Justice of Weald and Woe
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"Make no mistake, if you harm my people or my land, I will hunt you down like a dog and make you curse the hour of your birth."
-Talianas Sentherune
Justice of the Suldusk cell of the Eldreth Veluurtha

The Justice of Weald and Woe is the go-to person when something unsavory - usually involving the removal of humans - needs doing. As hunters of men, individuals already skilled in the hunt find themselves drawn to the class. Stealth, skill in making bows and arrows, and knowledge of the forest are the foundations upon which the class in built.

Hit Die: d8

Prerequisites:
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)

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Skill Points at Each Additional Level:
4 + Int modifier.

Level BAB Fort Save Reflex Save Will Save Special 1st 2nd 3rd 4th
1st +0 +3 +3 +0 Spells 0 - - -
2nd +1 +3 +3 +1 Woodland Stride, Bonus Feat 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 3 2 0 -
6th +4 +6 +6 +2 Steady Hand 3 3 1 -
7th +5 +6 +6 +2 Sneak Attack +2d6 3 3 2 0
8th +6 +6 +6 +2 Bonus Feat 3 3 3 1
9th +6 +7 +7 +3 Hide in Plain Sight 3 3 3 2
10th +7 +7 +7 +3 Death Attack, Immunity to Poison 3 3 3 3

Class Features:
All of the following are class features of the Justice of Weald and Woe

Weapon and Armor Proficiency: A Justice gains no new proficiencies with weapons or armor.

Spells: Justices use Wisdom to determine their bonus spells per day and spell DCs, and choose their spells from the Justice of Weald and Woe spell list.

1st:
Camouflage, Detect Snares and Pits, Endure Elements, Faerie Fire, Hide from Animals, Longstrider, Obscuring Mist, Pass Without Trace, Woodwisp Arrow
2nd:
Barkskin, Brilliant Energy Arrow, Cat's Grace, Fog Cloud, Snare, Spellslayer Arrow, Speak with Plants, Spider Climb, Tree Shape
3rd:
Arrowsplit, Darkflame Arrow, Darkvision, Meld into Stone, Serpent Arrow, Spike Growth, Water Breathing, Wind Wall
4th:
Bloodfreeze Arrow, Doublestrike Arrow, Freedom of Movement, Poison, Scrying, Shadow Arrow, Spike Stones, Tree Stride

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

*Provided the character has a sufficient wisdom score for bonus spells of this level.

Woodland Stride (Ex): Starting at 2nd level, a Justice may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Bonus Feats (Ex): At 2nd and 8th level you gain a bonus Archery feat. When you choose a new 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), Greater Weapon Focus (longbow). You must meet all the prerequisites for a bonus feat. Use your Justice level when determining weather you meet a prerequisite of a minimum fighter level.

Sneak Attack (Ex): If a Justice can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Justice's’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Justice flanks her target. This extra damage is 1d6 at 3rd level, and increases to 2d6 at 7th.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Justice can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Justice must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Justice cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

These bonus dice stack with any you may have had from another class.

Lucky Shot (Ex): Once per day as a free action, you may gain a +10 insight bonus to one attack roll with you longbow. You must declare the use of this ability before rolling the die.

Trackless Step (Ex): Starting at 4rd level, a Justice leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

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 poisoning yourself.

Steady Hand (Ex): At 6th level, you are able to fire your longbow in melee combat without provoking attacks of opportunity, as long as you are wearing light or no armor.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a Justice of 9th level or higher can use the Hide skill even while being observed.

Death Attack (Ex): At 10th level, if a Justice studies his victim for 3 rounds and then makes a sneak attack with a longbow that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Justices’ choice). While studying the victim, the Justice can undertake other actions so long as his 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, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+10 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Justice has completed the 3 rounds of study, he 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 the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Immunity (Ex): At 10th level, you gain immunity to all natural 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 all poisons, such as venoms from celestial animals or animals, or poisons derived from minerals or magic.