From Compendium of Worldly Lore
LocalFishman (talk | contribs) (Created page with "{{Class |Name=Justice of Weald and Woe |Source=Champions of Ruin |Role=DPS |Summary=This class is absolutely buck wild to me, and prior to doing these classes and inputting them in the COWL I had no idea this class existed. This is an assassin but gets rid of one of the big issues of assassin that being that you have to deal with the rest of the party after you make your death attack. This class circumvents that, sure your death attack is your big capstone feature but yo...") |
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=== Requirements === | |||
'''Base Attack Bonus:''' +6 | |||
'''Skills:''' Craft (bowmaking) (8 ranks), Hide (8 ranks), Knowledge (nature)(4 ranks), Move Silently (8 ranks), Survival (8 ranks) | |||
'''Feats:''' [[Point Blank Shot]], [[Weapon Focus]] (longbow) | |||
=== Summary === | |||
{{Class | {{Class | ||
|Name=Justice of Weald and Woe | |Name=Justice of Weald and Woe | ||
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{{Class Feature | {{Class Feature | ||
|Name=Spells | |Name=Spells | ||
|Content=You gain spells according to the table below. You do not gain new spells in any other spellcasting classes that you might have had before you took this prestige class, but you can still cast spells from your previous class. You can only choose spells from the justice spell list; justices use their Wisdom modifier for calculating bonus spells | |Content=You gain spells according to the table below. You do not gain new spells in any other spellcasting classes that you might have had before you took this prestige class, but you can still cast spells from your previous class. You can only choose spells from the justice spell list; justices use their Wisdom modifier for calculating bonus spells. | ||
}} | }} | ||
{{Class Feature | {{Class Feature | ||
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|Content=At 10th level, you gain immunity to all natural poisons and animal venoms. This ability differs from the druid ability of the same name, in that it only applies to poisons derived from natural plants or fungi, or from animal or vermin venoms, not to all poisons, such as venoms from celestial animals or outsiders, or poisons derived from minerals or magic. | |Content=At 10th level, you gain immunity to all natural poisons and animal venoms. This ability differs from the druid ability of the same name, in that it only applies to poisons derived from natural plants or fungi, or from animal or vermin venoms, not to all poisons, such as venoms from celestial animals or outsiders, or poisons derived from minerals or magic. | ||
}} | }} | ||
{| class="wikitable" | |||
|+Table 1-1: Justice of Weald and Woe Progression | |||
! rowspan="2" |Level | |||
! rowspan="2" |Base | |||
Attack Bonus | |||
! rowspan="2" |Fort | |||
Save | |||
! rowspan="2" |Ref | |||
Save | |||
! rowspan="2" |Will | |||
Save | |||
! rowspan="2" |Special | |||
! colspan="4" |Spells per Day | |||
|- | |||
!1st | |||
!2nd | |||
!3rd | |||
!4th | |||
|- | |||
|1st | |||
| +0 | |||
| +3 | |||
| +3 | |||
| +0 | |||
|Spells | |||
|0 | |||
|— | |||
|— | |||
|— | |||
|- | |||
|2nd | |||
| +1 | |||
| +3 | |||
| +3 | |||
| +1 | |||
|Bonus feat, woodland stride | |||
|1 | |||
|— | |||
|— | |||
|— | |||
|- | |||
|3rd | |||
| +2 | |||
| +4 | |||
| +4 | |||
| +1 | |||
|Sneak attack +1d6 | |||
|2 | |||
|0 | |||
|— | |||
|— | |||
|- | |||
|4th | |||
| +3 | |||
| +4 | |||
| +4 | |||
| +1 | |||
|Lucky shot, trackless step | |||
|3 | |||
|1 | |||
|— | |||
|— | |||
|- | |||
|5th | |||
| +3 | |||
| +5 | |||
| +5 | |||
| +1 | |||
|Poison use | |||
|4 | |||
|2 | |||
|0 | |||
|— | |||
|- | |||
|6th | |||
| +4 | |||
| +5 | |||
| +5 | |||
| +2 | |||
|Steady hand | |||
|4 | |||
|3 | |||
|1 | |||
|— | |||
|- | |||
|7th | |||
| +5 | |||
| +6 | |||
| +6 | |||
| +2 | |||
|Sneak attack +2d6 | |||
|5 | |||
|4 | |||
|2 | |||
|0 | |||
|- | |||
|8th | |||
| +6 | |||
| +6 | |||
| +6 | |||
| +2 | |||
|Bonus feat | |||
|5 | |||
|4 | |||
|3 | |||
|1 | |||
|- | |||
|9th | |||
| +6 | |||
| +7 | |||
| +7 | |||
| +3 | |||
|Hide in plain sight | |||
|5 | |||
|4 | |||
|3 | |||
|2 | |||
|- | |||
|10th | |||
| +7 | |||
| +7 | |||
| +7 | |||
| +3 | |||
|Death attack, immunity to poison | |||
|5 | |||
|4 | |||
|3 | |||
|3 | |||
|} | |||
{| class="wikitable" | |||
|+Table 1-2: Spells Known | |||
!Level | |||
!1st | |||
!2nd | |||
!3rd | |||
!4th | |||
|- | |||
|1st | |||
|2 | |||
|— | |||
|— | |||
|— | |||
|- | |||
|2nd | |||
|3 | |||
|— | |||
|— | |||
|— | |||
|- | |||
|3rd | |||
|3 | |||
|2 | |||
|— | |||
|— | |||
|- | |||
|4th | |||
|4 | |||
|3 | |||
|— | |||
|— | |||
|- | |||
|5th | |||
|4 | |||
|3 | |||
|2 | |||
|— | |||
|- | |||
|6th | |||
|4 | |||
|4 | |||
|3 | |||
|— | |||
|- | |||
|7th | |||
|4 | |||
|4 | |||
|3 | |||
|2 | |||
|- | |||
|8th | |||
|4 | |||
|4 | |||
|4 | |||
|3 | |||
|- | |||
|9th | |||
|4 | |||
|4 | |||
|4 | |||
|3 | |||
|- | |||
|10th | |||
|4 | |||
|4 | |||
|4 | |||
|4 | |||
|} |
Revision as of 12:36, 27 May 2023
Requirements
Base Attack Bonus: +6
Skills: Craft (bowmaking) (8 ranks), Hide (8 ranks), Knowledge (nature)(4 ranks), Move Silently (8 ranks), Survival (8 ranks)
Feats: Point Blank Shot, Weapon Focus (longbow)
Summary
This class is absolutely buck wild to me, and prior to doing these classes and inputting them in the COWL I had no idea this class existed. This is an assassin but gets rid of one of the big issues of assassin that being that you have to deal with the rest of the party after you make your death attack. This class circumvents that, sure your death attack is your big capstone feature but you are a not necessarily evil archer assassin, you have the limited spellcasting that assassin has base (we removed it as it felt unneeded), hiding in plainsight, trackless step, ability to shoot in melee without getting AoO'd this has everything you could want for a ranged assassin build.
Role: DPS
Characteristics: Stealthy archers with undeniable luck and tools to remove others. Limited casting.
Source: Champions of Ruin
Game Rule Information
The Justice of Weald and Woe has the following game statistics.
Abilities: Dexterity for shooting bows and hiding well is a must. Wisdom is your casting stat so you should have some of that. Constitution is never a bad stat to have either for Concentration or HP whichever reason you prefer.
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Justice of Weald and Woe's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Knowledge (nature)(Int), Knowledge (religion)(Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Justice of Weald and Woe.
Weapon and Armor Proficiency: A Justice of Weald and Woe is proficient with whatever they were already proficient with prior to taking levels in this class.
Spells: You gain spells according to the table below. You do not gain new spells in any other spellcasting classes that you might have had before you took this prestige class, but you can still cast spells from your previous class. You can only choose spells from the justice spell list; justices use their Wisdom modifier for calculating bonus spells.
Bonus Feat: At 2nd and 8th levels, you gain a bonus archery feat. When you gain a new bonus feat, you must choose from the following list: Deflect Arrows, Far Shot, Improved Critical (longbow), Improved Precise Shot, Manyshot, Mounted Archery, Precise Shot, Rapid Shot, Shot on the Run, Snatch Arrows, Weapon Specialization (longbow only), Greater Weapon Focus (longbow only), Greater Weapon Specialization (longbow only). You must meet all prerequisites for a bonus feat. Use your justice level when determining whether you meet a prerequisite of a minimum fighter level. For example, a ranger 8/justice 8 would meet the requirement for Greater Weapon Focus (fighter level 8th), but not Greater Weapon Specialization (fighter level 12th).
Woodland Stride Ex: At 2nd level, you can move through any sort of undergrowth, as the druid ability.
Sneak Attack Ex: Beginning at 3rd and 7th level, you deal an extra 1d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to armor class, such as when it is surprised and flat-footed, or when you attack from a flanking position, as the sneak attack ability of rogues. Your damage dice stack with any sneak attack damage dice you might have gained from a previous class.
Lucky Shot Su: At 4th level and higher, once per day as a free action, you can gain a +10 insight bonus to one attack roll with your longbow. You must declare the use of this ability before rolling the die.
Trackless Step Ex: At 4th level and higher, you leave no trail in natural surroundings and cannot be tracked. You can leave a trail on purpose if you so desire.
Poison Use Ex: At 5th level, you learn to create and/or extract natural poisons and apply them to your weapons without any danger of harming yourself.
Steady Hand Ex: At 6th level, you become able to fire your personal longbow in melee combat without provoking attacks of opportunity. You only gain the benefit of this special ability when wearing light or no armor.
Hide in Plain Sight Ex: At 9th level, you gain the ability to hide in plain sight, as the ranger ability.
Death Attack Ex: At 10th level, you gain the ability to study your victim for 3 rounds and then make a sneak attack with a longbow that, if it successfully deals damage, has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 20 + your Int modifier) against the kill effect, it dies. If the saving throw fails against the paralysis effect, the target is rendered helpless and unable to act for 1d6+10 rounds. If the target's saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.
Poison Immunity Ex: At 10th level, you gain immunity to all natural poisons and animal venoms. This ability differs from the druid ability of the same name, in that it only applies to poisons derived from natural plants or fungi, or from animal or vermin venoms, not to all poisons, such as venoms from celestial animals or outsiders, or poisons derived from minerals or magic.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special | Spells per Day | |||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +0 | +3 | +3 | +0 | Spells | 0 | — | — | — |
2nd | +1 | +3 | +3 | +1 | Bonus feat, woodland stride | 1 | — | — | — |
3rd | +2 | +4 | +4 | +1 | Sneak attack +1d6 | 2 | 0 | — | — |
4th | +3 | +4 | +4 | +1 | Lucky shot, trackless step | 3 | 1 | — | — |
5th | +3 | +5 | +5 | +1 | Poison use | 4 | 2 | 0 | — |
6th | +4 | +5 | +5 | +2 | Steady hand | 4 | 3 | 1 | — |
7th | +5 | +6 | +6 | +2 | Sneak attack +2d6 | 5 | 4 | 2 | 0 |
8th | +6 | +6 | +6 | +2 | Bonus feat | 5 | 4 | 3 | 1 |
9th | +6 | +7 | +7 | +3 | Hide in plain sight | 5 | 4 | 3 | 2 |
10th | +7 | +7 | +7 | +3 | Death attack, immunity to poison | 5 | 4 | 3 | 3 |
Level | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1st | 2 | — | — | — |
2nd | 3 | — | — | — |
3rd | 3 | 2 | — | — |
4th | 4 | 3 | — | — |
5th | 4 | 3 | 2 | — |
6th | 4 | 4 | 3 | — |
7th | 4 | 4 | 3 | 2 |
8th | 4 | 4 | 4 | 3 |
9th | 4 | 4 | 4 | 3 |
10th | 4 | 4 | 4 | 4 |