domenica 20 dicembre 2020

Enforcer class, by Aaron Hollingsworth

Another masterpiece as a gift of my friend Aaron. Enjoy!
This post already appeared for patrons only on my Patreon page. if you wish to see stuff in advance and have access to other rewards, please consider donating!

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.  

sabato 19 dicembre 2020

New Feat: Frightening Channel

 One of the things I liked about 2E was the cleric and paladin’s ability to turn divine casters of their opposite alignment (at the beginning it was only evil clerics that could turn paladins, but then in later manuals the ability was expanded!) There’s no such thing in later editions or in Pathfinder. And it would take so little! So, here!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Frightening Channel

Enemies of your faith flee before you.

Prerequisites: Channel energy class feature, either Command Undead or Turn Undead.

Benefit: As a standard action, you can expend one use of your channel energy ability to affect all members of an enemy faith within 30 feet as if you had cast cause fear (caster level equal to your effective cleric level). This ability only affects divine spellcasters worshiping a deity you designated as enemy of your own deity, and whose alignment is opposed to your own deity’s alignment in at least one way (good versus evil or law versus chaos); preferably, you should choose a deity whose alignment diametrically opposes that of your own deity.

mercoledì 16 dicembre 2020

Patron Request: Mist Elves Subrace for Pathfinder 1E

 As requested by Ronald J Paris!

This was simple and quick to do. The required traits already existed, and new subraces are always welcome.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Mist Elf: Higher, prouder and more ancient of most elf subraces, these mystical warriors hide their ancestral homes with veils of magic and are especially versed in illusion and enchantment spells. They are not necessarily malevolent but can incite fear in the hearts of other races and almost never mingle with strangers. Mist elves have the darkvision, envoy, and lesser spell resistance alternate racial traits, and lose elven magic and low-light vision.

domenica 13 dicembre 2020

Tzivad the Catrider, Level 20

 And here it is! The Piper race is from Dreamscarred Press, the Ballad of the Glorious Hero masterpiece is my own, while some mythic feats and abilities are from Legendary Games.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Tzivad, the Catrider CR 25

Piper bard (Archaeologist) 16/cavalier 4 (Beast Rider)/trickster 10

CG humanoid (elf, feyblood)

Init +19; Senses low-light vision, Perception +30


Defense

AC 35, touch 24, flat-footed 26 (+11 armor, +5 deflection, +9 Dex). +5 vs. trap attacks

hp 217 (16d8+4d10+80+40)

Fort +18, Ref +25, Will +19. +5 Ref to avoid traps

Defensive Abilities evasion, hard to kill, trap sense +5, uncanny dodge; SR 18 (magic robe)


Offense

Speed 30 ft.

Melee +5 carouser’s retort +32/+32/+27/+22 (1d6+14, 18-20), fighting tankard +26/+21/+16/+11 (1d4+10) or +5 carouser’s retort/fighting tankard +30/+30/+25/+24/+20/+15

Ranged +5 composite shortbow +30/+25/+20/+15 (1d6+8, x3) or fighting tankard +26 (1d4+10)

Special Attacks adaptive strike, archaeologist’s luck 53 rounds/day (+4), cavalier’s charge, challenge 2/day (+4 damage, +2 morale bonus on ranged attacks against target), deadly throw, fickle attack, mythic power 23/day, tactician 1/day (Drinking Buddy, 5 rounds), surge +1d12, unintentional feint

Spell-Like Abilities (CL 20th, concentration +31)

1/day- cause fear (DC 22), charm person (DC 22), sleep (DC 22)

Bard Spells Known (CL 16th, concentration +27)

6th Level (3/day)- euphoric tranquility (DC 28), mass charm monster (DC 28)

5th Level (5/day)- bard’s escape, cloak of dreams (DC 27), deafening song bolt, joyful rapture

4th Level (6/day)- bountiful banquet, kiss of the First World (DC 26), lesser entice fey, untold wonder, wall of sound

3rd Level (8/day)- confusion (DC 25), cure serious wounds, deep slumber (DC 25), free spirit, wall of nausea (DC 25)

2nd Level (8/day)- absurdity (DC 24), allegro, animal trance (DC 24), cure moderate wounds, drunkard’s breath (DC 24), sound burst (DC 24)

1st Level (8/day)- abundant ammunition, cure light wounds, enhance water, hideous laughter (DC 23), pick your poison, sleep (DC 23)

0-Level (at will)- daze (DC 22), ghost sound (DC 22), haunted fey aspect, lullaby (DC 22), summon instrument, unwitting ally (DC 22)

Masterpieces Known (CL 20th) Ballad of the Glorious Hero, Endless Waltz of the Eldest, Genre Genesis (Knowledge-Nature/Heal), Life Budding In Salted Earth, Relentless Reprise, Triple Time


Statistics

Str 16, Dex 29, Con 19, Int 24, Wis 16, Cha 32

Base Atk +16; CMB +25; CMD 38

Traits Accelerated Drinker, Fortified Drinker

Feats Agile Maneuvers, Boon CompanionM, Brew Potion, Catch Off-Guard*, Drink Is LifeM, Drinking Buddy*, Drunkard’s Recovery, Improved Two-Weapon Fighting, Throw Anything, Two-Weapon Defense, Two-Weapon FightingM, Weapon FinesseM, Weapon FocusM (rapier)

Skills Craft (alchemy) +34, Diplomacy +34, Disable Device +40, Handle Animal +33, Heal +31/+37, Knowledge (local) +37, Knowledge (nature) +37, Perception +30, Perform (string) +40, Profession (herbalist) +26, Ride +33, Stealth +32/+34, Survival +26/+28

Languages Celestial, Common, Draconic, Dwarven, Elven, Gnomic, Halfling, Sylvan, Treant

SQ amazing initiative, assured drinker, bardic knowledge +8, clever explorer +8, critical skill, enduring elixir, forest slip, lore master 2/day, exotic mount, ghostly performance, jack-of-all-trades (all skills as class skills), legendary hero, master dilettante +10, musical composition, order of the land, path dabbling (maestro composer), rogue talents (bomber, ki pool [3 points], poison bomb, smoke bomb), this might just work, try something new

Gear alchemist’s lab (200 gp), alluring philter (150 gp), apron of the careful chemist (5,200 gp), artistic ale (300 gp), bard’s kit (41 gp), belt of physical perfection +6 (144,000 gp), boots of the battle herald (30,000 gp), bracers of the glib entertainer (7,900 gp), brastlewark brew (150 gp), brawler’s brew (150 gp), +5 speed carouser’s retort (129,060 gp), drinking horn of the panacea (12,000 gp), elixir of concordance (1,100 gp), elven still (7,500 gp), feychild’s necklace (6,000 gp), fighting tankard (10,301 gp), flask launcher (300 gp), gluttonous feasting ring (5,000 gp), headband of mental superiority +6 (144,000 gp), healer’s gloves (2,500 gp), +5 jousting celestial lucky drunk’s armor (43,540 gp), knight’s pennon (parley) (4,500 gp), nectar of the gods (5,000 gp), nimble nectar (200 gp), philter of love (3,000 gp), poet’s cloak (good for what ails you) (9,750 gp), potion of cure serious wounds (750 gp), resplendent robe of the thespian (75,000 gp), ring of protection +5 (50,000 gp), rod of splendor (25,000 gp), specialized healer’s satchel (treatment) (3,000 gp), +5 endless ammunition composite shortbow (+3) (98,600 gp), 1 slow burn arrow (100 gp), 2 tangleshot arrows (40 gp), 2 trip arrows (50 gp) and 4 pheromone arrows (60 gp), sleep arrow (132 gp), soothing lyre (45,000 gp), sweetdream (900 gp), tankard of the drunken hero (5,300 gp), volatile vaporizer (2nd) (3,000 gp), wine of concordance (1,200 gp), 26 gp


Ferencfurter, Giant Cat Companion (Daredevil), Equivalent Druid Level 20th

N Large animal

Init +9; Senses low-light vision, scent; Perception +9


Defense

AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, –1 size)

hp 152 (16d8+80)

Fort +14, Ref +15, Will +9

Defensive Abilities devil may care, improved evasion, evasion


Offense

Speed 40 ft.

Melee bite +19 (1d8+8 plus grab), 2 claws +19 (1d6+8 plus)

Space 10 ft.; Reach 5 ft.

Special Attacks pounce, rake (2 claws +19, 1d6+8)


Statistics

Str 27, Dex 21, Con 18, Int 5, Wis 15, Cha 10

Base Atk +12; CMB +21; CMD 36 (40 vs. trip)

Feats Endurance*, Improved Initiative, Intimidating Prowess, Iron Will, Jumper, Mobility*, Narrow Frame, Weapon Focus (bite), Weapon Focus (claw), Toughness

Skills Acrobatics +19, Escape Artist +11, Intimidate +14, Perception +9, Survival +8

SQ artful acrobat +8, link, tricks (combat trained, liberator, performance, entertain, menace, subdue)