Peacekeeper (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.

You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

The Peacekeepers[edit]

Peacekeepers are oath sworn assassins dedicated to their namesake; keeping the peace. They are taken when they are children, orphans usually, and bound through unbreakable oaths to the ideals of their order, then trained individually as apprentices until adulthood. Peacekeepers are to act without prejudice, and are not to swear allegiance to any king, or country, in the hopes that they are not tainted by any opinionated belief in targeting the enemies of peace, because of this they travel alone and are forced to leave the presence of the order frequently. When a Peacekeeper no longer falls on the side of peace, they are hunted until they die, or until they redeem themselves with a glorious act, usually through martyrdom.

Making a Peacekeeper[edit]

Peacekeepers are hard hitting assassins, perfect for sneaking, stealing, and silencing enemies.

Abilities: The Peacekeeper makes good use of her sneak attack, shuffling through the dark, or targeting an enemy busy with her allies, all the while ready to dash back to shadows to preserve her life.

Races: Peacekeepers have a wide racial variety, coming from all corners of the world, plagued by war and conflict.

Alignment: Peacekeepers must be good aligned.

Table: The Peacekeeper

Hit Die d6
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Sneak Attack 1d6, Detect Posion
2nd +2 +0 +3 +3 Evasion
3rd +3 +1 +3 +3 Sneak Attack 2d6, Trombash
4th +4 +1 +4 +4 Finesse
5th +5 +1 +4 +4 Sneak Attack 3d6, Leaping Strike
6th +6/+1 +2 +5 +5 To The Shadows
7th +7/+2 +2 +5 +5 Sneak Attack 4d6, Improved Evasion
8th +8/+3 +2 +6 +6 Gouge
9th +9/+4 +3 +6 +6 Sneak Attack 5d6, Expertise
10th +10/+5 +3 +7 +7 Special Ability
11th +11/+6/+1 +3 +7 +7 Sneak Attack 6d6, Hide In Plain Sight
12th +12/+7/+2 +4 +8 +8 Dead Weight
13th +13/+8/+3 +4 +8 +8 Sneak Attack 7d6, Special Ability
14th +14/+9/+4 +4 +9 +9 Cripple
15th +15/+10/+5 +5 +9 +9 Sneak Attack 8d6, Ability Score Increase
16th +16/+11/+6/+1 +5 +10 +10 Expeditious
17th +17/+12/+7/+2 +5 +10 +10 Sneak Attack 9d6, Scrape
18th +18/+13/+8/+3 +6 +11 +11 Flurry
19th +19/+14/+9/+4 +6 +11 +11 Sneak Attack 10d6
20th +20/+15/+10/+5 +6 +12 +12 Ability Score Increase

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise, Hide, Move Silently, Jump, Balance, Tumble, Climb, Sleight Of Hand, Open Lock, Escape Artist, Listen, Decipher Script, Spot Search, Survival, Knowledge (Kings). Use Rope, Sense Motive, Bluff, Craft (Poisons). .

Class Features[edit]

Detect Poison - 3/day, (6/day at level 5) The Peacekeeper has been alive long enough to know a poison when she sees it, and with a successful DC20 Appraise check, she can know what type as well.

Trombash - The Peacekeeper can attack with thrown weapons as a movement action.

Finesse - When the Peacekeeper feints an enemy, she can add her Dexterity modifier to her bluff check, and can convert the next attack against the bamboozled enemy into a sneak attack.

Leaping Strike - The Peacekeeper covers 10 ft of ground with a jump, landing in an unoccupied space next to her target and adding her sneak attack die to her damage. (Full Round Action)

Cloak and Dagger - The Peacekeeper quickly dashes 15 ft into a partially shadowed area making a hide check with a DC of (10 + 5/per enemy observing her) to gain full concealment. (Full Round Action)

Gouge - The Peacekeeper’s sneak attacks and critical can be converted into bleed damage, for the purpose overcoming DR.

Expertise - The Peacekeeper can immediately attack after a Feint. (Swift Action)

Special Ability - At the tenth level, and third after, the Peacekeeper chooses an ability from the list below.

Locking Death's Door - When making a fortitude save to not die instantly, she can re-roll a failed result, but must keep the second result, even if its a 1.

Desperate Dive - If an attack would otherwise kill her, she can instead make a (DC 10+1/10 points of damage) reflex save to avoid all damage, but lose her move action next turn.

Traction - 3/day the Peacekeeper can re-roll the result of any Climb, Jump, Tumble, or Balance check. The Peacekeeper must keep the second result, even if its a 1..

Riposte - Whenever the Peacekeeper is damaged by an enemy, she can spend her ‘attack of opportunity’ for that round to immediately attack whatever dealt her damage. (This can be used even when not her turn.)

Swift - The Peacekeeper is remarkably quick on her feet, granting her a +2 AC bonus, and all ranged attackers a -4 attack penalty if she had moved at least 10 ft on her turn.

Hide In Plain Sight - The Peacekeeper may make a hide check regardless of environment, or who is watching with a -4 penalty per individual *intently* watching her. (The intent being that they must be searching for her), this grants full concealment in combat.

Dead Weight - When feinting an enemy in heavy or medium armor, that enemy takes their armor penalty to their AC against attacks from the Peacekeeper.

Cripple - Targets hit by the Peacekeepers Sneak Attack must make a (DC 15 +1/10 points of damage) fortitude save or take 1d2 points of strength damage.

Expeditious - The Peacekeeper can make another attack after sneak attacking at her highest attack bonus.

Scrape - Missed attacks still make 5 points of damage.

Flurry - The Peacekeeper can now make ‘two’ attacks immediately after a feint. Both at her highest attack bonus.

Weapon and Armor Proficiency: Peacekeepers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short-bow, and short sword. Peacekeepers are proficient with light armor and medium armor, but not with shields.


If a Peacekeeper somehow becomes evil or breaks their oath, they are hunted forever by the Order, unless they commit a glorious act of good, which typically involves explosives, a "evil" foreign embassy, and their own untimely demise.

Campaign Information[edit]

Playing a Peacekeeper[edit]

Religion: Peacekeepers don't typically worship any deity, but the ones who do, usually choose to follow Olidammara.

Other Classes: Most, if not all, of the Peacekeepers reputation comes through fear, making many people skeptical of recruiting them.

Combat: Peacekeepers are a unique front-line fighter-rogue, hybrid, capable of dishing out great damage, and slinking back into the shadows when needed.

Peacekeepers in the World[edit]

When wars end, it is the silent blade that keeps the peace. But when wars rage, a peacekeeper's work is never done.
—ubisoft announcer guy

Peacekeepers aren't assassins for hire, they are oath sworn individuals dedicated to keeping the peace, no matter the cost. They are exceptionally rare, but not impossible to find. A Peacekeeper may be stalking an evil party member of yours, or a NPC you need to interrogate, or perhaps they share a common goal, trying to kill whoever your party is after. but you will never find one off guard, until needed.

Daily Life: The Peacekeepers life is interesting if anything, from spending days following a target, to seconds poisoning a drink. Peacekeepers have no time for leisure.

Organizations: Peacekeepers answer to the "Order" but work alone to avoid a clouded judgment when targeting enemies of peace.

NPC Reactions: Some might regard the Peacekeeper with high interest having never heard of one, while others might fear them for their widespread reputation.

Peacekeepers Lore[edit]

Characters can make a intelligence check to research Peacekeepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Intelligence mod
DC Result
10 a group of shadowy assassins, with clouded ideals.
20 They are called Peacekeepers, and they think themselves the instruments of good.
25 They have blackmail material on every king currently known to be alive. (At this point a Peacekeeper agent will likely track whoever had taken notice.)
30 You have discerned the location of a Peacekeeper safe house, it will likely have information on the orders whereabouts inside. (The Order is actively watching the party now.)

Peacekeepers in the Game[edit]

A Peacekeeper will likely be carrying out an attempt on someones life when you find them, or possibly even watching the party itself. Peacekeeper NPCs will not not attack the party on sight unless it has a majority of evil aligned players, so the possibility of a player conversing with a Peacekeeper, maybe to offer help, or request some, is very possible.

Adaptation: You may find a group of Ex-Peacekeepers turned bandit, but any Peacekeeper variant will almost certainly be hunted by the order.

Sample Encounter: A flash of movement in a dark alley, a hooded figure observing you from a distance, or maybe a wounded Peacekeeper trying to hide from guards. A Peacekeeper will never directly attack anything unless forced.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!