in/have their home searched without a warrant by the Justiciar's authority they could take them in/search the house if they're higher law code would allow it).
The people that would listen and obey would probably be the same people from question 1.
They would report to whoever gave them the authority in the first place such as the ruler or church.
For their duties from the page you linked.
They arbitrate disputes, deal with criminals, and establish law where there is none. In pleasant times they are diplomats, in dangerous ones they are judge, jury, and executioner. A rare few pursue heretics of their own religion, keeping the faith stable and weeding out unruly elements. Each is sworn to uphold a religious or secular code.
Matt Thomason |
Pretty much agree with Dread Knight above.
One of the things you'll likely need to do is to draft an overview (perhaps with the player) of what those laws are, so you don't end up quarreling with them over the specifics of their jurisdiction and powers.
Note that they'll likely hold little or no power outside of that jurisdiction, and bear that in mind when deciding where scenarios are set.
There's a lot of scope there - adventures set within their jurisdiction where they're expected to do things, adventures set outside where diplomatic arrangements allow them to do things, and adventures outside their jurisdiction where they want to do things and clash with the local authorities over it. If at any time you feel their Justicar role is overshadowing the rest of the group, just move the game outside of their jurisdiction for a while (bearing in mind though they may need a valid ingame reason for leaving their duties behind.)