Enforcer NEW CLASS in Ghuant | World Anvil

Enforcer NEW CLASS

ENFORCER

  Role: The enforcer is a skilled fighter, engaging enemies and defending allies with deadly prowess. An enforcer armed with a melee weapon can serve as a front-line defender, or as a mobile striker. An enforcer armed with a ranged weapon can provide effective artillery. Hit Die: d10.  

Class Skills

The enforcer’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).   Skill Ranks Per Level: 2 + Int modifier.   Class Features   Weapon and Armor Proficiency: An enforcer is proficient with all simple and martial weapons, with small arms and long guns, can choose 1 exotic weapon type (eg Sniper), and with all armor (heavy, light, medium) and shields (including tower shields).   Bonus Feats: At 1st level, and at every even level thereafter, an enforcer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “enforcer bonus feats”. They can also take Career abilities instead of these feats.   Upon reaching the 4th level, and every four levels thereafter (8th, 12th, and so on), an enforcer can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the enforcer loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An enforcer can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.     Enforcer Features: At 1st level, and at every odd level thereafter, an enforcer gains an enforcer feature. These features are described below. Some features have prerequisites noted in their descriptions.   Armor Training: The enforcer learns to be more maneuverable in armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, an enforcer with this feature can also move at his normal speed when wearing medium armor.   A 5th-level enforcer reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2.   A 9th-level enforcer reduces the armor check penalty by 3 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 3. In addition, he can move at his normal speed when wearing heavy armor.   A 13th-level enforcer reduces the armor check penalty by 4 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 4.   Armor Mastery: Prerequisites: 19th-level enforcer. The enforcer gains DR 5/-- whenever he is wearing armor or using a shield. Bravery: The enforcer gains a +1 bonus on Will saves against fear. A 5th-level enforcer’s bonus on Will saves against fear increases to +2. A 9th-level enforcer’s bonus on Will saves against fear increases to +3. A 13th-level enforcer’s bonus on Will saves against fear increases to +4.   Damage Reduction: Prerequisites: 7th-level enforcer. The enforcer gains DR 1/--. Subtract 1 from the damage the enforcer takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. The enforcer’s damage reduction improves by 1 point for every 4 levels the enforcer has attained above 7th (DR 2/-- at 11th, DR 3/-- at 15th, DR 4/-- at 19th).   Fast Movement: The enforcer’s land speed is faster than the norm for his genotype by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the enforcer’s speed because of any load carried or armor worn. This bonus stacks with any other bonus to the enforcer’s land speed.   Flurry of Blows: Prerequisites: unarmed strike. The enforcer can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the enforcer does not meet the prerequisites for the feat). The enforcer applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. The enforcer may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. The enforcer cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. An enforcer with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.   A 9th-level enforcer can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the enforcer does not meet the prerequisites for the feat).   A 15th-level enforcer can make three additional attacks when he uses flurry of blows, as if using Greater Two-Weapon Fighting (even if the enforcer does not meet the prerequisites for the feat).   Rage: The enforcer can call upon inner reserves of strength and ferocity, granting him additional combat prowess. The enforcer can rage for a number of rounds per day equal to 2 + his Constitution modifier, + 2 rounds per enforcer level (4 + Constitution modifier rounds at 1st level, 6 + Constitution modifier rounds at 2nd level, 8 + Constitution modifier rounds at 3rd level, et cetera). Temporary increases to Constitution, such as those gained from rage, do not increase the total number of rounds that an enforcer can rage per day. The enforcer can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a rage, an enforcer gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the enforcer 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in a rage, the enforcer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. The enforcer can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. The enforcer cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If the enforcer falls unconscious, his rage immediately ends, placing him in peril of death.   Rage Powers: Prerequisites: 5th-level enforcer, rage. The enforcer can use a rage power, selected from those described below. The enforcer gains the benefits of rage powers only while raging, and some of these powers require the enforcer to take action first. Unless otherwise noted, an enforcer cannot select an individual rage power more than once.   Weapon Training: Prerequisites: 5th-level enforcer. An enforcer can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. An enforcer also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the enforcer’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. For every 4 levels the enforcer has attained above 5th (9th, 13th, and 17th), an enforcer becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when an enforcer reaches 9th level, he receives a +1 bonus on attack and damage rolls with a new weapon group and a +2 bonus on attack and damage rolls with the weapon group initially selected. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups): Small Arms, Long Arms, 1 type of 1-handed Melee,1 type of 2-h Melee, 1 type of ranged weapon (bow crossbow etc)   Weapon Mastery: Prerequisites: 19th-level enforcer. The enforcer chooses one weapon, such as the longsword, great axe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.   TABLE: THE ENFORCER Base Attack: Full Saves: Fort Good Ref Bad Will Bad( So +2 +0 +0) 1st level and every 2 levels gain Enforcer feature 2nd level and every 2 levels gain a bonus feat from allowable feats.

Rage powers:

  Animal Fury: While raging, the enforcer gains a bite attack. If used as part of a full- attack action, the bite attack is made at the enforcer’s full base attack bonus -5. If the bite hits, it deals 1d4 points of damage (assuming the enforcer is Medium; 1d3 points of damage if Small) plus half the enforcer’s Strength modifier. The enforcer can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the enforcer against the target this round are at a +2 bonus.   Clear Mind: The enforcer may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The enforcer must take the second result, even if it is worse. An enforcer must be at least 9th level before selecting this rage power. This rage power can only be used once per rage. Fearless Rage: While raging, the enforcer is immune to the shaken and frightened conditions. An enforcer must be at least 13th level before selecting this rage power.   Greater Rage: When the enforcer enters a rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus to his Will saves increases to +3. An enforcer must be at least 11th level before selecting this rage power.   Guarded Stance: The enforcer gains a +1 dodge bonus to his Armor Class against melee attacks for a number of rounds equal to the enforcer’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. Activating this rage power is a move action that does not provoke an attack of opportunity. Internal Fortitude: While raging, the enforcer is immune to the sickened and nauseated conditions. An enforcer must be at least 9th level before selecting this rage power.   Intimidating Glare: The enforcer can make an Intimidate check against one adjacent foe. If the enforcer successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the enforcer’s check exceeds the DC.   Knockback: Once per round, the enforcer can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the enforcer’s Strength modifier and is moved back as normal. The enforcer does not need to move with the target if successful. This does not provoke an attack of opportunity.   Low-Light Vision: The enforcer’s eyesight sharpens and he gains low-light vision while raging. Mighty Rage: When the enforcer enters a rage, the morale bonus to his Strength and Constitution increases to +8 and the morale bonus to his Will saves increases to +4. An enforcer must be at least 19th level before selecting this rage power.   Mighty Swing: The enforcer automatically confirms a critical hit. This rage power is used as an immediate action once a critical threat has been determined. An enforcer must be at least 13th level before selecting this rage power. This rage power can only be used once per rage.   Moment of Clarity: The enforcer does not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against his total number of rounds of rage per day. This rage power can only be used once per rage.   Night Vision: The enforcer’s eyesight grows incredibly sharp while raging and he gains darkvision 60 feet. An enforcer must have low-light vision as a rage power or a genotype trait to select this rage power.   No Escape: The enforcer can move up to double his normal speed as an immediate action but he can only use this ability when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. The enforcer provokes attacks of opportunity as normal during this movement. This rage power can only be used once per rage.   Powerful Blow: The enforcer gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. This rage power is used as a swift action before the roll to hit is made. This rage power can only be used once per rage.   Quick Reflexes: While raging, the enforcer can make one additional attack of opportunity per round.   Raging Climber: When raging, the enforcer adds his class level as an enhancement bonus on all Climb skill checks.   Raging Leaper: When raging, the enforcer adds his class level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the enforcer is always considered to have a running start.   Raging Swimmer: When raging, the enforcer adds his class level as an enhancement bonus on all Swim skill checks.   Renewed Vigor: As a standard action that does not provoke an attack of opportunity, the enforcer heals 1d8 points of damage + his Constitution modifier. For every 5 levels the enforcer has attained above 5th, this amount of damage healed increases by 1d8, to a maximum of 4d8 at 20th level. This rage power can only be used once per day, and only while raging.   Rolling Dodge: The enforcer gains a +1 dodge bonus to his Armor Class against ranged attacks for a number of rounds equal to the enforcer’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. Activating this rage power is a move action that does not provoke an attack of opportunity.   Roused Anger: The enforcer may enter a rage even if fatigued. While raging after using this rage power, the enforcer is immune to the fatigued condition. Once this rage ends, the enforcer is exhausted for 10 minutes per round spent raging.   Scent: The enforcer gains the scent ability while raging and can use this ability to locate unseen foes (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability).   Strength Surge: The enforcer adds his enforcer level on one Strength check or combat maneuver check, or to his Combat Maneuver Armor Class when an opponent attempts a maneuver against him. This rage power is used as an immediate action. This rage power can only be used once per rage.   Surprise Accuracy: The enforcer gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. This rage power is used as a swift action before the roll to hit is made. This rage power can only be used once per rage.   Swift Foot: The enforcer gains a 5-foot enhancement bonus to his speed. This increase is always active while the enforcer is raging. An enforcer can select this rage power up to three times. Its effects stack.   Terrifying Howl: The enforcer unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the enforcer’s level + the enforcer’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (whether successful or not), it is immune to this rage power for 24 hours. An enforcer must have the intimidating glare rage power to select this rage power. An enforcer must be at least 9th level before selecting this rage power.   Tireless Rage: The enforcer no longer becomes fatigued at the end of his rage. An enforcer must be at least 17th level before selecting this rage power.   Unexpected Strike: The enforcer can make an attack of opportunity against a foe that moves into any square threatened by the enforcer, regardless of whether or not that movement would normally provoke an attack of opportunity. An enforcer must be at least 9th level before selecting this rage power. This rage power can only be used once per rage.   Unarmed Strike: The enforcer gains Improved Unarmed Strike as a bonus feat. The enforcer’s attacks may be with fist, elbows, knees, and feet. This means that the enforcer may make unarmed strikes with his hands full. There is no such thing as an off-hand for the enforcer striking unarmed. The enforcer may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually the enforcer’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. The enforcer’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of effects that enhance or improve either manufactured weapons or natural weapons. The enforcer also deals more damage with his unarmed strikes than a normal person would, as shown on the following table:   TABLE: UNARMED STRIKE DAMAGE BY LEVEL AND SIZE Enforcer Small Medium Large Level Damage Damage Damage 1st-3rd 1d4 1d6 1d8 4th-7th 1d6 1d8 2d6 8th-11th 1d8 1d10 2d8 12th-15th 1d10 2d6 3d6 16th-19th 2d6 2d8 3d8 20th 2d8 2d10 4d8