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<blockquote data-quote="Quickleaf" data-source="post: 6405077" data-attributes="member: 20323"><p><img src="http://uo-planescape.wdfiles.com/local--files/fazioni/mercykillers.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[h3]<span style="color: DarkOrange">MERCYKILLERS ("THE RED DEATH, SONS OF MERCY, SODKILLERS")</span>[/h3]</p><p><em>Justice is everything. When properly applied, punishment leads to perfection.</em></p><p><strong>Prerequisite:</strong> Only Lawful-aligned characters can join the faction.</p><p><strong>Benefit:</strong> Once per long rest you can cast <em>zone of truth</em> as a 1st level spell. In addition, you can spend Inspiration to deliver a blow for justice against a known criminal, turning a hit into a critical hit.</p><p><strong>Restriction:</strong> Mercykillers who commit crimes, who let the guilty go without justice, or who present false testimony against the innocence betray their faction; should you commit such an offense you cannot gain Inspiration until you atone or otherwise prove yourself to your faction. </p><p></p><p><strong>Justiciar (feat)</strong></p><p>Prerequisite: Mercykiller faction membership</p><p></p><p>Swearing to pursue an escaped criminal, you undertake a ritual witnessed by other Mercykillers in which you sign a blood oath, are magically linked to your quarry, and are given a magical <em>warrant of holding </em>or <em>blood of justice</em> to complete your task. As a Justiciars you are given greater leeway under the normal strictures of the Mercykillers and are allowed to break minor laws in pursuit of bringing the criminal to justice. A rare few Justiciars devote themselves instead to emancipation the wrongfully imprisoned and proving the innocence of the wrongfully accused. You gain the following abilities: <ul> <li data-xf-list-type="ul">You have a flawless direction sense to your bonded quarry, which spans across planes and is unaffected by all magic or spells. Likewise, your quarry becomes aware of this bond; if they are a criminal they are filled with dread, while if they're wrongfully accused they are filled with hope. This ability requires you to have a piece of evidence from the crime the quarry committed or an object of significance to the quarry; without this focus, your direction sense does not work. During a week of downtime you may change who your quarry is via another ceremony, though only if the situation with your previous quarry is resolved.</li> <li data-xf-list-type="ul">If you pursue a criminal, you receive a <em>warrant of holding</em> which, when used against your bonded quarry, casts a <em>hold person</em> spell against which their saving throw is disadvantaged and which functions even against creatures normally unaffected by such magic. The magic of the scroll is only expended if your quarry fails their saving throw. If you seek to free someone wrongfully imprisoned or falsely accused, you receive a vial of <em>blood of justice</em>; a creature imbibing the blood or wounded by a weapon coated with the blood must make a Constitution saving throw or be poisoned and consumed by overwhelming guilt, confessing any and all crimes they've committed in the last 24 hours. When you take on a new quarry, the Mercykiller faction will replace your <em>warrant of holding</em> or <em>blood of justice.</em></li> <li data-xf-list-type="ul">During downtime you can meditate on Justice; for each day you so meditate in a region, there is a 1% cumulative chance that Indifferent and Friendly NPCs in the region are mostly honest and the justice system works without corruption (or perhaps the judges seek your input for proper punishment or rehabilitation of the accused).</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6405077, member: 20323"] [img]http://uo-planescape.wdfiles.com/local--files/fazioni/mercykillers.png[/img] [h3][color=DarkOrange]MERCYKILLERS ("THE RED DEATH, SONS OF MERCY, SODKILLERS")[/color][/h3] [i]Justice is everything. When properly applied, punishment leads to perfection.[/i] [b]Prerequisite:[/b] Only Lawful-aligned characters can join the faction. [b]Benefit:[/b] Once per long rest you can cast [i]zone of truth[/i] as a 1st level spell. In addition, you can spend Inspiration to deliver a blow for justice against a known criminal, turning a hit into a critical hit. [b]Restriction:[/b] Mercykillers who commit crimes, who let the guilty go without justice, or who present false testimony against the innocence betray their faction; should you commit such an offense you cannot gain Inspiration until you atone or otherwise prove yourself to your faction. [b]Justiciar (feat)[/b] Prerequisite: Mercykiller faction membership Swearing to pursue an escaped criminal, you undertake a ritual witnessed by other Mercykillers in which you sign a blood oath, are magically linked to your quarry, and are given a magical [i]warrant of holding [/i]or [i]blood of justice[/i] to complete your task. As a Justiciars you are given greater leeway under the normal strictures of the Mercykillers and are allowed to break minor laws in pursuit of bringing the criminal to justice. A rare few Justiciars devote themselves instead to emancipation the wrongfully imprisoned and proving the innocence of the wrongfully accused. You gain the following abilities:[list] [*]You have a flawless direction sense to your bonded quarry, which spans across planes and is unaffected by all magic or spells. Likewise, your quarry becomes aware of this bond; if they are a criminal they are filled with dread, while if they're wrongfully accused they are filled with hope. This ability requires you to have a piece of evidence from the crime the quarry committed or an object of significance to the quarry; without this focus, your direction sense does not work. During a week of downtime you may change who your quarry is via another ceremony, though only if the situation with your previous quarry is resolved. [*]If you pursue a criminal, you receive a [i]warrant of holding[/i] which, when used against your bonded quarry, casts a [i]hold person[/i] spell against which their saving throw is disadvantaged and which functions even against creatures normally unaffected by such magic. The magic of the scroll is only expended if your quarry fails their saving throw. If you seek to free someone wrongfully imprisoned or falsely accused, you receive a vial of [i]blood of justice[/i]; a creature imbibing the blood or wounded by a weapon coated with the blood must make a Constitution saving throw or be poisoned and consumed by overwhelming guilt, confessing any and all crimes they've committed in the last 24 hours. When you take on a new quarry, the Mercykiller faction will replace your [i]warrant of holding[/i] or [i]blood of justice.[/i] [*]During downtime you can meditate on Justice; for each day you so meditate in a region, there is a 1% cumulative chance that Indifferent and Friendly NPCs in the region are mostly honest and the justice system works without corruption (or perhaps the judges seek your input for proper punishment or rehabilitation of the accused).[/list] [/QUOTE]
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