Justiciar, Project Heretica (3.5e Class)

Summary::The divine champion of Law, an attempt to make a "judge, jury, executioner" class. Length::20 Minimum Level::0 Base Attack Bonus Progression::Good Fortitude Save Progression::Good Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Spontaneous Divine Spellcasting Class Ability Progression::Partia

The Justiciar
It's natural to assume that the Justiciar is to Law what the Paladin is to Good and the Blackguard is to Evil: the divine champion of an alignment. And...to an extent, that's quite true: they are the divine champions of Law. But encasing them in that simple description is not enough. Quite the opposite.

Justiciar (same term for singular and plural) exist to defend the notion of law, and thus serve as the ultimate law enforcement officer. They are, in essence, "the police, the judge, the jury, and the executioner, if necessary": they pursue suspects using their magic and special abilities, they determine if they are guilty of any law, and they become the executioners of said judgment, whether it ends up in death, in exile or in jail. Once a crime has been revealed and the justiciar has found its prime subject, the target becomes the victim of a relentless pursuit; such is the justiciar's drive for law.

In short: they're these guys. Or these guys, if you prefer.

Making a Justiciar
Unlike other divine champions, the Justiciar shares some traits with a SRD:Ranger as they do with a Paladin or a Blackguard. With their proficiency in heavy armor and shields, alongside abilities such as, they serve as phenomenal tanks, but they add mastery with non-lethal weapons to reinforce their battlefield control tactics. With their knowledge of skills such as Gather Information and Search, they can find clues that other individuals might not find, and being one of the few (some would add "fools" to it) with mastery of Use Rope, they can provide the needed binding skill to bring criminals to justice (if they don't decide to act as judges on the act). Since Justiciar will always relate to authorities, they are the best people to deal with magistrates and kings, their word as strong as law.

Abilities: Charisma determines the principal abilities of the Justiciar, such as their spellcasting ability. Strength and Constitution are also important for many of their class features; the former to determine the success chances of their verdicts and their overall fighting capabilities, and the latter to determine the duration of their undying resolve. All three also determine the effectiveness of their sanctions

Races: Any race that has a strong attachment to Law, a group of strong men, and a dominant Lawful deity will have ordained justiciars on their society. Of these, humans are the most notable by virtue of their varied codices of law. Dwarves, with their strong attachment to law and tradition, hold very few justiciars; those who do are usually the cudgel of Moradin and his law, a force of order to be reckoned. On the savage lands, only the hobgoblins are suited for the responsibility of the justiciar, but they are few and far between. Some say that formians, natural inhabitants of Mechanus, hold a group of holy warriors who serve as the inspired protectors of the Law of the Multiverse; such warriors could easily be justiciars, coming from the ranks of elite warriors or myrmarchs..

Alignment: Any Lawful. Justiciar care little for Good or Evil: they serve to uphold the letter and the spirit of the Law. However, this doesn't mean their judgment isn't shaped by their morals: a lawful good Justiciar will be as noble as any Paladin, while a lawful evil Justiciar can be the dreaded main villain of a campaign on its own, holding absolute political and judicial power in addition to supernatural potency.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: Moderate.

{| class="zebra d20" Hit Die: d12 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="5" | Spells per Day ! Fort || Ref || Will ! 0 || 1st || 2nd || 3rd || 4th Class Skills (Skill Points::4 + Int modifier per level, &times;4 at 1st level)
 * 1st||class="left" | +1 || +2 || +0 || +2
 * class="left" | Aura of law, neutralize, verdict 1/encounter
 * 2||—||—||—||—
 * 2nd||class="left" | +2 || +3 || +0 || +3
 * class="left" | Bonus feat, diehard, dangerous offender
 * 2||—||—||—||—
 * 3rd||class="left" | +3 || +3 || +1 || +3
 * class="left" | Sanction, conviction
 * 3||0||—||—||—
 * 4th||class="left" | +4 || +4 || +1 || +4
 * class="left" | Implacable (mark), censure/rebuke outsider
 * 3||0||—||—||—
 * 5th||class="left" | +5 || +4 || +1 || +4
 * class="left" | Improved verdict, verdict 2/encounter
 * 3||1||—||—||—
 * 6th||class="left" | +6/+1 || +5 || +2 || +5
 * class="left" | Bonus feat, custody
 * 3||1||—||—||—
 * 7th||class="left" | +7/+2 || +5 || +2 || +5
 * class="left" | Submission
 * 4||1||0||—||—
 * 8th||class="left" | +8/+3 || +6 || +2 || +6
 * class="left" | Mettle
 * 4||2||0||—||—
 * 9th||class="left" | +9/+4 || +6 || +3 || +6
 * class="left" | Sanction, implacable (persecution)
 * 4||2||1||—||—
 * 10th||class="left" | +10/+5 || +7 || +3 || +7
 * class="left" | Bonus feat, verdict 3/encounter
 * 4||2||1||—||—
 * 11th||class="left" | +11/+6/+1 || +7 || +3 || +7
 * class="left" | Investiture of Law
 * 5||2||1||0||—
 * 12th||class="left" | +12/+7/+2 || +8 || +4 || +8
 * class="left" | Severe custody
 * 5||3||2||1||—
 * 13th||class="left" | +13/+8/+3 || +8 || +4 || +8
 * class="left" | Improved mettle
 * 5||3||2||1||—
 * 14th||class="left" | +14/+9/+4 || +9 || +4 || +9
 * class="left" | Bonus feat, implacable (nullification)
 * 5||3||2||2||0
 * 15th||class="left" | +15/+10/+5 || +9 || +5 || +9
 * class="left" | Sanction, verdict 4/encounter, devastating verdict.
 * 5||3||3||2||1
 * 16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10
 * class="left" | Ordinance
 * 5||4||3||2||1
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10
 * class="left" | Unyielding resolve
 * 5||4||3||3||2
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11
 * class="left" | Bonus feat, absolution
 * 5||4||4||3||2
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11
 * class="left" | Implacable (judgment)
 * 5||4||4||3||3
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
 * class="left" | judge of legend, verdict 5/encounter
 * 5||4||4||3||3
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Ordinance
 * 5||4||3||2||1
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10
 * class="left" | Unyielding resolve
 * 5||4||3||3||2
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11
 * class="left" | Bonus feat, absolution
 * 5||4||4||3||2
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11
 * class="left" | Implacable (judgment)
 * 5||4||4||3||3
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
 * class="left" | judge of legend, verdict 5/encounter
 * 5||4||4||3||3
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | judge of legend, verdict 5/encounter
 * 5||4||4||3||3
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the Justiciar.

Weapon and Armor Proficiency: Justiciar are proficient with all simple and martial weapons plus the bolas and net, with all kinds of armor (heavy, medium and light), and with all kinds of shields. If allowed, the DM may approve other weapons used for capture (such as the mancatcher).

A justiciar can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a justiciar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a justiciar’s spell is 10 + half the justiciar's class level + the justiciar’s Charisma modifier. Like other spellcasters, a justiciar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. When the above table indicates that the justiciar gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A justiciar casts spells the same way a bard or sorcerer does, except his spells are divine in origin and thus he may cast them in any kind of armor. A justiciar may learn and cast any spell on the cleric spell list (see Player’s Handbook), with the following restrictions: a justiciar may not learn (or cast) a spell that has the chaotic descriptor, nor he can cast spells that are opposed to his moral alignment; lawful good justiciar may not cast evil spells, and lawful evil justiciar may not cast good spells. A justiciar, however, may prepare and cast spells that are not available on the cleric spell list and that are unique to him. These spells appear below in a separate list. Upon reaching 8th level, once per week and at every three class levels she gains, a justiciar can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. A justiciar may swap only a single spell at any given moment, and must choose whether or not to swap the spell at the same time that he gains new spells known for the specified level.

As noted above, a justiciar need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Justiciar Spells As mentioned before, a justiciar may prepare and cast spells from the cleric’s spell list, with a few exceptions. However, a justiciar’s spell list differs from that of a cleric by means of spells that a cleric cannot normally prepare. As well, a justiciar may prepare spells from the cleric spell list with an effective spell level lower than the usual.

The following spell list is a compilation of additional spells that justiciar may learn and cast alongside the cleric spell list. It also includes spells with a reduced level. All of these spells originate from the Player’s Handbook. For other sources than the Player’s Handbook, a justiciar may cast spells from the cleric, the paladin and the blackguard spell lists. If a spell is in any two (or all three) lists, the justiciar prepares the spell at the lowest listed level. For example, if a spell is 3rd level on the cleric spell list but 2nd level in the paladin’s spell list, the justiciar learns the spell as a 2nd level spell. Restrictions on spells are also extended to these spell lists; a justiciar may not learn (or cast) a spell that has the chaotic descriptor, nor he can cast spells that are opposed to his moral alignment.

1st—alarm**, checkmate’s lightSpC**, hold portal**

2nd—lesser geas**, mount**, suggestion**

3rd—dimensional anchor-, discern lies-, mark of justice-, sepia snake sigil**

4th—break enchantment-, dispel chaos-, greater command, hold monster-, lawful swordSpC**, order’s wrath-, quest-, righteous might**

-: reduced from base cleric spell level

** : added to Justiciar spell list

The following cleric spells are specifically not available to a paladin. These are removed in addition to the restrictions in schools and spells that the paladin already has. The Dungeon Master may decide which spells from other sourcebooks may not apply, and may use this list as an aid to determine which spells are inaccessible.

3rd—meld into stone

4th—control water, poison

 : The power of a justiciar’s aura of law (see the detect law spell) is equal to his justiciar level, just like the aura of a cleric of a lawful deity. Unlike the aura ability below, this aura is always active.

 : A justiciar may choose to deal non-lethal instead of lethal damage with any weapon he wields with no penalty on his attack roll. As well, he may deal lethal damage instead of non-lethal damage with weapons that deal non-lethal damage with no penalty on his attack roll.

 : Once per encounter, a justiciar may issue a single verdict to a creature. The justiciar may choose to issue the verdict as part of a melee attack or individually. If the justiciar issues the verdict as part of a melee attack, he adds his Charisma modifier to the attack roll. Once the verdict is issued, the creature takes extra damage and suffers a special effect.

Unless stated otherwise, a justiciar deals extra damage equal to his class level+5 if using a melee attack, or half this damage otherwise. A justiciar may choose to deal nonlethal damage instead of lethal damage if it so desires. As well, all saving throw DCs are equal to 10 + half the justiciar’s class level + the justiciar’s Strength modifier; lawful creatures gain a bonus of +1 to the save per four HD or character levels, while a chaotic creature has a penalty of -1 to the save per four HD or character levels. A justiciar may not issue a verdict freely; on a city where law enforcement exists, a justiciar’s verdict fails if the creature has not been proven guilty. On dungeons, a road, open plains and lawless cities, a justiciar is free to issue his verdict to any opponent while in combat (except on lawful outsiders). A justiciar may use this ability even outside of battle, but only against one person at a time.


 * : a justiciar’s verdict penalizes the guilty creature by reducing his capability to react. If a creature fails its Will save, the creature gains a morale penalty on all attack rolls, AC, saving throws, skill checks and ability checks equal to 1 plus 1 per four class levels of the justiciar. This penalty remains in effect so as long as the creature is in line of effect to the justiciar and for 24 hours thereafter.


 * : a justiciar’s verdict halts the creature in place. A creature that fails its Fortitude save becomes stunned for 1 round.


 * : a justiciar’s verdict is physically and especially painful to the creature. A creature takes double damage from the justiciar’s verdict; if the verdict was issued without a melee attack, the creature may attempt a Reflex saving throw for half damage.

At 5th level, and every five levels thereafter, the justiciar may issue a verdict one additional time per encounter (or to one other creature, if outside of battle)

These bonus feats must be drawn from the feats noted as fighter bonus feats, divine feats or domain feats. A justiciar must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a justiciar is considered to have a fighter level equal to her paladin level -5.

He does not need to meet the prerequisites of this feat to acquire it.

 : A 2nd level justiciar may add his Charisma modifier to all damage rolls when wielding a shield. If he wields a tower shield, he may add the modifier to his attack rolls as well.

 : Beginning at 3rd level, a justiciar channels the power of his ordinance through his body. Treat this ability as the paladin’s divine aura, except all auras are replaced as follows:


 * : grants morale bonuses to all allies if opponents have morale bonuses; grants penalties to all enemies if allies have penalties. Amount shifted is equal to the bonus (or penalty) or the justiciar’s Strength modifier, whichever is lower.


 * '': denies luck bonuses and penalties to all creatures. Denied amount is equal to bonus (or penalty) or the justiciar’s Charisma modifier, whichever is lower.


 * : reduces hit point damage of any kind dealt to allies on area (except backlash damage or damage dealt to the ally by itself) by an amount equal to Constitution modifier. Damage ignored is instead taken by a chaotic creature or a creature issued a verdict.


 * : deals damage equal to half the justiciar’s Strength modifier against creatures issued a verdict (see above) or opponents of chaotic alignment every round.


 * : when receiving a melee attack, return an amount of damage to the attacker equal to the damage received or 5 times his Constitution modifier, whichever is lower. Damage is considered force damage for purposes of damage reduction and incorporeality.

 : At 3rd level, a justiciar toys with those who may seek to undermine his adherence to the law. If the justiciar fails a saving throw against a charm or compulsion effect, any order that would harm an ally or violate a law grants him a second saving throw. If the justiciar succeeds on any saving throw against a charm or compulsion effect, the justiciar breaks the link but may still act as if under the influence of the creature.

 or  : A 4th level justiciar becomes an implacable hunter of outlaws, surpassing the limits of mortal officers of the law. At first, the justiciar can sense the guilt of the hunter, but as it progresses in power, the justiciar can manifest the pure power of law upon them.

By issuing a verdict against a single target, the justiciar "marks" the target. The justiciar must choose to mark the target while issuing the verdict, and may have only one such marked creature at a time. The target is marked until killed or sent to judgment by higher authorities (until 19th level, see below). Once marked, the justiciar automatically senses its presence (but not its exact location; treat as if using the detect chaos spell but without concentration) for up to 1 mile per class level. The justiciar gains a +2 bonus to all Bluff, Gather Information, Intimidate, Listen, Search, Spot and Sense Motive checks done against it. In combat, the justiciar gains a +2 bonus to AC and deals an extra 3 points of damage per attack. Other justiciar, as well as any individual using the detect chaos ability automatically discerns the mark and its purpose, and may make a Knowledge (local or religion) check to determine who issued the mark. If the justiciar has the Track feat, it also gains a +2 bonus on all Survival checks made to track the creature.

At 9th level, whenever the justiciar is within 100 ft. per class level of the target, it gains a powerful resolve to pursue it. The justiciar always moves at full speed, regardless of armor worn, and gains a +10 ft. bonus to all kinds of movement (as if having the fast movement ability). Furthermore, the justiciar ignores any kind of difficult terrain. If the target or an accomplice attempts to hinder the justiciar's movement (any effect that would be otherwise prevented by freedom of movement), the justiciar gains a +4 bonus on all saving throws and opposed checks to prevent it. Finally, the bonus against marked creatures increases to +4 (damage increases to +6).

At 14th level, the justiciar gains the ability to ignore any immunity the marked creature may have. For example, a justiciar may grapple a marked creature even if it has the benefit of a freedom of movement spell, and may drain ability scores even if protected by death ward''. Finally, the bonus against marked creatures (including the bonus to saving throws and opposed checks) increases to +7 (damage increases to +10)

At 19th level, the justiciar may attempt to pass divine judgment over the marked creature by ending the mark effect prematurely as a swift action. The target must make a Fortitude save against a DC of 10 + half the justiciar's character level + the justiciar's Strength or Charisma modifier (whichever is higher) or die instantly (ignoring any immunity to death it may have). If the target succeeds on the save, it takes no damage and cannot be marked again (or suffer the effect of a verdict) for 24 hours. This is a supernatural ability. Furthermore, the bonus against the marked creature increases to +10 (damage increases to +15).

 : At 4th level, a justiciar acquires the ability to turn the forces of chaos and rebuke the forces of law. Treat this ability as the cleric’s ability to turn or rebuke undead, except a justiciar stuns (instead of turning) outsiders with the chaotic subtype, and rebuke outsiders with the lawful subtype. If an outsider with the chaotic subtype would be destroyed, it is otherwise banished to its home plane. A justiciar is treated as a cleric of three levels lower for purposes of censuring or rebuking outsiders. Creatures that have been issued a verdict (see above) are treated as chaotic outsiders for purposes of this ability, except they cannot be banished. This ability may be treated as turn or rebuke undead for purposes of feat, prestige class or magic item prerequisites.

 : At 5th level, a justiciar’s ability to issue a verdict improves.

Deterrent: creatures struck by the justiciar’s verdict may forfeit their actions. If the creature fails a Will saving throw, for a number of rounds equal to half the justiciar’s class level it have a 50% chance to act normally (or else, forfeit its move and standard actions). If the creature succeeds on the Will saving throw, it still gains a penalty on all attacks, AC, saving throws, skill checks and ability checks (as the successful effect of the verdict) but only for a number of rounds equal to half the justiciar’s class level.

Incapacitating: the duration of the stun increases to 1 round + 1 per every four class levels. Furthermore, a creature sentenced by the verdict of a justiciar cannot use purely mental actions if they fail their saving throw against the stun effect.

Retributive: a justiciar’s verdict expands to the creature’s accomplices. All enemies (or creatures related to the target) within 30 feet of the target creature must make a Reflex saving throw or take damage equal to the justiciar’s class level; a successful save ignores the damage.

 : At 6th level whenever a justiciar is using his [[#Sanction|sanction'', any enemy creature within the area gets all of its speeds reduced. Such creatures’ speeds are reduced by 5 feet for every three justiciar levels. A justiciar cannot reduce a creature’s speed to less than 5 feet. If the creature escapes the area of the justiciar’s sanction, it takes an amount of damage equal to the justiciar’s character level.

 : At 7th level, a justiciar acquires a pool of mystical energy which can be used to heal or punish. Treat this ability as the paladin’s lay on hands ability, except that it can be used to cause damage at enemies that have been issued a verdict (see above) at a ratio of one point of damage per two points expended. The justiciar may cause lethal or nonlethal damage if it so desires. This ability has no effect on undead creatures or constructs.

 : Beginning at 8th level, if a justiciar makes a successful Will or Fortitude save that would normally reduce the save’s effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of “partial” or “half” are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors.

 : At 11th level, a justiciar may add his Charisma modifier as a deflection bonus to Armor Class. Treat this ability as if it were the paladin’s divine grace class ability for purposes of prerequisites for feats, prestige class or magic items (if any).

 : At 12th level whenever a justiciar is using his sanction, it may deactivate the effect and instead apply this ability. Any enemy spellcaster using a spell within the area of the justiciar’s sanction must succeed on a caster level check against a DC of 10 + the justiciar’s character level + the justiciar’s Charisma modifier or have the spell affect the justiciar instead. Spells with a range of personal are cast as if the justiciar had cast them, spells with targets are treated as if the justiciar was the targeted creature, and spells that burst or emanate from the caster instead emanate from the justiciar. If the spell discriminates between allies and enemies, the spell treats the justiciar as the caster. For all other effects, the spell is cast as if the original caster had used it. The justiciar’s custody effect remains in action while he uses this ability, as if it were any other sanction.

 : At 13th level, a justiciar’s mettle ability improves. He still takes no effect on a successful Will or Fortitude save that has the “partial” or “half” descriptor, but henceforth he takes only the partial effect or half the damage on a failed save.

 : At 15th level, a justiciar’s verdict ability acquires a powerful new effect, closely related to that of the justiciar’s original choice of verdict.

Deterrent: the justiciar’s verdict is physically damaging to the opponent. If a creature initiates a hostile action (whether physical or mental), it takes damage equal to half the justiciar’s class level. If the creature fails its Will save, it is permanent until it receives the benefit of a remove curse spell; otherwise, it lasts for a number of rounds equal to half the justiciar’s class level.

Incapacitating: the justiciar’s verdict reduces the creature’s agility. A creature that fails its Fortitude save takes 1d6 points of Dexterity damage along with being stunned; a failed save causes the creature to be entangled and dazed instead.

Retributive: the justiciar’s verdict is irresistible. Creatures that succeed on their Reflex saving throw take half damage. Creatures with Improved Evasion still take full damage if they fail their save.

 : At 16th level, a justiciar gains the ability to further resist the spells of chaotic creatures. He gains spell resistance equal to 15 + the justiciar’s class level, but only against spells with the chaotic descriptor or any spell cast by characters of chaotic alignment, clerics of chaotic deities, creatures affected by your verdict (see above), or chaotic outsiders.

 : At 17th level, a justiciar becomes capable of fighting even when his forces fail him, beyond where others could stand. A justiciar is never considered disabled or staggered, even if he has less than 0 hit points or his nonlethal damage exceeds his current hit point total. Furthermore, he may continue to fight even if he has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus half his character level plus his Constitution modifier. Instant death effects and attacks that destroy the body still affect the justiciar if successful.

 : At 18th level, a justiciar’s resolve allows him to escape the whims of fate. A justiciar never fails Fortitude or Will saving throws on a natural roll of 1. However, he may still fail if the result is lower than the saving throw DC, as usual.

 : At 20th level, a justiciar becomes a paragon of law, and his attachment to the letter of the law is rewarded. He is forevermore treated as a native outsider (unless he is already treated as one), gains the lawful subtype, and gains damage reduction X/epic and chaotic, where X is equal to half his class level.

Ex-Justiciar
If a justiciar is found to abuse of the powers bestowed upon him, or acts directly against the officials of law enforcement in the land or plane it visits, the justiciar immediately loses access to all of his supernatural powers, spellcasting and aura of law. He may recover these if he undergoes atonement by a cleric of a lawful deity. Unlike a paladin, a justiciar must follow this simple precept. A justiciar cannot lose his powers if he is unaware of which law is broken, and he may not be held liable for offenses to the law or the official of law enforcement without knowledge of the justiciar; a justiciar breaks his oath only if he willingly knows he has made an offense.

Epic Justiciar
Note: the author offers this progression in accordance to the Epic Levels rules as presented in the Epic Level Handbook. The author does not endorse a great deal of the things in the book, and may offer a different progression in the future.

Verdict: At 25th level, and every five levels thereafter, the epic justiciar's ability to emit a verdict may be used one more time per encounter. An epic justiciar may not choose any more methods of smiting. Verdict damage is equal to 5 + class level (if dealt through a melee attack; half the damage otherwise) and the saving throw DC of verdict effects is equal to 10 + half his class level + his Strength modifier, as usual.

Sanction: At 21st level and every six class levels afterwards, the range of the epic justiciar's sanction increases by 15 ft.



Epic Justiciar Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Spectral Strike, Spontaneous Spell.