In
the nation of Leonay there are four groups that keep the peace and protect the
citizenry. Although enemies surround Leonay, there is a feeling of safety within
the borders of their home country. The reason for this feeling is the formidable
protectors of the law and the land.
The
first is the military and they take care of protecting the nation itself.
Leonay’s borders have stood for the past 40 years without change.
Secondly,
the church with its mighty priests and paladins support the military and rule
the country. The many undead invasions from Lifeswallower would not have been
stopped if the church of Arthom weren’t vigilant. The church also supports the
other three protectors of Leonay.
The
third are the city watches of the great cities of Leonay. Each city equips their
own group of protectors from within their population. The city watch takes care
of crimes within their respective city.
The
last of the groups charged with the protection of Leonay are the Hand of
Keledran. The Hand is an order affiliated with the church of Arthom, but they
take orders from within their own hierarchy. They are the judges, detectives,
agents, and enforcers of the laws. Where the city watch polices the general
population for most crimes, the Hand watches for; infiltration from monsters,
murder for hire, criminals on the run, as well as conspiracies against the
government of their homeland.
A
Hand must announce himself to his enemies to give them the chance to surrender,
not surrendering your weapon to a Hand is a capital crime, and if there is
irrefutable evidence that they are guilty of a capital crime the death sentence
can be taken out by the Hand of Keledran. However, if their enemy surrenders
their weapon the Hand of Keledran is expected to take the criminal into custody
and put them in front of a tribunal of judges for their trial.
During
the trial, a Hand of Keledran usually acts as the prosecutor and puts forth the
best case possible to get the criminal sentenced to a proper punishment. If, for
some reason, the Hand can’t prosecute his own arrest he can appoint another
lawyer to prosecute his arrest.
Hit Die: d10.
Requirements:
To
qualify to become a Hand
of Keledran, a character must fulfill all the following criteria.
Class
Skills:
The
Hand of Keledran’s class skills (and the key ability for each skill) are Bluff
(Cha), Concentration (Con), Craft (Int), Disguise (Cha), Forgery (Int), Gather
Information (Cha), Intimidate (Cha), Profession (Wis), Search (Int), Sense
Motive (Wis), Spot (Wis), Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s
Handbook for the skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class
Features:
All
of the following are class features of the Hand of Keledran prestige class.
Weapon
and Armor Proficiency: Hands
of Keledran are proficient with all simple and martial weapons but they don’t
gain any proficiency with armor or shields. Note that armor check penalties for
armor heavier than leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Spells:
Beginning
at 1st level, a hand gains the ability to cast a small number of
divine spells. To cast a spell, the hand must have a Wisdom score of at least 10
+ the spell’s level, so a hand with a Wisdom of 10 or lower cannot cast these
spells. Hand of Keledran bonus spells are based on Wisdom, and saving throws
against these spells have a DC of 10 + spell level + the hand’s Wisdom
modifier. When the hand gets 0 spells of a given level, such as 0 1st-level
spells at 1st level, he gets only bonus spells. (A hand without a
bonus spell for that level cannot yet cast a spell of that level.) The hand of
Keledran’s spell list appears below. A hand has access to any spell on the
list and can freely choose which to prepare, just like a cleric. A hand prepares
and casts spells just as a cleric does (though the hand cannot spontaneously
cast cure or inflict spells).
Robe
of Office: Upon
joining the Hand of Keledran, a hand is given magical robes that are linked to
his lifeforce and his Oath to the Order. The robes give the hand a +1 deflection
bonus to AC for every three character levels (so a 11th level
ranger/1st level hand of Keledran would get a +4 deflection bonus to
AC).
Calm
Emotions (Sp): The Hand of Keledran can use calm emotions as a
cleric of the same level. Starting at 2nd level, the hand can use
this spell-like ability once per day, plus one additional time per point of
Wisdom bonus.
Righteous
Protection: A hand of Keledran of 3rd level or higher applies his
Charisma modifier (if positive) as a bonus to all saving throws.
Bonus
Feat: At 4th level and again at 8th level, the hand
gets a bonus feat. These bonus feats must be drawn from the following list:
Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack),
Exotic Weapon Proficiency *, Expertise (Improved Disarm, Improved Trip,
Whirlwind Attack), Improved Critical *, Improved Initiative, Power Attack
(Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon
Fighting (Improved Two-Weapon Fighting), Weapon Finesse *, Weapon Focus *.
Feat
dependent on other feats are listed parenthetically after the prerequisite feat.
A character can select feats marked with an asterisk (*) more than once, but it
must be for a different weapon each time. Characters must still meet all
prerequisites for a feat, including ability score and base attack bonus
minimums.
Blade
of Justice: When fighting a criminal or an enemy of Leonay, a 5th
level hand of Keledran gets a +1 morale bonus to attack and damage rolls.
This
bonus increases to a +2 at 7th level and +3 at 10th level.
Dispel
Magic (Sp): The Hand of Keledran can use dispel magic as a cleric
of the same level. Starting at 6th level, the hand can use this
spell-like ability once per day, plus one additional time per point of Wisdom
bonus.
Discern
Lies (Sp): The
Hand of Keledran can use discern lies as a cleric of the same level.
Starting at 9th level, the hand can use this spell-like ability three
times per day.
Code
of Conduct: A hand of Keledran takes an Oath that binds him to his code of
conduct. A hand must make it known to a lawbreaker who he is and give the
criminal the chance to surrender. This isn’t necessary when attacking
non-humanoid monsters or undead. He must protect the innocent citizens of Leonay
and respect legitimate authority. He cannot sneak attack nor slay his target on
a battlefield without the criminal knowing who he is and why he is being
executed. Hands of Keledran who fail to act according to their code of conduct
lose all class features and must undertake an act of atonement before they can
regain their abilities (see the atonement spell description, page 176 of
the Player’s Handbook).
Table:
The Hand of Keledran