Justice of Weald and Woe

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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

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: Limited Casting. Stealthy archers with undeniable luck and tools to remove others.

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.

Table 1-1: Justice of Weald and Woe Progression
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

Spells Known and Spell List

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
1st Level

Camouflage, Detect Snares and Pits, Endure Elements, Faerie Fire, Hide From Animals, Jump, Longstrider, Obscuring Mist, Pass Without Trace, Woodwisp Arrow.

2nd Level

Barkskin, Brilliant Energy Arrow, Cat’s Grace, Fog Cloud, Snare, Spellslayer Arrow, Speak With Plants, Spider Climb, Tree Shape.

3rd Level

Arrowsplit, Darkflame Arrow, Darkvision, Meld Into Stone, Serpent Arrow, Spike Growth, Water Breathing, Wind Wall.

4th level

Bloodfreeze Arrow, Doublestrike Arrow, Freedom of Movement, Poison, Scrying, Shadow Arrow, Spike Stones, Tree Stride.

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-3: Bonus Spells
Skill Bonus Level 1 Level 2 Level 3 Level 4
1 1 1 0 0
2 2 1 1 1
3 3 2 2 1
4 4 2 2 1
5 5 3 2 1
6 6 3 2 2
7 7 4 2 2
8 8 4 3 2
9 9 5 3 2
10 10 5 3 3
11 11 6 4 3