JUSTICAR
    Where there are laws, there are those who defy
them, and where citizens live in fear of those
lawbreakers, brave souls hunt them down. These are
the Justicars. Justicars live by tracking down wanted
criminals, bandits or other undesirables and bringing
then to justice.  They don’t do it for money. They don’t
do it for glory. They do it because it is a thankless job
that needs to be done. While they will accept bounties
and payment, they find their real delight in kicking the
living daylights out of a criminal who needs it. Justicars
are not necessarily judge, jury and executioner; often
they simply see to it that those people get the chance
to do their jobs. In cases where it is impractical to bring
the miscreant to justice they do not hesitate to bring
final justice to those who deserve it. Justicars tend to
be viewed with more favor then bounty hunters
because they try to operate within the law and will
openly announce their presence to the leaders of the
area they are operating in. While they are not above
using foul tactics to bring their quarry to justice, they
prefer to use their brains and the talents at their
disposal to achieve their goal. Justicars and Bounty
Hunters tend to view each others profession with both
contempt and awe. On rare occasion they have been
known to work together if their target is the same goal,
but these arrangements are usually short lived.
Justicars are bound by certain requirements and restrictions in the practice of their trade.  The rank of a Justicar
may never exceed their rank as a ranger.

Bonuses:
    Justicars increase their percentage with one melee, ranged and close combat weapon by 2% per rank. Justicars
increase the damage they do with their primary weapon at ranks one, four and seven. Their pursuit of justice
strengthens their resolve and they gain +3% to MR per rank. Justicars gain an extra strike with primary weapon at
rank four and seven.

    Justicars can
shadow their quarry without being detected.  They excel at this ability in urban environments
with the following percentage:
2 X AG + (8 X Rank) - quarry’s PC.    In a wilderness environment quarry may add
five to the chance to detecting being shadowed.  Justicars may successfully shadow quarry assuming there are
sufficient shelters or obstacles to conceal their efforts.  In urban environments Justicars may close within 200 feet -
20 feet per rank.  In wilderness environments they may close within 500 feet - 45 feet per rank.  
Justicars are
harder to detect when they ambush and subtract 6% per rank to being detected, and may set up an
ambush within 75 feet - 7 feet per rank.

Improved hog-tie:
Anyone trying to escape from being hog-tied by a Justicar must subtract 7% per rank of the
Justicar.

Gather facts: 5 X PC + 5% per rank.  If they succeed in their roll they will know if the speaker is knowledgeable or
ignorant about their quarry.  If they fail their roll they will not be able to tell if the person really knows anything or not.

Subdual Damage: Beginning at rank one a Justicar may opt to strike for subdual damage. When doing so they
ignore the effects of a grievous injury and instead strike for maximum damage instead of a greivous. When doing so
their chance of avoiding a kill is 50% +5% per rank. If they roll under their base chance a strike or series of strikes
that would have killed an opponent will leave him or her with 2 endurance and in a state of unconsciousness.

Crippling Strike: Beginning at rank 5 a Justicar may opt to make a crippling strike. If a grievous injury is scored the
opponent’s primary arm is crippled and rendered unusable for 3 months unless healed by a healer.

    Justicars pay no fees in order to practice their skill, but must first talk with the legitimate authorities before
practicing their trade.