The Lord Justicar
The Captain of the Guard of the Captail City of Byzantar
The Lord Justicar of Byzantar CR 20
LG Med Air Genasi
Init +2; Senses darkvision 60 ft., Perception +24
AC 19, touch 12, flat-footed 17
hp 10d8+10 plus 10d10+10; hp 154
Fort +9, Ref +10, Will +11
Speed 30 ft
melee (1d6+8/17–20, +2 short sword) or +27 melee (1d8+6, dimensional shackles)
ranged +23 (1d8+7, +1 composite longbow [+6 Str bonus]);
Full Atk +25/+20/+15/+10 melee (1d6+8/17–20, +2 short sword); or +23/+18/+13/+8 melee (1d6+8/17–20, +2 short sword) and +22/+17 melee (1d6+4/ 17–20, +1 short sword); or +19/+14/+9/+4 ranged (1d8+7, +1 composite longbow [+6 Str bonus]);
Special Actions bring ’em back alive, crippling strike, improved hog-tie, nonlethal strike +4d6;
Abilities Str 22, Dex 14, Con 13, Int 19, Wis 14, Cha 10.
Base Atk +20; CMB +26;
Feats Endurance, Exotic Weapon Proficiency (manacles), Monsterous animal companion, Improved Grapple, Improved Two-Weapon Fighting, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Skill Focus (Gather Information), Track, Two-Weapon Fighting, Weapon Focus (short sword).
Skills Gather Information +24, Intimidate +24, Perception +24, Survival +21, Use Rope +21;
Languages Auran, Common, Goblin, Dwarf, Halfling
SQ animal companion, favored enemy humans +4, favored enemy Lycanthropes +2, intuition, street savvy, wild empathy;
Bring ’em Back Alive (Ex): The Lord Justicar can deal nonlethal damage with a melee weapon with no penalty on the attack roll.
Crippling Strike (Ex): When The Lord Justicar makes a nonlethal strike (see below), he also deals 1 point of temporary Strength damage.
Improved Hog-Tie (Ex): Whenever The Lord Justicar establishes a grapple against a Large or smaller humanoid-shaped creature, he can use an attack action to make a hog-tie attempt (a grapple check or Use Rope check opposed by the foe’s grapple check or Escape Artist check). If he succeeds, the foe is bound and helpless.
Nonlethal Strike (Ex): When The Lord Justicar deals nonlethal melee damage against a foe he is flanking or who would be denied her Dexterity bonus to Armor Class (whether she actually has a Dexterity bonus or not), The Lord Justicar attack deals an extra 4d6 points of damage. Only living creatures with discernible anatomy are subject to a subdual strike. The justiciar can’t use subdual strike against creatures with concealment.
Animal Companion (Ex): The Lord Justicar has a Griffin as an animal companion.
Combat Style (Ex): The Lord Justicar has selected two-weapon combat. He gains the Two-Weapon Fighting feat despite not having the requisite Dexterity score.
Favored Enemy (Ex): The Lord Justicar gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He gets the same bonus on weapon damage rolls against humans. Against Lycans, he gains a +2 bonus on these skill checks and on weapon damage rolls.
Improved Combat Style (Ex): The Lord Justicar has the Improved Two-Weapon Fighting feat despite not having the requisite Dexterity score.
Intuition (Su): When hunting a specific person, The Lord Justicar can determine the direction of his quarry with a successful Survival check (DC 15 + target’s HD) if the target is within 1 mile.
Street Savvy (Ex): The Lord Justicar has a +6 circumstance bonus on all Gather Information checks made while in pursuit of a criminal.
Wild Empathy (Ex): The Lord Justicar can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+6, or 1d20+2 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Ranger Spells Prepared (2; save DC 12 + spell level): 1st— animal messenger, magic fang.
Possessions: +2 short sword, +1 short sword, +1 composite longbow (+6 Str bonus), +2 mithral breastplate, belt of giant strength +4, dimensional shackles (counts as masterwork manacles), medallion of thoughts.