An Empty Throne
The lawkeeper is a skilled member of the party and a capable warrior.
Alignment: To be a lawkeeper one needs immense discipline, so lawkeepers must be lawful. This, however, does not neccesarily mean that lawkeepers obey the law of the land – despite having respect for rules in general, the lawkeepers must only obey their own code to better thier Society.
[Personal Codes must be submitted before the character will be accepted.]
Starting Gold: 5d4 gp (12, 5sp)
Table: The lawkeeper
Hit Die: d8
Lvl BAB Frt Ref Wil Special FoB MK MR SK Mx U.Dmg U.AC U.Spd
1st 0 3 2 2 1 1d6 1 4 2 2 2 1d8 2 4 2 2 2 1d8 1 3 4 3 2 2 1d8 1 4 5 3 2 3 1d8 2 5/3 6/4 7/5 8/3 6 4 3 4 1d10 4 9/4 6 5 3 4 2d6 4 9/4 7 5 3 5 2d6 5 10/5 7 5 3 5 2d6 6/11/6/7/12/7/7/12/7/8/13/8/9/14/9/10/15/10/+5 9 8 5 7 2d10 +4 +60 ft.
Lvl BAB Frt Ref Wil Special U.Dmg U.AC U.Spd
1st 1 2 3 4 5 6/7/8/9/10/11/1 12/2 13/3 14/4 15/5 +12 +12 +6 Ki power, perfect self 2d10 +5 +60 ft.
Class Skills (6 + Int)
The monk’s class skills are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), [Knowledge (history) (Int) or Knowledge (religion) (Int), pick one], Martial Lore, Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
All of the following are class features of the lawkeeper.
Weapon and Armor Proficiency:
Lawkeepers are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. These weapons are also called “Monk weapons”. They are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a lawkeeper loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Disciplines Available: The disciplines available to he are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw. A lawkeeper is a martial adept class, and treated as a martial adept for the purpose of determining initiator level.
Maneuvers: A lawkeeper has knowledge of a three maneouvers and a stance when he begins his career. As he attains levels, he gains knowledge of additional maneuvers, as shown in the table above. A lawkeeper must fulfill all prerequisites for whatever maneuver he wishes to learn before taking it. A lawkeeper’s maneuvers (and stances) count as extraordinary abilities unless otherwise noted. Maneuvers are not subject to spell resistance or antimagic fields (unless the maneuver is supernatural), and do not provoke attacks of opportunity. In addition, when a lawkeeper reaches 4th level, and every other level after, he can exchange one maneuver for another. The new maneuver does not need to have the same level as the old maneuver, but he must observe the restriction on the highest-level maneuver he knows, and he must meet all other prerequisites before selecting the new maneuver.
Maneuvers Readied: Starting at 1st level, a lawkeeper is able to ready one of his maneuvers. In order to eady his maneuvers, he must spend 15 minutes in the morning meditating and exercising. When an encounter begins, the lawkeeper has all of his maneuvers, unexpended. These maneuvers can be initiated once per encounter, and does not regain them until the end of the encounter unless he refreshes them, which requires a standard action, and recovers a number of maneuvers of a maximum of 1 + his Wisdom bonus, up to the number of maneouvers readied at his level. He can also take a full round action to change his readied maneouvers. Doing so makes all readied maneouvers available to the lawkeeper, as if he just entered the encounter.
Stances Known: Unlike Manuevers, stances are not expended, and he does not have to ready them. All the stances he know are available to he at all times, and he can change the stance he currently us as a swift action. At 1st level, a lawkeeper can select a 1st level stance from one of the available disciplines. At 3rd, 9th, 15th, and 20th levels, he can select additional stances. Like with maneuvers, he must meet all prerequisites when selecting a new stance. These stances are available at all times, and he can initiate or change the stance he is currently using as a swift action. Stances count as extraordinary abilities (unless stated otherwise).
Flurry of Blows (Ex): When unarmored, a lawkeeper may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column. This penalty applies for 1 round, so it also affects attacks of opportunity the lawkeeper might make before her next action. When a lawkeeper reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A lawkeeper must use a full attack action to strike with a flurry of blows. When using flurry of blows, a lawkeeper may attack only with unarmed strikes or with special weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special lawkeeper weapons interchangeably as desired. When using weapons as part of a flurry of blows, the full Strength bonus is applied to her damage rolls for all successful attacks. Whether or not she wields a weapon in one or both hands regardless of the modified Str bonus by weapon. The character may not use any weapon other than one on the special weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a lawkeeper may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a lawkeeper reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Feats: A lawkeeper need not have any of the prerequisites normally required for these feats to select them. Instead the become available at a specific level. At 1st level, a lawkeeper may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat.
Table: Unarmed Damage by Size
Lvl Fn Dim Tiny Sml Med Lrg Huge Grg Clsl
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8
Unfettered (Ex): As long as the character wears no armor or shield, and carries no more than a light load, his unarmed strikes deal more damage than normal, and he gains a bonus to his land speed. As long as the character wears no more than light armor and is unencumbered he gains his Wisdom modifier to his AC as well as the AC additional bonus at proscribed levels. The character always benefits from the Improved Unarmed Strike feat.
Evasion (Ex): At 2nd level or higher if a lawkeeper makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a lawkeeper is wearing light armor or no armor. A helpless lawkeeper does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a lawkeeper gains an enhancement bonus to her speed, as shown on Table: The lawkeeper. A lawkeeper in armor or carrying a medium or heavy load loses this extra speed. Remember that the lawkeeper gets a cumulative +4 bonus to jump checks for each increase of speed over 30, as described in Jump Skill
Akashic Method (Ex): Upon reaching 3rd level, a lawkeeper chooses one non-Wisdom based skill that he has invested ranks. This skill may be improved by taking a move action to meditate and focus, the roll is improved by [either his Wisdom modifier (+WIS) or invested ranks in the skill (Ranks x2) – whichever is lower]. This bonus lasts for a number of rounds equivalent to his remaining Ki points. There is no limit to the number of uses per day.
Still Mind (Ex): A Monk gains a +3 bonus to will saves vs Charm, Compulsion, and Fear effects. This bonus increases by +1 at 3rd level and every three levels thereafter.
Ki Strike (Su): At 4th level, a lawkeeper gains a ki pool from which her unarmed attacks and attacks made with unenchanted lawkeeper weapons can be empowered. number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. At 4th level the lawkeepers now treats his attacks as a magic weapon for the purpose of overcoming damage reduction. A Lawkeeper must retain at least one Ki point per level of Ki Strike in his pool for these abilities to function normally. At 8th level, his unarmed attacks are also treated as ghost touch weapons for the purpose of overcoming damage reduction.
At 12th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. At 20th level, his unarmed attacks will overcome Alignment based restrictions as determined by his own alignment.
Slowfall Stance (Su): A lawkeeper of 4th level or higher may, as an immediate action, lose the benefit of any stance he is currently in to enter the Slowfall stance. While in this stance, the lawkeeper ignores all falling damage up to the distance of thier current land speed.
Ki Diversity (Su): At 5th level, the lawkeeper learns how to channel his ki in new ways.
•Bone Crusher: When he succeeds at a trip or disarm combat maneuver, the lawkeeper may spend 1 point from her ki pool as a swift action to deal damage to her opponent as if he had hit them with an unarmed strike.
•Dim Mak: The character may spend 1 point from her ki pool as a swift action to execute her next Stunning Fist attack as a melee touch attack rather than a normal melee attack.
•Light Step: The character may spend 1 point from her ki pool as a swift action to increase her speed by +20ft for 1 round.
•Mind of the Kensai: The character may spend 1 point from her ki pool as a swift action to imbue a single melee weapon in her hands with the ki focus weapon special ability until her next turn.
•Mirage Strike: The character may spend 1 point from her ki pool as a swift action to make one additional attack at her highest attack bonus when making a full attack or flurry of blows.
•Twisting Defense: The character may spend 1 point from her ki pool as an immediate action to gain a +4 dodge bonus to AC for 1 round.
•Wings of the Crane: If the character has the Deflect Arrows feat, he may spend 1 point from her ki pool as an immediate action to use that feat to deflect a second missile weapon that round. If he has the Snatch Arrows feat, he may use this ability to catch a second weapon, but not throw it back.
•Zen Combatant: The character may spend 1 point from her ki pool as a swift action to substitute her Wisdom score for her Strength or Dexterity for all melee or ranged attacks he makes that round.
Wholeness of Body (Su): At 6th level or higher, a lawkeeper may enter a meditative stance to heal her own wounds. She can heal a number of hit points of damage equal her current lawkeeper level times her Wisdom modifer (Minimum 1) each day, and she can spread this healing out among several uses. Each attempt takes at least
Akashic Method II (Ex):
Improved Evasion (Ex): At 9th level, a lawkeeper’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless lawkeeper does not gain the benefit of improved evasion.
Akashic Loresight (Su): At 10th level a lawkeeper may mentally probe the memory of one other creature as a touch attack. The lawkeeper mentally forms a question the creature can answer with a single word. No shared language is needed, nor does it matter whether the creature is conscious or aware. The creature can make a Will save (DC 10 + half class level + the lawkeeper’s Charisma modifier). If the creature fails its save, the lawkeeper gains the answer as if the creature mentally answered the question as truthfully as possible. In any event, the creature does not know the lawkeeper made the attempt. A character can use this ability once per day as a standard action.
Akashic Method III (Ex): At 11th level, a lawkeeper
Abundant Step (Su): At 12th level or higher, a number of times per day equal to her Wisdom modifier (minimum 1), a lawkeeper can slip magically between spaces, as if using the spell dimension door. Her caster level for this effect is equal to half her lawkeeper level.
Bastion of Order (Su): the 14th-level the lawkeeper can become infused with axiomatic power take on a whole new form. This new form resembles her normal physical form, but everyone around her intuitively knows she has become transformed. The Lawkeeper speaks with a new voice of great resonance and authority and stands with greater stature and power. The new form adds a +2 enhancement bonus to Strength, DR 10/chaotic, a +4 bonsus on saves versus posion, low-light vision, and a fly speed equivalent to her land speed (good manueverability). The new form eminates the following effects Invisibility Prohibition, Her unarmed damages increases by one size attribute although she gets no larger. She gains spell resistence of 9 plus her lawkeeper level. These powers last for 2 rounds per lawkeeper level, and she can use this ability once per day. Bastion of Order is a free action. Most Lawkeepers give a name to the new form (or their reputation earns them one), such as “The Lion of Righteousness” or “The Hound of Darkness.” Others will then speak of the new form as a different being: “He has become the Lion of Righteousness.”
Wall Run(Ex): At 13 level the lawkeeper can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. He does not need to have his hands free to do that. As a move action the lawkeeper can assign his Qi Gong bonus to this ability, which allows him to move across any solid surface as if affected by Spider climb. However at the end of his move, the lawkeeper must finish on a horizontal surface, or he falls. He is allowed to make a jump check during his movement on wall or ceiling, however this this ends Wall run.
Beginning at 17th level, the Lawkeeper becomes so devotion to the pursuit of order that magic slips around her presence. The Lawkeepr gains spell resistance equal to 11 + her Lawkeeper level all the time.
Empty Body (Su): At 19th level, a number of times per day equal to her Wisdom modifier (minimum 1), he learn to step into the Void and remain there briefly. This functions as the ethereal jaunt spell with a caster level equal to half her lawkeeper level.
Perfect Self: At 20th level, a lawkeeper becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the lawkeeper’s creature type was) for the purpose of spells and magical effects. Additionally, the lawkeeper gains damage reduction 15/chaotic, which allows her to ignore the first 15 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the lawkeeper can still be brought back from the dead as if she were a member of her previous creature type.
Like a member of any other class, a lawkeeper may be a multiclass character, but multiclass lawkeepers face a special restriction. A lawkeeper who gains a new class or (if already multiclass) raises another class by a level may never again raise her lawkeeper level, though she retains all her lawkeeper abilities.
Casting Time: Standard action
Target: One living creature or corpse
Saving Throw: Will negates
Spell Resistance: Yes
he learn something significant about a creature (living or dead) that he touch. Go through this list, in order—the first bit of lore he do not know, he learn through
1. Creature’s race or type
2. Creature’s name (if none, then skip)
3. Creature’s class (if none, then skip)
4. How the creature died (if not applicable,skip)
5. Creature’s most recent, basic goal (obtain food, carry out the orders of its superior, get some sleep, etc.)
6. Creature’s attitude toward he
7. Creature that this creature interacted with most recently (other than he)
8. Creature’s most valuable possession, if any
9. Location of the creature’s home or lair, if any
10. Creature’s current thoughts
Multiple castings allow he to gain multiple bits of information. If he know all of the above information, this spell teaches he nothing.