OGC:Lawkeeper (3.5e Prestige Class)

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A lawkeeper must be a skilled warrior with absolute dedication to the laws of the church. Unlike the paladin, a lawkeeper can be of any lawful alignment. Where a lawful good lawkeeper strives to protect the people of the community, a lawful evil lawkeeper is more likely to be an oppressive agent of the church; a lawful neutral lawkeeper will simply be an impartial servant of the law.

Becoming a Lawkeeper

To become a lawkeeper, a character must fulfill all of the following criteria.

Entry Requirements
Alignment: Any lawful
Base Attack Bonus: +5
Skills: Knowledge (law) 2 ranks, Knowledge (religion) 2 ranks
Code of Conduct: A lawkeeper serves two masters — the law and the church. To begin with, a lawkeeper must be chosen and consecrated by a religious order. From that point on, he must uphold the laws and principles of his patron church. If he is lawful evil, this may mean following the letter of the law rather than the intent, but if he blatantly breaks the laws he is bound by he loses all lawkeeper spells and special abilities until he atones for his acts (using the atonement spell or a similar action).

Table: The Lawkeeper

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Battle Heresy +1, Detect Heretic 60 ft. 0
2nd +2 +3 +0 +0 Divine Grace, Unfailing Eyes 1
3rd +3 +3 +1 +1 Battle Heresy +2, Detect Heretic 150 ft. 1 0
4th +4 +4 +1 +1 Sense Heresy 30 ft. 1 1
5th +5 +4 +1 +1 Battle Heresy +3, Detect Heretic 300 ft. 1 1 0
6th +6 +5 +2 +2 Sense Heresy 30 ft. (location) 1 1 1
7th +7 +5 +2 +2 Battle Heresy +4, Detect Heretic 600 ft. 2 1 1 0
8th +8 +6 +2 +2 2 1 1 1
9th +9 +6 +3 +3 Battle Heresy +5, Detect Heretic 1,200 ft. 2 2 1 1
10th +10 +7 +3 +3 Sense Heresy 60 ft. (full nature) 2 2 2 1

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Handle Animal (Cha), Knowledge (law) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Ride (Dex).

Class Features

All of the following are class features of the lawkeeper.

Weapon and Armor Proficiency: A lawkeeper is proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells: Beginning at 1st level, a lawkeeper gains the ability to cast divine spells. To cast a spell, the lawkeeper must have a Wisdom score of at least 10 + the spell’s level. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + Spell Level + the lawkeeper’s Wisdom modifier. A lawkeeper prepares his spells just like a cleric; the spell list is provided below.

Lawkeepers choose spells from the following list.

1st—bless, bless weapon, command, detect poison, divine favor, endure elements, read the guilty face, sleep of the unjust

2nd—bull’s strength, hold person, follow the bloody trail, mystical manacles, resist energy, shield other, zone of truth

3rd—ban, discern lies, dispel magic, greater magic weapon, magic circle against chaos, sending

4th—break enchantment, greater command, death ward, freedom of movement, mark of justice, righteous might

Battle Heresy: The primary purpose of the lawkeeper is to capture or eliminate those who have been marked as enemies of the church. As such, the lawkeeper receives a number of special benefits when he’s facing individuals who have been affected by anathema, ban, or excommunicate. These benefits include:

  • The lawkeeper may add his Battle Heresy bonus to attack and damage rolls made against marked enemies of his church.
  • The lawkeeper may add his Battle Heresy bonus to saving throws made against spells cast by marked heretics.
  • The lawkeeper may add his Battle Heresy bonus to any check to oppose Bluff or Disguise checks made by marked heretics. This bonus stacks with Unfailing Eyes.

Battle Heresy is considered to be a sacred bonus (or profane if the lawkeeper is evil). The target must have been marked by a member of the lawkeeper’s religion.

Detect Heresy: A lawkeeper can sense the presence of enemies of his church. This is identical to the spell detect heretic, except that the range of the effect increases dramatically as the lawkeeper rises in level. This is a spell-like ability that can be used at will.

Divine Grace: Starting at 2nd level, a lawkeeper applies his Charisma modifier (if positive) as a bonus to all saving throws. If the character receives Divine Grace from two separate sources (for example, if he also has paladin levels), the bonuses do not stack; instead he receives an additional +1 bonus to all saving throws. So a paladin/lawkeeper with a 16 Charisma would receive a +4 modifier due to Divine Grace.

Unfailing Eyes: At 2nd level and above, a lawkeeper receives a +2 bonus to Sense Motive checks. He receives a +2 to any Spot check to oppose Disguise, Hide, or Sleight of Hand.

Sense Heresy: No heretic can escape the sight on an experienced lawkeeper. At this point, the lawkeeper need not concentrate in order to detect the presence of the profane; he automatically knows when a heretic (marked by a member of his church) comes within 30 feet of his location. At 4th level, this power is equivalent of using detect heretic for one round; the lawkeeper can sense the presence of the unclean, but must use his Detect Heresy ability to get specific information. At 6th level, this mystical sense sharpens and the lawkeeper knows the precise number and location of any heretics within 30 feet. This will reveal invisible and hidden foes, but any magic that would disrupt detect heretic will block the effect. At 10th level the range of this effect is increased to 60 feet; in addition, the lawkeeper receives full information on the nature of the heresy, as if he had used detect heretic for three rounds. This is a supernatural ability.

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