Peacekeeper of Rao
Matthew Hedges, mhedges@chariot.net.au

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
						
1st	1	2	0	2	Two Mace Fighting, Improved Subdual (-2)	
2nd	2	3	0	3	Commanding Voice 1/day, Improved Disarm	
3rd	3	3	1	3	Improved Grapple, Calm Emotions 1/day	
4th	4	4	1	4	Commanding Voice 2/day, Lay on hands	
5th	5	4	1	4	Subdual Attack +1d6, Throw Light Mace, Calm Emotions 2/day	
6th	6	5	2	5	Commanding Voice 3/day, Improved Subdual (+0)	
7th	7	5	2	5	Weapon Specialisation (Light mace), Calm Emotions 3/day	
8th	8	6	2	6	Subdual Attack +2d6, Commanding Voice 4/day	
9th	9	6	3	6	Immobilising Strike, Calm Emotions 4/day	
10th	10	7	3	7	Subdual Attack +3d6, Commanding Voice 5/day	

The noise level rose along with the tempers of the arguers.  The crowd was growing larger and the local constable pondered how he could resolve this confrontation before it led to violence.  Then the pushing started. The constable placed himself between two of the loudest arguers and pleaded with them to turn away. Then there was a flash as a club was swung seemingly from nowhere. One person ducked and the club continued it's vicious swing through the air. The constable leaped in front of the old woman who had mistakenly moved into the club's path. The club hit the constable fairly on the head and he collapsed to the ground. The yelling got louder and more and more blows were being thrown and landed. It looked like there was going to be a full-scale riot.
Then a commanding voice, seemingly coming from every direction, commanded all to be still.  Some stood still, others continued brawling and swearing.  A sturdy figure walked purposefully through the crowd. There were low whispers of reverence and awe.  Some foolhardy rioters tried to club the figure,  who was spoiling their fun.  With a deft sideways movement the figure avoided the blow, produced a light mace and knocked his attacker to the ground unconscious. Another assailant lunged forward with a dagger, the figure used his mace, smashing it down on the arm holding the knife, then dispatched his opponent with a solid swipe across the face.  Other rioters, seeing this, thought better of causing more trouble, and they quicker melted away into the darkness, peace and serenity being restored to the night.
Peacekeepers are a militant arm of a church, worshipping a deity of peace and serenity.  Though the priests of this deity strive for peace through non-violent means, this pragmatic church sees that sometimes, sterner measures are required to bring about peace.
A peacekeepers weapon is that of his patron deities, the light mace.  A seemingly innocuous, inoffensive weapon, many foes have made the mistake of thinking the peacekeepers easy targets. Peacekeepers are trained in many facets of combat, and are taught many ways to bring down a foe.  Most of these involve the use of subdual and disarming, though the peacekeepers are fully capable of delivering lethal damage.  Their commanding presence inspires most common folk to pursue peace, and their combat skills persuade others that peace is the best option.
Peacekeepers will be found serving the church of a deity of peace and serenity. They can act as church guards, special advisors to local law enforcement, or even be the official law enforcement branch, appointed by the church.
Many peacekeepers were previously fighters and clerics.  Paladins and rangers have been heard of as peacekeepers, and even one or two rogues.  Humans are the most common race found serving this deity as a peacekeeper, though all races are represented.
Note: Rao is a deity from the World of Greyhawk fantasy setting (©Wizards of the Coast). Any deity representing peace and serenity from any other setting could be used as a substitute.

Hit Die: d10
Requirements 
Alignment: Lawful or Neutral Good, Lawful Neutral
Religion:  Rao
Base Attack Bonus: +5
Knowledge (Religion): 5 ranks
Diplomacy: 5 ranks
Feats: Weapon Focus (Light Mace)
Special: Must receive the blessing of a senior (8th level or higher) cleric of Rao.
Class skills
The class skills of this class are very similar to those of Fighters, with some extra skills based on their religious training and beliefs.  The peacekeeper's class skills (and key ability for each skill) are Climb (Str), Craft (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (law), Listen (Wis), Profession (Wis), Sense Motive (Wis), Swim (Str).  

Skill points at each level: 2 + Int modifier
Class Features
Weapon and Armour Proficiency: Peacekeepers are proficient with all simple weapons, all armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Two Mace Fighting:  When wielding his deities favoured weapon, the light mace, the peacekeeper is able to wield two, one in each hand, just as if he had the ambidexterity and two weapon fighting feat. Note this only applies to wielding light maces.
Improved Subdual:  Peacekeepers at 2nd level receive half the normal penalty when using a normal damage inflicting weapon, to cause subdual damage (-2 to hit instead of -4). At 6th level they receive no penalty.
Commanding Voice:  Peacekeepers are trained to use their voices to inspire respect.  As a standard action the peacekeeper can shout an order that will cause people to react as per the command spell. The number of people affected by the shout is up to a maximum number equal to the peacekeeper's class level.  The peacekeeper must designate a subject to be the primary target, then the effect extends outwards to the next closest person, until the maximum number of targets is reached. This is a spell like ability.
Improved Disarm:  As per the feat on the same name, but the ability can only be used with a light mace.
Improved Grapple: Peacekeepers are highly trained in unarmed combat including various grappling techniques. They receive +2 when making grappling checks (see page 137 of the PHB).
Throw Light Mace: The peacekeeper can throw his light mace as is it had the magical weapon ability throw.
Weapon Specialisation:  Peacekeepers gain +2 to their damage rolls when using the light mace, as per the feat. This does not stack if the character already has weapon specialisation for the light mace.
Lay On Hands: The ability to heal oneself and others as per the Paladin ability of the same name. Maximum number of hit points cured per day is equal to the peacekeeper class level multiplied by the peacekeepers Charisma bonus.
Subdual Attack:  The peacekeeper is highly adept at knocking out opponents without causing permanent damage, using his special subdual attack.  The peacekeeper adds the indicated damage to his damage roll when making such an attack attack with his light mace. The special subdual attack can be used a number of times per day equal to his Charisma bonus.
Immobilising Strike: Highly trained peacekeepers have the ability to disable aggressors, making it very hard for them to move. Once per day the peacekeeper can nominate an attack. If it hits, the attack does damage as normal, and the target also suffers 4 points of temporary dexterity damage.
Calm Emotions:  Peacekeepers are able to use words to calm down agitated people or creatures. This spell like ability works exactly like the spell of the same name, as if cast by a cleric of the same level as the class level of the peacekeeper.