They came from the mist
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Peace keepers have access to the fallowing classes?/ Paladin/ranger/sorcerer/inquisitor
Despite the pictures all Peace Keepers have 1 horn and half a halo 1 demonic wing and one celestial wing. the peace keeps home lands are in the magnetic fields on high on top of the flying mountains. the Peace keepers have taken it upon themselves to police the 6 kingdom’s land and defend them against intruders.
Outsider (native) (3 RP)
A native outsider is at least partially composed of the
essence (but not necessarily the matter) of some plane
other than the Material Plane. Some creatures start out
as some other type and become outsiders when they
attain a higher (or lower) state of spiritual existence.
When making a native outsider race, it is sometimes
important to pick a single Outer Plane that race is tied to.
For example, tief lings are tied to Abaddon, the Abyss, or
Hell. Such ties can be important for qualifying for other
racial abilities, but it’s not required that a native outsider
be tied to another plane. A native outsider race has the
• Native outsiders have the darkvision 60 feet racial trait.
• Native outsiders breathe, eat, and sleep.
Advanced (4 RP): Prerequisites: Advanced or monstrous
power level; Modifiers: Pick either mental or physical
ability scores. Members of this race gain a 2 phisical + 4 cha -2 int
Halo (2 RP): Prerequisite: Outsider (native) with ties to
Elysium, Heaven, or Nirvana; Benefit: Members of this
race can create light centered on their head at will as a
spell-like ability. When using the halo, a member of this
race gains a +2 circumstance bonus on Intimidate checks
against evil creatures and on saving throws against
becoming blinded or dazzled. this is always active and takes form as half a halo
Fey Damage Resistance (3 RP): Prerequisite: Fey type;
Benefit: Members of this race gain DR 5/cold iron.
Celestial Resistance (3 RP): Prerequisite: Outsider
(native) with ties to Elysium, Heaven, or Nirvana;
Benefit: Members of this race gain acid resistance 5, cold
resistance 5, and electricity resistance 5.
(7RP points used 60 flight speed)
Flight (4 RP): Prerequisites: None; Benefit: Members
of this race have a f ly speed of 30 feet with clumsy
maneuverability. Special: This trait can be taken more
than once. For each additional 2 RP spent, the race’s f ly
speed increases by +10 feet, and the maneuverability
improves by one step.
Light and Dark (1 RP): Prerequisites: None; Benefit:
Members of this race gain the following supernatural
ability: Once per day as an immediate action, a member
of this race can treat positive and negative energies as if
it were an undead creature, taking damage from positive
energy and healing damage from negative energy. This
ability lasts for 1 minute once activated.