The original Enforcer (from Anachronistic Adventurers: The Enforcer) was designed to serve a specific character role—a modern fighting-man transported to a fantasy world typical of the Pathfinder roleplaying Game. In that role, it serves admirably, and can easily be used in place of a fighter. However, if the enforcer is moved back into his native environment, be that pulp action adventures, weird war dieselpunk, modern urban fantasy, or science-fiction, the class begins to suffer. An enforcer in a Pathfinder-compatible fantasy realm can draw on the same tropes and support as a fighter, from spells cast by allies to enough magic items to light up like a Christmas tree, and is only expected to accompliosh what a fighter normally does. In campaigns without the built-in assumption of that support, and the added weight of their own tropes where the fighting-man is often the *most* effective option for shutting down a foe with powers, it doesn’t hold up to genre expectations.
Thus this Beta-Revision, made publicly available. This enforcer is designed to operate in a world where Anachronistic Adventurer classes are the norm, and clerics and wizards are rare. That changes what the enforcer has to be able to accomplish. This version still assumes *something* other than class features takes care of things like the bonuses Pathfinder characters gain as they gain levels, but that thing can easily be bonuses-by-level, such as are presented in Pathfinder Unchained.
This is a work in progress, not a finished class. It has just enough meat to make a meal, but not to support a lavish and ongoing banquette. But feedback now can help determine what spices and side dishes get added, or help determine the whole thing needs to be thrown out and the cooks start over.
Public commentary is appropriate here, or my Facebook page, or you can email it to email@example.com.
The Enforcer *(Beta Revision)
Alignment: An enforcer can be of any alignment.
Ability Scores: The most important physical ability score for the enforcer is Strength. The most important mental ability score is Intelligence.
Hit Points: A character that takes enforcer as their 1st class level receives their Constitution score +5 as starting hit points. Otherwise each level of enforcer grants 6 +1d4 +Con modifier hit points.
(If using hit dice, an enforcer receives d10+Con)
Starting Wealth: 250 gp.
(If using random starting wealth an enforcer begins play with 3d6 x 10 gp.)
The enforcer’s class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Perception (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Additionally, any character who begins play as an enforcer can select two additional skills as class skills, to represent the benefit of growing up with the superior education options of a modern advanced society. These skills should be appropriate to the character’s background. An enforcer who trained with the FBI to hunt down and kill necromancers in a modern era rife with magic can reasonably select Use Magic Device as an additional class skill. A teenage enforcer who is captain of the high school wrestling team and didn’t know magic existed until an enchanted rollercoaster dumped him in a fantasy realm is limited to skills with no ties to magic.
A multiclass character whose first level of enforcer is gained after 1st character level selects one additional class skill, rather than two.
Skill Ranks per Level: 5 + Int modifier.
All of the following are class features of the enforcer.
Proficiencies: An enforcer is proficient with all simple weapons, all martial weapons, all light armor, and a single Progress Level (see Progress Level Proficiencies at the end of this product).
Archetype: Not every enforcer has taken the same path to becoming an engine of destruction, nor do all enforcers use the same techniques to achieve their goals. At 1st level, each enforcer selects an anachronistic archetype to represent his focus and background training. Once selected, this choice cannot be changed.
Each archetype provides an enforcer with special benefits, ranging from additional class skills and bonus feats to new talents and class powers. One archetype is provided at the end of this class, and others are presented in the various Anachronistic Adventurer classes.
Mettle (Ex): Enforcers are renowned for becoming more and more dangerous as they come closer and closer to defeat and somehow snatching victory from the jaws of defeat. As the consummate icon of combat, an enforcer has a reserve of endurance and willpower that allows him to push beyond the normal limits of his body and mind. This is often referred to as guts, intestinal fortitude, or just plain cussedness, and it is represented by mettle.
In game terms, mettle is a fluctuating measure of an enforcer’s ability to perform amazing actions in combat. At the start of each day, an enforcer gains a number of points of mettle equal to his Strength modifier plus his Intelligence modifier (minimum 1), to a maximum equal to double his class level. His mettle goes up or down throughout the day, but usually cannot go higher than his starting total, though some feats and devices may affect this maximum. An enforcer spends mettle to accomplish deeds (see below), and regains mettle in the following ways.
Natural 20 with an attack roll: Each time the enforcer rolls a natural 20 on an attack roll against a potential menace (see the glossary), he regains 1 mettle point.
Natural 20 with a Will saving throw: Each time the enforcer rolls a natural 20 on a Will save against an effect caused by a potential menace (see the glossary), he regains 1 mettle point.
Natural 20 with a combat skill: Each time the enforcer rolls a natural 20 on a skill check when the character cannot take 10 as a result of a threat posed by a potential menace (see the glossary), he regains 1 mettle point.
Natural 20 with a Strength check: Each time the enforcer rolls a natural 20 on a Strength-based ability check in the presence of a potential menace (see the glossary), he regains 1 mettle point.
Mettle, Grit, and Panache: Mettle is similar to grit and panache, and having mettle counts as having grit or panache for purposes of spending grit or panache and for meeting prerequisites requiring grit or panache. If an enforcer multiclasses or otherwise selects an option that would give him access to a pool of grit or panache in addition to his mettle, he instead just gains 2 additional mettle.
Enforcers spend mettle points to accomplish deeds. Most deeds grant the enforcer some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the enforcer has at least 1 point of mettle. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of mettle is spent to perform the deed.
An enforcer gains one deed at 1st level, and additional deeds at 2nd level and every 2 levels thereafter.
Blinding Assault (Ex): The enforcer can strike a foe’s eyes hard enough to cause temporary blindness. As a standard action the enforcer can spend one point of mettle to make one natural, unarmed, or weapon attack against a foe within 30 feet that does not have concealment or partial concealment from the enforcer. If the attack hits the enforcer deals damage as normal, and also forces the target to make a Fortitude save (DC 10 +1/2 enforcer level + Strength modifier). If the target fails this save, it is blinded for 1d4 rounds. An enforcer may choose to instead attack a target’s ears, deafening it for 2d4 rounds.
Blitz Attack (Ex): As a swift action, the enforcer can spend one point of mettle to make one extra unarmed attack, natural, or weapon melee attack.
Burst Into Action (Ex): When the enforcer is awake and not helpless, he can spend 1 point of mettle to act in a surprise round he would not normally be allowed to act during and receives a bonus to his Initiative check equal to half his class level. (The enforcer may not use this ability except in surprise rounds when he could not otherwise act.)
The enforcer may choose to spend 1 additional point of mettle to loudly shout a warning. The number of allies he can warn is based on the power of his lungs, allowing a number of allies equal to his Strength modifier (minimum 1) who can hear him to also act in the surprise round. Using this deed is not an action.
Conditioning (Ex): The enforcer has trained himself to resist adverse effects. As a free action he can taken even when it is not his turn, the enforcer can spend 1 mettle to suspend the penalties of one of the following conditions for 1 round: confused, dazed, dazzled, shaken, sickened, staggered. If the enforcer is at least 6th level, he may also suspect the following conditions: nauseated, stunned. If he is at least 12th level he may also suspect the following conditions: bleed (taking no damage for 1 round), unconscious. The conditions normal duration continues to expire. For example, if a 6th level enforcer is stunned for 1 round he can immediately take a free action to suspend the condition for 1 round. The stun effect ends after 1 round as normal, allowing the enforcer to completely ignore it.
Deadeye (Ex): The enforcer can land a ranged weapon attack with precision that causes it to deal additional damage. As long as the enforcer has at least 1 point of mettle remaining, he can add his Intelligence modifier to the damage dealt with ranged attacks.
Duck and Weave (Ex): The enforcer can focus his attention on a single foe and move to avoid attacks from that foe. As a swift action the enforcer can spend 1 point of mettle to gain a +4 dodge bonus to AC against that foe’s attacks until the beginning of the enforcer’s next turn.
Extreme Effort (Ex): This ability allows an enforcer to focus his muscles to accomplish amazing tasks of physical prowess. As a swift action the enforcer can spend one point of mettle to add a +4 bonus to any Strength-based attack roll, ability check, or skill check that normally requires no more than a standard action. The enforcer may make this decision after seeing the total of his die roll, but before learning if the attack hits. Alternately, he use this ability to double his lifting capacity (and thus his light, medium, and heavy encumbrance) for 1 round, or apply the bonus to increase his CMD until the beginning of his next turn.
Firm Grip (Ex): The enforcer has learned to keep his grip firm and even, even in the heat of combat. As long as he has at least one point of mettle, he receives a +4 bonus to his CMD against disarm, grapple, steal, and sunder combat maneuvers, as well as Climb checks.
Focused Violence (Ex): The enforcer can direct his entire focus onto dealing violence effectively against one foe. As a swift action the enforcer spend one mettle to select one foe (or inanimate object) he can see. He gains a +2 bonus to any damage done to that foe. This bonus increases to +3 at 3rd level, and by an additional +1 for every 3 class levels beyond 3rd. The bonus lasts for an hour, or until the enforcer uses this ability to focus violence on a new target.
Glancing Blow (Ex): Once per round when an enforcer makes an attack roll and misses a foe, he can spend one point of mettle as a free action to reroll the attack roll with an additional +5 bonus. The enforcer can make this decision after knowing if his original attack roll failed. If the new attack hits it deals only half its normal damage. Glancing blow cannot be used on attack rolls for combat maneuvers or attacks that do not deal damage. Once per day if the enforcer’s attack still misses with a +5 bonus, he can spend a second point of mettle to increase the bonus to a total of +10 (dealing half damage if the attack is successful, as with the normal use of the deed).
Gouging Assault (Ex): The enforcer can strike foes’ anatomy in such a way as to make it impossible for them to use certain specific attack or movement options. As a standard action the enforcer can spend one point of mettle to make one natural, unarmed, or weapon attack against a foe within 30 feet that does not have concealment or partial concealment from the enforcer. If the attack hits the enforcer deals damage as normal, and also forces the target to make a Fortitude save (DC 10 +1/2 enforcer level + Strength modifier). If the target fails this save, the enforcer can numb one or two body parts of the target for 1 round. This creates a penalty depending on the body parts numbed.
The enforcer can numb 2 arms, in which case the target does not drop held objects but cannot make attacks, skill checks, or cast spells that require the arms or hands on them.
The enforcer can numb 2 legs, in which case the target cannot move from its space (if it only has two legs) or moves at half speed (if it has more than 2 legs).
The enforcer can numb 2 wing, in which case the target cannot fly (though it has enough control to fly down at top speed to land if it wishes to, rather than fall from the sky).
The enforcer can numb a body part connected to a natural attack or special attack (such as a bite, gaze, breath weapon, or tail slap), in which case the target cannot use any attacks tied to that body part. If the head is numbed, the target also cannot speak
The penalties from gouging assault last 1 round. If the attack used to gouge is a critical hit, the penalties instead last for a number of rounds equal to the attack’s critical multiple.
Monkey Wrench (Ex): The enforcer can strike a machine’s vulnerable working parts in such a way as to impair its function. As a standard action the enforcer can spend one point of mettle to make one unarmed, natural, or weapon attack against a construct, machine, or vehicle within 30 feet that does not have concealment or partial concealment from the enforcer. If the attack hits the enforcer deals damage as normal, and may also make a Disable Device check with a DC of 15 + target’s CR, or 10 + the DC to construct the machine (whichever is higher). If the check is successful, the construct or machine is disabled (unable to take any actions or perform any function) for 1d4 rounds. If the check exceeds the DC by 10 or more, the construct or machine does not function for 1d4 minutes (or may be broken until repaired, at the GM’s discretion).
Precision Attack (Ex): The enforcer can land a weapon attack with such precision that it deals additional damage. As long as the enforce has at least one point of mettle remaining, any time the enforcer successfully strikes with a melee weapon with which he can add his Dexterity rather than Strength to the attack roll, he can add his Intelligence bonus to the damage dealt. This is in addition to his Strength modifier, if he normally adds his Strength to the attack’s damage. Creatures immune to critical hits or sneak attacks are immune to this additional precision damage.
Pulverize (Ex): The enforcer has learned how to find weak spots in objects to break them. As long as he has at least one point of mettle, whenever the enforcer damages an object he ignores half its hardness.
Suck It Up (Ex): The enforcer can use his physical condition and careful planning to overcome some of the effects of injury. As a move action the enforcer can spend 1 point of mettle to gain 1d6 temporary hit points. If his temporary hit points + current hit points exceeds his normal hit point maximum, temporary hit points in excess of this value are lost after 10 minutes. These temporary hit points do not stack with any other temporary hp. At 3rd level, and every 3 enforcer levels thereafter, the number of temporary hit points gained increased by +1d6.
Sucker Punch (Ex): The enforcer knows the advantage of getting the drop on a foe. As long as he has at least 1 point of mettle, he deals +1d6 sneak attack damage per 2 class levels (minimum +1d6) damage on successful attacks against flat-footed and helpless opponents.
Supreme Effort (Ex): The enforcer may spend 2 mettle when using extreme effort to double the bonus to +8, or triple his carrying capacity for 1 round. An enforcer must have extreme effort and be at least 10th level to select supreme effort.
Tough It Out (Ex): An enforcer’s rigorous training and physical conditioning often allows him to tough out conditions others can’t face. As a swift or immediate action the enforcer can spend 1 point of mettle to add his Strength bonus to a saving throw he has just failed. He can make this choice immediately after he knows if the saving throw is successful. If the new total matches or exceeds the save’s DC, the enforcer is considered to have made the save.
Vicious Gouge (Ex): When the enforcer uses gouging assault, he may either gouge two different areas (such as two arms and one head), or have the effects of a successful gouging assault last an additional 1d4 rounds. The enforcer must decide which option to use prior to making his attack roll. An enforcer must be 10th level and have gouge to select vicious gouge.
Enforcer Talents: As an enforcer gains experience, he learns a number of talents that aid him and confound his foes and guide his allies. At 3rd level, an enforcer gains one enforcer talent. He gains an additional enforcer talent for every four levels of enforcer attained after 3rd level. Unless otherwise specified, an enforcer cannot select an individual talent more than once.
Armored Evasion (Ex): The enforcer’s evasion works whenever he is wearing armor with which he is proficient, even if it is medium or heavy armor. An enforcer must have evasion to select armored evasion.
Classic Education (Ex): The enforcer comes from a well-educated background, be that a scholastic background, military officer training, or tutoring from wise travelling companions. The enforcer treats all checks from Knowledge skills that are class skills as having skill ranks equal to the highest number of skill ranks he has in any Knowledge skill.
Crafty Defense (Ex): The enforcer knows how to move in combat to maximize his change of avoiding attacks. The enforcer adds his Intelligence bonus to the value of his Dexterity bonus to AC. This is still lost whenever the enforcer loses his Dexterity bonus to AC, and is still limited by his armor’s maximum Dex bonus to AC.
For example James “Doc” Feral, Ph.D., has a 16 Intelligence and a 12 Dexterity, and is wearing a cunningly crafted set of chainmail beneath his wool suit. He normally has a +1 Dexterity bonus to AC, but with crafty defense he adds his +3 Int bonus to that, increasing to a +4 Dexterity bonus to AC. However, since his chainmail has a maxim +2 Dexterity bonus to AC, he only gains a +2 bonus to AC when wearing the armor.
Crafty Moves (Ex): The enforcer can carefully plan out movements in advance to maximize his chance of performing a tricky motion. Select one Dexterity-based skill. The enforcer may add his Intelligence bonus, rather than Dexterity modifier, to this skill.
Evasion (Ex): As the rogue class feature.
Keen Mind (Ex): The enforcer’s mind is as powerful as his muscles. Select one Intelligence-based skill. When making skill checks for this skill, the enforcer rolls twice and takes the better of the two results.
Skepticism (Ex): The enforcer has seen many of the weird powers and effects of the world, and learned to apply his intellect to questions of what is real, and what thoughts are his own vs. ideas introduced to him from outside influences. The enforce adds his Intelligence bonus to his Will save rather than his Wisdom modifier, if it is better than his Wisdom modifier.
Tireless Muscles (Ex): The enforcer is able to maintain peak physical effort for prolonged periods of time. The enforcer adds half his class level to any saving throw or ability check to prevent becoming fatigued. If a failed saving throw results in being fatigued and an additional result, the enforcer only applies the bonus to see if he avoids fatigue (if the enforcer’s saving throw without the bonus fails, but with the bonus succeeds, the enforcer is not fatigued but suffers any other effect from the failed save normally).
Additionally, the enforcer selects one Strength-based skill. When making skill checks for this skill, the enforcer rolls twice and takes the better of the two results.
Walk It Off (Ex): The enforcer can take one minute to use his suck it up ability on an ally within 30 feet able to see and hear him. The ally cannot gain more than 1d6 temporary hit points per 2 hit dice the ally possesses. And enforcer must have the suck it up deed to select this talent.
Bonus Feats: An enforcer gains a bonus feat at 4th level, and again at 8th, 12th, and 16th level. These bonus feats must be selected from those listed as combat feats (sometimes also called “fighter bonus feats”). Alternatively, the enforcer may gain an additional enforcer talent in place of a bonus feat.
Enforcement (Ex): At 20th level, the enforcer becomes the master of calm, planned violence. When making an attack roll or CMB check, the enforcer can choose to “take 10” on the roll. Instead of rolling 1d20 for the attack roll or skill check, the enforcer calculates his result as if he had rolled a 10. When taking 10 on an attack or CMB check, the enforcer never gets a critical threat.
There are more archetypes in the actual Anachronistic Adventurers: The Enforcer. This is just one example, and it may also be revised later.
The most generic of enforcer archetypes is the combatant, which makes the enforcer the typical brave fighting person, valiant in the face of the enemy and skilled in the tools of the trade. A combatant might have nearly any background involving training in modern combat techniques, from police SWAT officers to soldiers-of-fortune.
Background Training (Ex): At 1st level, a combatant selects a bonus feat to represent his background training. Unlike an enforcer’s bonus feats, this background feat need not be a combat feat. Alternatively, the enforcer can select to be proficient with three classes of armor (chosen from: light, medium, and heavy armor, and all shields other than tower shields, and tower shields), but must be proficient with light armor before selecting medium, and with medium armor before selecting heavy, and with all shields before selecting tower shield.
Bravery (Ex): As the fighter ability. The bonus is +1 at 2nd level, and it increases by +1 for every four class levels beyond 2nd.
Combat Training (Ex): At 5th level, the combatant’s training in the techniques of conflict gives him the choice between armor training or weapon training (both as the fighter ability). At 9th (and again at 14th and 17th), the combatant gains another training choice. At each level he might increase an existing armor or weapon training (just as a fighter gaining the abilities multiple times does), or take a new training option.
Bonus Feat (Ex): A combatant gains a bonus feat at 6th level, and again at 12th and 18th level. These bonus feats must be selected from those listed as combat feats. For purpose of meeting prerequisites for these bonus feats, treat the combatant’s enforcer levels as if they were fighter levels.
Potential Menace. Many powers and abilities are designed to represent reserves of morale, willpower, and luck that can be accessed when facing a creature that can actually harm a character, or that can be restored after defeating such a character. In game terms, a potential menace is a creature that can actually reasonable pose a threat a character should be concerned about. In general, any creature with a CR or HD no less than 4 lower than a character is a potential menace, but only if it’s able to act in a threatening manner. A cultist that has been bound to a chair and can’t move isn’t a potential menace regardless of its CR of HD, unless it’s psychic and can fry a character’s brain with its mind even when immobilized. Ultimately the GM has final say if a foe is a potential menace, though most creatures within the appropriate CR or HD range that have not been somehow neutralized should qualify.