domenica 20 dicembre 2020

Enforcer class, by Aaron Hollingsworth

Another masterpiece as a gift of my friend Aaron. Enjoy!
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Enforcer

When rules are not followed, they must be enforced. Enforcers are members of organizations that seek to establish influence over a populated region. They may be part of the criminal underworld, a guild dealing in serious business, a mysterious order dealing in magic, or employed members of the local constabulary. Enforcers use their presence to make sure certain rules are obeyed. If someone is suspected of breaking these rules, it is the enforcer’s duty to apprehend them for questioning and possible punishment. An enforcer can be a proud and loyal subordinate dedicated to serving his organization or simply an indifferent employee who is willing to do their job for fair pay. Regardless of their reasons, all enforcers are dedicated to their organizations by asserting and maintaining control over a community in some fashion. 


Role: Enforcers are active primarily to maintain the influence of their organization, but are generally free to moonlight as adventurers. In melee, they excel in outmaneuvering and subduing opponents. While as no-nonsense marksmen, they shoot to kill. 


Alignment: Any lawful.

Hit Die: d10.

Parent Classes: Gunslinger, Inquisitor, and Ranger

Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the enforcer begins with her starting firearm.

Class Skills

The enforcer’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).


Skill Ranks per Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+0

Gunsmith, Stern Gaze, truncheon training

2nd

+2

+3

+3

+0

Track

3rd

+3

+3

+3

+1

Jurisdiction, Secure Restraints

4th

+4

+4

+4

+1

Truncheon Trick

5th

+5

+4

+4

+1

Gun Training. Informants (1/day) 

6th

+6/+1

+5

+5

+2

Truncheon Trick

7th

+7/+2

+5

+5

+2

Lay Down the Law

8th

+8/+3

+6

+6

+2

Hot Pursuit, Truncheon Trick

9th

+9/+4

+6

+6

+3

Cover Evasion

10th

+10/+5

+7

+7

+3

Gun Training , Truncheon Trick

11th

+11/+6/+1

+7

+7

+3

Stalwart

12th

+12/+7/+2

+8

+8

+4

Truncheon Trick

13th

+13/+8/+3

+8

+8

+4

Perfectly Balanced, Informants (2/day)

14th

+14/+9/+4

+9

+9

+4

Truncheon Trick

15th

+15/+10/+5

+9

+9

+5

Gun Training

16th

+16/+11/+6/+1

+10

+10

+5

Improved Cover Evasion,  Truncheon Trick

17th

+17/+12/+7/+2

+10

+10

+5

Like a Melon, Low Profile

18th

+18/+13/+8/+3

+11

+11

+6

Truncheon Trick

19th

+19/+14/+9/+4

+11

+11

+6

Shoot to Kill

20th

+20/+15/+10/+5

+12

+12

+6

Gun Training, Head Honcho, Truncheon trick

Class Features

The following are class features of the enforcer.

Weapon and Armor Proficiency

Enforcers are proficient with all simple weapons, saps, and with all firearms. They are proficient with all light armor.


Gunsmith

At 1st level, an enforcer gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The enforcer also gains Gunsmithing as a bonus feat.


Stern Gaze (Ex)

Enforcers are skilled at sensing deception and intimidating their foes. An enforcer receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his enforcer level (minimum +1).


Truncheon Training (Ex)

An enforcer is rigorously trained in the use of light bludgeoning weapons and one-handed bludgeoning weapons. Whenever he gains a combat feat that applies to such a weapon (such as Weapon Focus), the enforcer can apply that feat to all other light or one-handed bludgeoning weapons he is proficient with. 


Track (Ex)

At 2nd level, an enforcer adds half her level on Survival skill checks made to follow or identify tracks.


Jurisdiction (Ex)

At 3rd level, an enforcer can establish himself as a keeper of order within a community. Doing so takes 1 week of learning the jurisdiction’s layout, as well as socializing with the local populace. An enforcer’s jurisdiction is typically the size of a town or city district, but the GM has final say over how large or small the jurisdiction is. The enforcer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in his jurisdiction. 

At 8th, 13th, and 14th level, an enforcer can establish jurisdiction in additional communities, typically neighboring locales close to his first jurisdiction. By 10th level, an enforcer needs only one day to establish his jurisdiction within any given community. 


Secure Restraints (Ex)

At 3rd level, an enforcer adds his Wisdom bonus to the DC of items he uses that require Disable Device or Escape Artist checks. 


Truncheon Tricks (Ex)

Starting at 4th level, and every even level thereafter, an enforcer gains a new trick they can use with any light or one-handed bludgeoning weapon they are proficient with (hereafter referred to as a “truncheon”). Truncheon tricks are selected from the list below. 


Blocking Truncheon (Ex): You can treat any truncheon you wield as having the blocking special weapon feature. You also gain a +1 bonus to confirm critical hits when fighting defensively with such weapons.


Disarming Truncheon (Ex): You can treat any truncheon you wield as having the disarm special weapon feature. You also gain a +1 bonus damage rolls when attacking unarmed targets with such weapons.


Distracting Truncheon (Ex): You can treat any truncheon you wield as having the distracting special weapon feature. You also gain a +1 bonus damage rolls when attacking flanked or flat-footed targets with such weapons.


Deadly Truncheon (Ex): You can treat any truncheon you wield as having the deadly special weapon feature. You also add your Wisdom bonus to the save DC when delivering a coup de grace. 


Demanding Truncheon (Ex): You add your truncheon weapon's enhancement bonus to your Intimidate checks when coercing an opponent. 


Energy Truncheon (Ex): You deal 1 additional point of energy damage when attacking with a truncheon that deals energy damage in addition to bludgeoning damage. 


Grappling Truncheon (Ex): You can treat any truncheon you wield as having the grappling special weapon feature. You also gain a +1 bonus damage rolls when dealing damage to targets you grapple with such weapons. 


Justified Truncheon (Ex): Your attacks with truncheons and firearms both count as lawful for the purpose of overcoming damage reduction. You must be at least 14th level to select this truncheon trick. 


Law of the Club and Fang (Ex): You can substitute Handle Animal checks with Intimidate checks. 


Menacing Truncheon (Ex): Once per encounter, when you hit an opponent with a truncheon weapon, you can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.


Nonlethal Truncheon (Ex): You can treat any truncheon you wield as having the nonlethal special weapon feature. You also gain a +1 bonus damage rolls when dealing nonlethal damage with such weapons.


Rod of Power (Ex): You add ½ your enforcer level to Use Magic Device checks when activating magic items that can be used as truncheon weapons. 


Sundering Truncheon (Ex): You can treat any truncheon you wield as having the sunder special weapon feature. You also gain a +1 bonus to damage rolls when sundering held objects with such weapons.


Stunning Truncheon (Ex): When you score a critical hit against a creature with a truncheon weapon, the creature is stunned for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the enforcer’s level + the enforcer’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. You must be at least 18th level to select this truncheon trick. 


Sweet Spot (Ex): You are able to make sneak attacks, as per the rogue, only your sneak attack damage is equal to your Wisdom bonus. 


Thump Weakness (Ex): Whenever you score a critical hit with a truncheon, you ignore any damage reduction the target might have. You must be at least 12th level to select this truncheon trick. 


Tripping Truncheon (Ex): You can treat any truncheon you wield as having the trip special weapon feature. You also gain a +1 bonus to confirm critical hits when attacking a prone target with such weapons.


Truncheon Throw (Ex): You can treat truncheons as thrown weapons, as per the Throw Anything feat. You also gain a +1 bonus to damage rolls when throwing truncheons.  


Utility Truncheon (Ex): You can utilize a truncheon as a tool of the same approximate size and weight without penalty. Masterwork truncheon weapons count as masterwork tools for the purpose of this ability. 


Gun Training (Ex)

Starting at 5th level, an enforcer can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the enforcer picks up another type of firearm, gaining these bonuses for those types as well.


Informants (Ex)

At 5th level, an enforcer gains a loose collection of informants who keep him updated on local rumors and gossip. Once per day, the enforcer can make a Knowledge (local) check in place of a Diplomacy check to gather information. This skill check uses no time. This ability can be used an additional time per day at 13th level.   


Lay Down the Law (Ex)

At 7th level, an enforcer can utilize his authority to gain social advancement in subtle ways. He can substitute Diplomacy checks with Intimidation checks.  


Hot Pursuit (Ex)

Beginning at 8th level, an enforcer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. 


Cover Evasion (Ex)

Starting at 9th level, whenever an enforcer gains the benefits of cover, he also gains the benefits of Evasion, as per the ranger class feature.


Stalwart (Ex)

At 11th level, an enforcer can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the enforcer is wearing light armor, medium armor, or no armor. A helpless enforcer does not gain the benefit of the stalwart ability.


Perfectly Balanced (Ex)

Starting at 13th level, an enforcer can wield any masterwork one-handed bludgeoning weapon as if it were a light weapon. 


Improved Cover Evasion (Ex)

Starting at 16th level, whenever an enforcer gains the benefits of cover, he also gains the benefits of Improved Evasion, as per the rogue class feature. This replaces cover evasion. 


Like a Melon (Ex)

At 17th level, the crit multiplier of an enforcer’s truncheon weapons increase to a maximum crit multiplier of x3.


Low Profile (Ex)

While in his jurisdiction, an enforcer of 17th level or higher can use the Stealth skill even while being observed.


Shoot to Kill (Ex)

At 19th level, when the enforcer scores a critical hit with a firearm within that firearm’s first range increment, the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the enforcer’s level + the enforcer’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. 


Head Honcho (Ex)

At 20th level, an enforcer becomes infamously deadly. As a full round action, the enforcer can attempt to make a single attack against an opponent with a firearm or truncheon weapon. If the attack hits and deals damage, the target’s head is at risk of bursting, as per the explode head spell. If the attack misses or otherwise fails to deal amage, the attempt fails. The DC to save against this effect is 10 + ½ the enforcer’s level + the inforcer’s Wisdom bonus. This effect does not harm the enforcer. The enforcer can use this ability a number of times per day equal to his Wisdom bonus. 


Ex-Enforcers

An enforcer who ceases to be lawful cannot take additional levels in the class, but still retains their class abilities. If an ex-enforcer has Justified Truncheon as a truncheon talent, he loses this truncheon talent. 


Organizations (Optional Rule)

All enforcers are members of some kind of lawful faction called an organization. Select one organization below. Once selected, it cannot be changed without GM approval. Each organization grants benefits at levels.  


Criminal 

You are a member of an organized crime syndicate that is responsible for handling those who do not go along with organization policies, rules, and deals. Your enforcement often involves threats, acts of violence, and murder. 


Law

You are a member of a police force or city guard that is responsible for keeping order and subduing law-breakers. Your enforcement often involves being present to maintain the peace, protecting civilians, arresting perpetrators, and preventing chaos from spreading on your watch.

  

Magical

You are a member of an organization which utilizes magic, such as a church, arcane school, a coven, or bardic college. Alternatively, you might be part of a task force that opposes such organizations. Your enforcement often involves keeping other members in line with the organization’s customs and traditions, by whatever means needed. 


Trade

You are a member of a guild that specializes in certain goods and/or services. Your enforcement ensures the constant flow of company business, ensuring production, and keeping the channels clear for profitable trade. You protect your organization and its investments.  

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