“So long as the Federation stands,
There is Hope.
So long as there is Hope
We are its Keepers.”

                                 - Keeper's Pledge

  
Description:  The Keepers were established during the Independence Wars as a means for the burgeoning Federation Government to deliver justice on the battlefield. They wear their lake blue uniform with pride. It is a promise to those Keepers who fell during the Independence Wars and reminds all who see them of both the oath of duty and the fearlessness of the men who don the cerulean armour. Now, as itinerant magistrates, the Keepers are the guardians of law and order in the vast areas of the Sunterranse Federation. Besides being judges and emissaries of the Federation, the Keepers function as a national police force, detectives, and even a paramilitary force. Ironically, the history of the Keepers is bound to an outpost beyond the borders of the Federation, in the Wasted Sea, called Forward Advance.
    
Prerequisites:  • Must be a Sunterran Citizen with a proven record of sincerity and loyalty to the Federation
• Must undergo 6 months of training
• Must be Lawful Good or Lawful Neutral
• Must rigorously adhere to the Code of the Keepers
• Feat - Alertness
• Feat - Investigate or Feat - Tracking

• Skill - Search 6 ranks
• Skill - Gather Information 4 ranks
• Skill - Knowledge: Law 4 ranks
• Skill - Ride 4 ranks
  
Hit Dice:  1d8/ level 
Skill Points: 
2 + Int Adj / level
  
Class Skills:  Climb (Str), Diplomacy (Cha), Disable Device (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any)(Int), Listen (Wis), Open Locks (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
  
Weapon &
Armour:
Keepers are proficient with all simple and martial weapons, light armour, medium armour and shields.
  
Other: 

The Code of the Keepers: A Keeper's activities are limited by a special code. Any Keeper who breaks the could be reprimanded or, worse, expelled. A Keeper who is expelled loses all of his Special Abilities.

Good Cop, Bad Cop: When a Keeper succeeds in a Bluff check against someone, he automatically grants one other person a +2 circumstance bonus to one Intimidate check against the same target for one round. When the Keeper succeeds in an Intimidate check, he can give a similar +2 circumstance bonus to someone else's Bluff check. Two Keepers can support one another with this maneuver for many rounds. (derived from the Cooperative Interrogation skill for the Watch Detective prestige class in Masters of the Wild)

Gather Evidence: The Keeper may Search a crime scene to find evidence to link a crime and a suspect. This evidence may contribute to the Keeper's ability to profile a mark. The Keeper is initimately familiar with the rigorous methods used to collect and catalogue this evidence for use in trial. At 6th Level of the Keeper may role a Search check to notice any secert or concealed door of which he passes within 5 feet.

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Level
Rank
Special
Attack
Fort
Reflex
Will
1st
Constable
Law & Order
+0
+0
+2
+2
2nd    Just the Facts, Ma'am
+1
+0
+3
+3
3rd    You Have the Right to Remain Silent
+2
+1
+3
+3
4th
Sergeant
Down these Mean Streets
+3
+1
+4
+4
5th    Always Gets His Man
+3
+1
+4
+4
6th    To Serve & Protect
+4
+2
+5
+5
7th
Sheriff or Marshall
Dead Men Tell No Lies
+5
+2
+5
+5
8th    Stop in the Name of the Law!
+6
+2
+6
+6
9th    Everyone Just Remain Calm
+6
+3
+6
+6
10th
Guardian
What Evil Lurks Within the Hearts of Men?
+7
+3
+7
+7

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Law & Order:
Keepers get a +2 bonus to Knowledge: Law checks, +4 if it is a question of Sunterran Criminal Code. Keepers also get a +2 bonus to Search checks.
  
Just the Facts, Ma'am: 

Keepers gain a +2 bonus to Gather Information checks.

The Keeper also gains the ability to compose an image of someone accused of a crime. By making a successful Gather Information check (DC 15) when talking to a witness of a crime, the Keeper can gain a rough accurate mental picture of the perpetrator even if the witness himself did not see him or her. The Keeper may try to commit the image to paper using the Craft: Painting skill. Either a verbal or a visual depiction grants a +2 insight bonus on any further Gather Information checks made when dealing with witnesses to that crime or persons acquainted with the perpetrator. (Derived from the Watch Detective prestige class skill Profile in Masters of the Wild)

  
You Have the Right to Remain Silent: 
The Keeper is always considered armed when making a disarm attempt and he gains a +4 bonus to any attack role made to disarm an opponent. The 3rd level Keeper also receives no penalty for making a subdual attack. Finally, the Keeper knows how to strike for subdual just before killing his foe. (Derived from the Bloodhound and Watch Detective prestige classes in Masters of the Wild)
  
Down these Mean Streets:
Keepers have street smarts. They may automatically make a Spot check at +4 to know if they are being watched or followed. They have a network of informants with whom they gain a +2 Gather Information bonus, and they gain the Rogue-like ability to avoid being flanked or caught flat-footed.
  
Always Gets His Man:

At 5th level, the Keeper can target or mark an individual or humanoid foe with whom he becomes intimately familiar. To mark a foe, the keeper must have either seen the target, or have profiled the target (as in the "Just the Facts" skill) and made a successful Sense Motive check (DC 20). The Keeper gains a +1 bonus to this check for each piece of relevant evidence he may have found at the crime scene (see Gather Evidence) that may be connected to the crime, the criminal, or the victim (DM's discretion).

Once his study is complete the Keeper receives a variety of advantages against the target, or mark, listed below. A Keeper can have one mark for every level after 5th to a maximum of six and may mark a target once a week. If a Keeper chooses a new mark before apprehending an existing one, the latter is unmarked, and the Keeper loses XP equal to the amount he would have gotten for defeating that creature.

The Keeper gains +2 to Listen and Spot checks against the mark, +2 to Gather Information related to the mark, +2 Survival when tracking the mark, +2 to Sense Motive, Intimidate and Bluff when interrogating the mark. (Derived from the Bloodhound prestige class in Masters of the Wild)

  
To Serve & Protect:

A Keeper may use a Full Defense action to grant a +4 AC bonus to as many targets as his dexterity bonus (minimum 1) allows and suffers no AC penalty himself in doing so.

  
Dead Men Tell No Lies:
When a successful Search check is made (DC 20) a Keeper can discern the cause of death of any corpse he examines. Given time, he may take 20 on this roll. Success indicates that he knows what killed the person, the size and approximate strength of any attacker responsible, and any other key information the DM wishes to impart. (Derived from the Watch Detective prestige class in Masters of the Wild)
  
Stop in the Name of the Law!:

Keepers may use their authority voice once per day per Charisma bonus (minimum of once) with the spell like effect of Suggestion. The target must make a successful Will save (10 + Keeper's level), with an additional +2 if the target is a "mark."

  
Everyone Just Remain Calm:
A Keeper's mere presence can immediately bring order to the most chaotic situation. Keepers are immune to Fear effects and impart the benefits of Protection from Fear to everyone who is aware of his presence within a 10' radius per point of the Keeper's Charisma bonus, to a maximum of 40'.
  
What Evil Lurks Within the Hearts of Men?:

At 10th level, a Keeper can produce an effect equal to the discern lies spell once per day and may detect alignment as many times a day as his wisdom modifier (minimum once). These abilities stack with existing capacities to do so. To activate these abilities, the Keeper must be able to hear the target in the first instance and see his target in the second.

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  Code of the Keepers*
All Sentient Creatures are born Freemen.
  
All Sentient Creatures deserve Justice.