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Inerrant Justice (Story)

You will punish the guilty without letting any innocents be harmed as a result.

Prerequisite(s): Must have witnessed or suffered a grave injustice that went unpunished, or have the An Eye for an Eye or the Raiders background. If the offender is not a challenging foe, it either advances to become one or allies with one or more creatures who are.

Benefit: Once per day, you can choose to take the maximum possible weapon damage die roll rather than rolling when you hit a foe that is unaware of you or considers you an ally.

Bonus dice, including from sneak attack, surprise attack, and Vital Strike, are rolled normally.

Goal: Decisively defeat or slay the offender without killing any innocents in the process. You can complete the goal after killing innocents if you receive an atonement spell.

Completion Benefit: You can use this feat’s benefit once per combat.

Quest (Roll a 1d4)
  1. A vigilante down one of your family members for a crime your relative did not commit, and you must bring that vigilante to justice.
  2. You must hunt down the thugs who defiled sacred elven ruins.
  3. Because your home lacks a strong military force keeping order, it falls to you to put an end to a serial criminal who preyed upon your friends or family.
  4. The slave trade has ruined countless lives, and you are determined to seek out the grand slavemaster kingpin and eliminate him.
Section 15: Copyright Notice

Pathfinder Player Companion: Spymaster’s Handbook © 2016, Paizo Inc.; Authors: Alexander Augunas, David N. Ross, and Owen K.C. Stephens.