The Scions of Law

The universe moves in a somewhat orderly progression. Night follows day, most portals function in a consistent manner, spells work as their casters expect, and so forth. To the scions of law, this predictability is not enough. They see any deviance from patterns as the first steps to anarchy, chaos, and the ultimate unraveling of the entire cosmic structure. Stern and unbending, these overlords of absolute, utter

order demand that the universe lock into their dictates and follow them without question. While the lords of chaos spread rampant death and destruction, the scions of law by no means offer salvation from them. They would remake the entire planar system in their vision of perfection, transforming living creatures and inanimate objects into a unified, obedient system. To the scions, freewill and choice are the fundamental enemies of stability.

The scions pose the greatest threat in areas where chaos runs rampant. With a terrible enemy bearing down upon them, many civilizations have made the mistake of equating the cold, uncaring lords of law with saviors. The scions never have their allies’ best interests in mind. Rather, they seek to exterminate chaos before forcibly converting the survivors to the path of law. Many vibrant, wondrous civilizations have been transformed into dull, monotonous, orderly realms of law.

Law commands fewer cultists and mortal followers than chaos, primarily because those creatures who reach out to the scions in worship are promptly transformed into adherents of law (see below). While the scions’ extensive rules of engagement allow them to ally with and use living creatures, in the end there can be only absolute obedience or death.

Worlds dominated by these conquerors slowly turn into lands rendered in perfectly formed crystal. One by one, each object is changed to exactly copy the scions’ idea of the fundamental aspect of every thought, object, and creature in the cosmos. For example, all forests, jungles, and groves on the world change so that the trees within them are all the same exact crystalline structure. When the time comes for the leaves to fall, every tree sheds the same exact crystalline leaf at the same time. All creatures change into the same perfect representation of their race, with herbivores dutifully allowing predators to catch and kill them in the same sequence of events across the cosmos. Any object or creature that fails to fit into one of the scions’ templates is wiped from existence, its body or physical form used to form other, more proper objects. Living creatures act without free will, instead fulfilling the same scripted actions again and again. In your campaign, the scions of law could serve as temporary allies, but in the end they can accept only a world’s defeat or

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CHAPTER FOUR: Threats & Civilizations

assimilation into their order. Worst of all, they truly believe in the fundamental benevolence of their actions. They perceive any opposition to it as the desperate objections of those who simply refuse to see the truth. To the scions, anyone who opposes their plans by definition supports the destruction of the universe.

Cults of Law

Few beings outside of the scions’ followers offer prayers to elemental law, but in some cases madmen, those who seek succor from the ravages of chaos, and those foolish enough to believe they can bend law to their own uses take up its worship. Law cults meet in secret, though in some cases they operate openly to rally commoners and nobles alike against the depredations of raw chaos. In time, though, members of these cults are forcibly converted into adherents of law. The scions trust no one except those creatures compelled to obey their dictates.

A cleric who worships the scions of law prays to them as a group. Though these beings are individually powerful, nothing is known of their individual traits or characteristics. Some sages believe that they are pure order given purpose, and as such any detail that would separate them from the concept of law would change their appearance in mortals’ minds and thus promote chaos. Law cultists use a plain circle forged from silver as their symbol. Their rites consist of bringing order to chaos, such as carefully arranging a pile of stones and meditating on the eternal truths of law.

Clerics of this cult gain access to the Law and War domains. The scions’ favored weapon is the heavy mace. In place of the Law domain’s granted ability, clerics of law gain the ability to use the adherent of law’s force of law special attack once per day. See that template below for details. The cleric counts his levels in that class as his Hit Dice when using the ability.

Traits of Law

All followers of law have the following traits and abilities. They are summarized here to save space, rather than list them with each creature’s description.

Legionnaire of Order: All followers of the scions of law gain several benefits and

immunities. They are immune to poison, sleep- effects, and mind-influencing effects.

One Mind: Those who follow the scions of law share in part a single mind, allowing them to exchange information and thoughts over the vast expanse of the planes. Nothing can block this communication, though it functions on a primal, instinctual level rather than as direct conversation. For example, if the characters encounter a single champion of law, all of the scions’ followers have memories of the battle and know of the PCs. The forces of law do not actively talk to each other, debate, or discuss tactics. Instead, they merely contribute to and draw from a massive, ephemeral store of racial memories. This trait alone makes them deadly foes, as a creature that fights against the forces of law finds its secrets and abilities quickly propagated across all of the scions’ followers.

Perfection of Law: The absolute order and perfect form of lawful creatures manifests as a hard, crystalline structure. All creatures of law have DR 5/– in addition to any other DR they have. Account for this DR before applying the effects of any other DR types they may have.

Source of Order: Creatures of pure law never roll dice. Chance and luck may direct their enemies’ efforts, but their own actions function according to the dictates of law. Whenever a creature with this ability must roll dice, treat the result as half the maximum possible result of the die. For example, when rolling 1d20 to attack, a creature of law always counts its result as 10. This has many implications for creatures of law. They can never stabilize when they fall below 0 hit points, as a d% roll for them always has a result of 50, and in most cases they either always hit a character or always miss. They never score critical hits, as such results rely on luck and chance. In battle, the creatures of law compensate for this ability by using grapple attacks, flanking, and taking other actions to gain bonuses to their attacks.

Creatures with this ability have all their random values given in absolute terms to account for this ability. These values are listed in parentheses after the standard attribute or stat presentation.

Adherent of Law

An adherent of law may have once been any creature, but it has since been warped and changed into a crystalline follower of absolute law. These creatures all share the same appearance based on their race, but their capabilities and talents are determined by their previous forms and experiences. Adherents of law look like statues carved from massive chunks of crystalline rock. None of their distinctive traits remain, though they still carry and use the gear they carried in their previous incarnations.

Creating an Adherent of Law

“Adherent of law” is a template that can be added to any creature. An adherent of law uses its base creature’s abilities and game statistics except as noted below.

Creature Type: An adherent of law counts as an outsider with the following subtypes: lawful, legionnaire of order.

Hit Dice: The adherent gains two Hit Dice as an outsider. It gains 2d8 hit points plus twice its Constitution modifier. The other benefits of these extra Hit Dice are summarized below.

Speed: The adherent retains its original movement types and speed.

AC: The adherent’s dense, rocky form gives it a +4 natural AC bonus. This bonus does not stack with or replace any existing natural bonus the base creature possesses. Use the higher of the two bonuses.

Base Attack: An adherent gains a +2 base attack bonus.

Special Attacks: An adherent of law gains the ability to force the pattern of law on to its enemies, turning them into adherents against their will.

Force of Law (Su): Three times per day, an adherent of law can force the scions’ view of ordered reality on a target. With a successful touch attack, the adherent partially (or perhaps completely) transforms a target into a fellow adherent of law. The target suffers 1d4 points of damage per the adherent’s HD. For example, a 6 HD adherent would inflict 6d4 points of damage with this attack. The victim may make

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a Fortitude save (DC 10 + the adherent’s Charisma modifier) for half damage. Creatures killed in this manner arise as adherents of law unless they are treated with remove curse. Apply this template to the victim. Any equipment it carries remains unchanged.

Special Qualities: An adherent of law gains the legionnaire of order and one mind special qualities as described above.

Saves: The adherent gains a +3 bonus on all saving throws.

Abilities: Adherents are physically tougher than normal and have stronger, more robust personalities. They gain the following ability modifiers: +2 Str, +2 Con, +2 Cha.

Challenge Rating: As base creature +1.

Alignment: Always lawful neutral.

Advancement: Once a creature becomes an adherent of law, it remains locked into its current incarnation. It can never gain class levels or additional HD.

Sample Adherent of Law

This unfortunate was a human warrior who aided in the unsuccessful attempt to defend his home world from an incursion of law. Now, he is one of countless warriors who march to war at the scions’ command.

Human 1st-level Fighter Adherent of Law

Medium Outsider (Lawful, Legionnaire of Law) Hit Dice: 1d10+2d8+9 (28 hp) Initiative: +4 Speed: 20 ft. (4 squares), base 30 ft. (6 squares) AC: 20 (+4 natural, +4 scalemail, +2 large wooden shield), touch 10, flat-footed 20 Base Attack/Grapple: +5/+7 Attack: Longsword +6 melee (1d8+2) Full Attack: Longsword +6 melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Force of law (3d4, Fort DC 11) Special Qualities: One mind Saves: Fort +7, Ref +3, Will +3 Abilities: Str 14, Dex 11, Con 15, Int 10, Wis

10, Cha 12 Skills: Climb +6, Ride +4, Swim +6 Feats: Improved Initiative, Toughness,

Weapon Focus (longsword) Environment: Any Organization: Solitary or squad (12) Challenge Rating: 2 Treasure: Standard Alignment: Lawful neutral

As is customary for the forces of law, after conquering a new world they set about forcibly recruiting every living creature they can track down into their ranks. This warrior perhaps served as a nobleman’s elite guard. He still wears the fine armor and well-crafted sword he received as part of his posting, though now he fights for law with unquestioning obedience. He appears as a human warrior arrayed in armor, save that his body is made of blue, crystalline rock and any unique physical features he once sported have now been replaced with the scions’ view of the orderly human archetype.

Champion of Law

Medium Outsider (Extraplanar, Lawful, Legionnaire of Order) Hit Dice: 16d8+48 (120 hp) Initiative: +2 (12) Speed: 30 ft. (6 squares), fly 50 ft. perfect (10 squares) AC: 24 (+2 Dex, +12 natural), touch 12, flatfooted 22 Base Attack/Grapple: +16/+21 (31) Attack: Longspear +21 (31) melee (1d8+7/11 or 1d6+7/10) Full Attack: Longspear +21 (31)/+16 (26)/+11

(21) melee (1d8+7/11 or 1d6+7/10) Space/Reach: 5 ft./5 ft. Special Attacks: Searing radiance of order, word of law Special Qualities: DR 10/chaos, longspear agility, one mind, perfection of law, source of order, spell resistance 20 Saves: Fort +13 (23), Ref +12 (22), Will +11 (21) Abilities: Str 20, Dex 15, Con 17, Int 14, Wis 13, Cha 13 Skills: Climb +25 (35), Diplomacy +21 (31), Intimidate +21 (31), Jump +25 (35), Listen +21 (31), Search +22 (32), Sense Motive +21 (31), Spot +21 (31) Feats: Combat Reflexes, Dodge, Flyby Attack, Mobility, Spring Attack, Weapon Focus (longspear) Environment: Any Organization: Solitary, delegation (3), war party (10) Challenge Rating: 10 Treasure: Standard Alignment: Always lawful neutral Advancement: — Level Adjustment: —

A gleaming, crystalline humanoid carrying a longspear and wearing a cloak and loincloth stands before you. Light reflects from its skin, dazzling your eyes. It regards you with a cold, rocky stare.

Champions of law are the commanders and leaders of law’s minions, primarily enforcers of law and weaker adherents of law. They are judges, ambassadors, and governors who take orders directly from the scions of law. As such, they are commonly trusted with the most important missions in the name of law. Usually they act alone, but in the face of powerful enemies and dire threats they can gather together in groups numbering more than a hundred. Since law never tolerates variations in the abilities and capabilities of its minions, they must use the raw force of numbers to defeat their most powerful enemies.

Combat

Champions of law fight without regard for their own safety. As a byproduct of their absolute obedience, they gladly throw themselves into deadly situations, untenable positions, and other precarious spots. To a champion of law, death is not a threat. When one is destroyed, the scions soon reform it and bid it to continue its service. Thus, champions fight solely to slay the enemy. Their lives never enter into consideration when devising tactics and goals.

Searing Radiance of Order (Su): As a standard action, the champion of law can cause a blinding flash of light to gleam from its crystalline body. All chaotic creatures within a 60ft. burst around the champion must make DC 19 Fortitude saves or be blinded for 2d4 rounds and suffer 6d6 points of damage. Creatures that succeed at this save take half damage and are not blinded. The save DC is Charisma-based.

Word of Law (Su): The champion of law exerts a regular, predictable pattern not only on events and actions around it but upon free- willed creatures. Once per round as a free action the champion can issue a three-word command to a single creature. The creature must make a DC 19 Will save or obey the com

mand for one round. Creatures never heed obviously suicidal commands. The champion speaks in the primal tongue of creation, allowing it to use this ability against any creature with an Intelligence of 3 or higher. This is a mind-influencing effect. Caster level 16th. The save DC is Charisma-based.

Longspear Agility (Ex): The champion of law

1d8+7 points of damage with it, or attack adja

cent creatures and 1d6+7

points of damage. The

champion can

change its

grip as a free

action once

per round,

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must decide

how it wants

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is an expert in wielding the longspear. When an opponent moves within its weapon’s reach, it simply shifts its grip and wields its spear like a quarterstaff. The champion can gain the benefits of the longspear’s 10-ft. reach and inflict deal CHAPTER FOUR: Threats

CHAPTER FOUR: Threats & Civilizations

Enforcer of Law

Medium Outsider (Extraplanar, Lawful, Legionnaire of Order) Hit Dice: 9d8+21 (61 hp) Initiative: +1 (11) Speed: 30 ft. (6 squares), base 40 ft. (8 squares) AC: 23 (+1 Dex, +5 chainmail, +2 large steel shield, +5 natural), touch 11, flatfooted 22 Base Attack/Grapple: +9/+12 (22) Attack: +13 (23) longsword melee (1d8+3/7) Full Attack: +13/+8 (23/18) longsword melee (1d8+3/7) Space/Reach: 5 ft./5 ft. Special Attacks: Chance slayer, order’s decree Special Qualities: DR 5/chaos, one mind, perfection of law, source of order, spell resistance 16 Saves: Fort +8 (18), Ref +7 (17), Will +8 (18) Abilities: Str 16, Dex 12, Con 14, Int 13, Wis 14, Cha 17 Skills: Craft (crystal) +12 (22), Diplomacy +17 (27), Listen +18 (28), Sense Motive +16 (26), Spot +18 (28), Survival +16 (26) Feats: Alertness, Toughness, Track, Weapon Focus (longsword) Environment: Any Organization: Solitary, squad (5), or war band (20) Challenge Rating: 6 Treasure: Standard Alignment: Always lawful neutral Advancement: — Level Adjustment: —

Before you stands a crystalline humanoid wearing a breastplate, chain skirt and helm, carrying a sword and shield. It turns a dull face, devoid of emotion, towards you as it moves to attack.

The enforcers of law are the lowest-ranking troops that serve the scions of law. They are responsible for hunting down and destroying the weakest creatures of chaos, and when the scions invade a world these creatures form the bulk of their legions. When encountered alone, they commonly serve as emissaries

who attempt to convince local rulers and nobles to ally with the forces of law. Though their emotionless, monotone voices sometimes make their potential allies nervous, they tend to win debates with inescapable logic and seemingly flawless conclusions.

Combat

In battle, enforcers seek to maximize terrain to gain an advantage over their enemies. They gladly sacrifice their lives for the betterment of the group, stepping into dangerous spots to create a flanking opportunity or running into a wizard’s line of sight to draw him into wasting his spells. The enforcers place little value on their own lives, as they can perish confident that the scions of law will give them a new form in due time. Thus they fight without

concern for their own safety, seeking only to defeat their foes.

Chance Slayer (Su): Once per round, an attack directed against the enforcer is treated as if the attacker rolled a 10 on his attack roll. The enforcer does not consciously use this ability. Instead, his mere presence alters the scheme of probability and causes events to proceed in a predictable, orderly fashion. This

ability activates after the DM sees the die roll’s result and can only be used on a roll of 15 or higher.

Order’s Decree (Su): The enforcer’s fundamental nature withers and kills creatures of chaos that cross his path. When fighting enemies with chaotic alignments, the enforcer gains a +4 competence bonus to his attacks and a +2 enhancement bonus to damage. These bonuses apply only to attacks made directly against chaotic crea

tures. Attacks against lawful or neutral ones do not gain this benefit.