Justice of Weald and Woe

(Champions of Ruin variant, p. 48)

The justice of weald and woe is the go-to person when something unsavory — usually involving the removal of humans — needs doing.


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)

Hit die


Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: You gain no proficiency with any weapon, armor, or shield.

Spellcasting: 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 and spell DCs.

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

Bonus Feats: 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 described on page 36 of the Player's Handbook.

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 described on page 48 of the Player's Handbook.

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.


Spells per Day
Level BAB Fort Ref Will Special 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 3 2 0
6th +4 +5 +5 +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 skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Craft INT no no
Disguise CHA no no
Escape Artist DEX no yes
Gather Information CHA no no
Handle Animal CHA yes no
Hide DEX no yes
Intimidate CHA no no
Jump STR no yes
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (religion) INT yes no
Listen WIS no no
Sense Motive WIS no no
Spot WIS no no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Justice of Weald and Woe