Darkantra
2007-07-30, 02:10 PM
This is a class that I brainstormed for a game that my friends and I will be playing come the fall. Our characters are going to be starting a thieves guild so we started splitting roles between our characters. Every guild needs a wizard, guildmaster, of course thieves but what about the muscle? Every guild needs a guy who gets things done, eliminates those "problems" that might crop up be they thieves that have gone rogue or a watchman that just won't lay off.
So I did my best and will be playing an Enforcer come the fall, but I'd like some critique on it before then
The Enforcer
Thug, brute, the Enforcer has many names but if universally recognized as the answer to many ‘problems’. Their tracking and combat skills make them ideal candidates to track down or keep in line sticky-fingered thieves.
Though the majority are thick-headed brutes who talk only with their fists some are intelligent or charismatic enough to be just as dangerous, if not more so, than their muscle-bound compatriots.
Enforcers are most often employed as a thieves guild own police service, though many serve noble houses and the city watch. Enforcers choose to adventure for personal gain, to polish their skills or as hired muscle.
Enforcers by their nature are defined by upholding the laws of their masters. An Enforcer that breaks those laws is next to useless to their employer and is quickly fired or eliminated.
Alignment: Non-chaotic. An Enforcer that becomes chaotic can still progress in this class but will suffer when their employers realize their disdain for law.
Hit Die:
d8
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Rope (Dex)
Skill Points at 1st Level
(6 + Int modifier) x 4
Skill Points at Each Additional Level
6 + Int Modifier
Table: The Enforcer
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0|Improved Unarmed Strike, Urban Tracking
2nd|+2|+3|+3|+0|Improved Grapple, Unarmed damage 1d6
3rd|+3|+3|+3|+1|Sneak Attack 1d6
4th|+4|+4|+4|+1|Bonus Feat, Shake ‘em Up
5th|+5|+4|+4|+1|Frisk, Uncanny Dodge
6th|+6/+1|+5|+5|+2|Knows the Back of His Hand
7th|+7/+2|+5|+5|+2|Sneak Attack 2d6
8th|+8/+3|+6|+6|+2|Bonus Feat
9th|+9/+4|+6|+6|+3|Improved Uncanny Dodge
10th|+10/+5|+7|+7|+3|Improved Shake ‘em Up, Unarmed Damage 1d8
11th|+11/+6/+1|+7|+7|+3|Sneak Attack 3d6
12th|+12/+7/+2|+8|+8|+4|Bonus Feat
13th|+13/+8/+3|+8|+8|+4|Bruising Blow
14th|+14/+9/+4|+9|+9|+4|Improved Knows the Back of His Hand
15th|+15/+10/+5|+9|+9|+5|Sneak Attack 4d6
16th|+16/+11/+6/+1|+10|+10|+5|Bonus Feat
17th|+17/+12/+7/+2|+10|+10|+5|Unarmed damage 1d10
18th|+18/+13/+8/+3|+11|+11|+6|Thieves Bane
19th|+19/+14/+9/+4|+11|+11|+6|Sneak Attack 5d6
20th|+20/+15/+10/+5|+12|+12|+6|Bonus Feat[/table]
Class Features
Weapon and Armor Proficiency
Enforcers are proficient with all simple weapons, all martial weapons (except bows) and the hand crossbow. Enforcers are proficient with light armor, bucklers and light shields.
Improved Unarmed Strike:
At 1st level, Enforcers gain Improved Unarmed Strike as per the feat. Their unarmed damage increases to 1d6 at 2nd level, 1d8 at 10th level and 1d10 at 17th level.
Urban Tracking:
At 1st level, Enforcers gain Urban Tracking as per the feat.
Improved Grapple:
At 2nd level, Enforcers gain Improved Grapple as per the feat.
Sneak Attack:
Starting at level 3 the Enforcer can strike from the shadows as ably as any rogue. The Enforcer gains 1d6 sneak attack damage that increases by 1d6 at levels 7, 11, 15 and 19.
Bonus Feats:
At levels 4, 8, 12, 16 and 20 Enforcers can take any of the following feats; Alertness, Clever Wrestling, Dirty Fighting, Improved Initiative, Improved Natural Attack (unarmed strike) or (grapple), Investigator, Persuasive, Run, Skill focus (intimidate or gather information), Stealthy, Toughness, Weapon Focus.
Shake ‘em Up (Ex):
At 4th level, the Enforcer gains +4 to all intimidate checks and can Demoralize Opponents within 30 ft. as a move action. The target remains shaken for a number of rounds equaling 1 + the Enforcers Cha modifier. At 10th level this ability improves and the Enforcer can Demoralize Opponents once per round as a free action and can affect as many creatures as his Cha modifier (minimum 1) within a 30 ft radius.
Frisk (Ex):
At 5th level, the Enforcer can make a Search check on a creature that they have pinned in a grapple as a move action.
Uncanny Dodge (Ex):
At 5th level, the Enforcer has learned to react to unseen threats with split second movements. He gains Uncanny Dodge as per the description in the Rogue’s class features. At 9th level the Enforcer gain Improved Uncanny Dodge as per the description in the Rogue’s class features.
Knows the Back of His Hand (Ex):
At 6th level, the Enforcer has become one with his fists, usually by tattooing words across them. The Enforcer gains Weapon Specialization (unarmed strike) as per the feat. At 18th level the Enforcer gains Greater Weapon Specialization (unarmed strike).
Bruising Blow (Ex):
At 13th, level the Enforcers unarmed attacks gain the full weight of their strength behind their fists. The Enforcers unarmed strikes are now considered to be two-handed weapons for the purposes of Str adjustment and Power Attack.
Thieves Bane (Ex):
At 18th level, An Enforcer’s senses and instincts have sharpened to almost supernatural levels and almost no one can hide from them. The Enforcer gains a +2 bonus to Listen, Search, Sense Motive and Spot checks.
Race:
Any race can be an enforcer.
Multiclassing:
A fighter’s extra feats work well although the Enforcer already has a few of their own. Barbarian is a good choice as the extra movement, high hit die and Rage ability work nicely with the Enforcer’s own abilities although their temperaments are slightly different.
A Monk’s unarmed damage bonus stacks with an enforcers and their similar use of the grapple action makes for a good combination but again, the temperaments between the two classes is starkly different.
A Rogue taking levels in Enforcer to buff up on their combat ability and hit die is an excellent idea since they don’t lose too many skills and can gain sneak attack bonus’. Rangers more used to the city could take a few levels of Enforcer. Bards, Paladins, Wizards and Sorcerers almost never become Enforcers.
Prestige Classes:
The Reaping Mauler prestige class (Complete Warrior) is a good choice for Enforcers as they gain extra bonuses and options when grappling. The Shadowdancer is also an applicable choice although the Enforcer would have to spend a lot of skill points to get the requisite 5 ranks in Perform (dance). The Master Inquisitor class in the Eberron setting is also a good choice for Enforcers who specialize in investigation.
Other classes:
Enforcers get along extremely well with fighters and barbarians, often getting into good-natured brawls with them at taverns (the loser buys the drinks). Rogues enjoy the fighting skills that they bring along with their ability to be stealthy. Enforcers often team up with rangers to track especially canny individuals and get along quite well with them. Good Enforcers can work in concert with Paladins for the greater good but there is constant friction between them, as Paladins normally disdain their tactics. Other classes tend see them as simple, muscle-bound, idiots.
So I did my best and will be playing an Enforcer come the fall, but I'd like some critique on it before then
The Enforcer
Thug, brute, the Enforcer has many names but if universally recognized as the answer to many ‘problems’. Their tracking and combat skills make them ideal candidates to track down or keep in line sticky-fingered thieves.
Though the majority are thick-headed brutes who talk only with their fists some are intelligent or charismatic enough to be just as dangerous, if not more so, than their muscle-bound compatriots.
Enforcers are most often employed as a thieves guild own police service, though many serve noble houses and the city watch. Enforcers choose to adventure for personal gain, to polish their skills or as hired muscle.
Enforcers by their nature are defined by upholding the laws of their masters. An Enforcer that breaks those laws is next to useless to their employer and is quickly fired or eliminated.
Alignment: Non-chaotic. An Enforcer that becomes chaotic can still progress in this class but will suffer when their employers realize their disdain for law.
Hit Die:
d8
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Rope (Dex)
Skill Points at 1st Level
(6 + Int modifier) x 4
Skill Points at Each Additional Level
6 + Int Modifier
Table: The Enforcer
{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0|Improved Unarmed Strike, Urban Tracking
2nd|+2|+3|+3|+0|Improved Grapple, Unarmed damage 1d6
3rd|+3|+3|+3|+1|Sneak Attack 1d6
4th|+4|+4|+4|+1|Bonus Feat, Shake ‘em Up
5th|+5|+4|+4|+1|Frisk, Uncanny Dodge
6th|+6/+1|+5|+5|+2|Knows the Back of His Hand
7th|+7/+2|+5|+5|+2|Sneak Attack 2d6
8th|+8/+3|+6|+6|+2|Bonus Feat
9th|+9/+4|+6|+6|+3|Improved Uncanny Dodge
10th|+10/+5|+7|+7|+3|Improved Shake ‘em Up, Unarmed Damage 1d8
11th|+11/+6/+1|+7|+7|+3|Sneak Attack 3d6
12th|+12/+7/+2|+8|+8|+4|Bonus Feat
13th|+13/+8/+3|+8|+8|+4|Bruising Blow
14th|+14/+9/+4|+9|+9|+4|Improved Knows the Back of His Hand
15th|+15/+10/+5|+9|+9|+5|Sneak Attack 4d6
16th|+16/+11/+6/+1|+10|+10|+5|Bonus Feat
17th|+17/+12/+7/+2|+10|+10|+5|Unarmed damage 1d10
18th|+18/+13/+8/+3|+11|+11|+6|Thieves Bane
19th|+19/+14/+9/+4|+11|+11|+6|Sneak Attack 5d6
20th|+20/+15/+10/+5|+12|+12|+6|Bonus Feat[/table]
Class Features
Weapon and Armor Proficiency
Enforcers are proficient with all simple weapons, all martial weapons (except bows) and the hand crossbow. Enforcers are proficient with light armor, bucklers and light shields.
Improved Unarmed Strike:
At 1st level, Enforcers gain Improved Unarmed Strike as per the feat. Their unarmed damage increases to 1d6 at 2nd level, 1d8 at 10th level and 1d10 at 17th level.
Urban Tracking:
At 1st level, Enforcers gain Urban Tracking as per the feat.
Improved Grapple:
At 2nd level, Enforcers gain Improved Grapple as per the feat.
Sneak Attack:
Starting at level 3 the Enforcer can strike from the shadows as ably as any rogue. The Enforcer gains 1d6 sneak attack damage that increases by 1d6 at levels 7, 11, 15 and 19.
Bonus Feats:
At levels 4, 8, 12, 16 and 20 Enforcers can take any of the following feats; Alertness, Clever Wrestling, Dirty Fighting, Improved Initiative, Improved Natural Attack (unarmed strike) or (grapple), Investigator, Persuasive, Run, Skill focus (intimidate or gather information), Stealthy, Toughness, Weapon Focus.
Shake ‘em Up (Ex):
At 4th level, the Enforcer gains +4 to all intimidate checks and can Demoralize Opponents within 30 ft. as a move action. The target remains shaken for a number of rounds equaling 1 + the Enforcers Cha modifier. At 10th level this ability improves and the Enforcer can Demoralize Opponents once per round as a free action and can affect as many creatures as his Cha modifier (minimum 1) within a 30 ft radius.
Frisk (Ex):
At 5th level, the Enforcer can make a Search check on a creature that they have pinned in a grapple as a move action.
Uncanny Dodge (Ex):
At 5th level, the Enforcer has learned to react to unseen threats with split second movements. He gains Uncanny Dodge as per the description in the Rogue’s class features. At 9th level the Enforcer gain Improved Uncanny Dodge as per the description in the Rogue’s class features.
Knows the Back of His Hand (Ex):
At 6th level, the Enforcer has become one with his fists, usually by tattooing words across them. The Enforcer gains Weapon Specialization (unarmed strike) as per the feat. At 18th level the Enforcer gains Greater Weapon Specialization (unarmed strike).
Bruising Blow (Ex):
At 13th, level the Enforcers unarmed attacks gain the full weight of their strength behind their fists. The Enforcers unarmed strikes are now considered to be two-handed weapons for the purposes of Str adjustment and Power Attack.
Thieves Bane (Ex):
At 18th level, An Enforcer’s senses and instincts have sharpened to almost supernatural levels and almost no one can hide from them. The Enforcer gains a +2 bonus to Listen, Search, Sense Motive and Spot checks.
Race:
Any race can be an enforcer.
Multiclassing:
A fighter’s extra feats work well although the Enforcer already has a few of their own. Barbarian is a good choice as the extra movement, high hit die and Rage ability work nicely with the Enforcer’s own abilities although their temperaments are slightly different.
A Monk’s unarmed damage bonus stacks with an enforcers and their similar use of the grapple action makes for a good combination but again, the temperaments between the two classes is starkly different.
A Rogue taking levels in Enforcer to buff up on their combat ability and hit die is an excellent idea since they don’t lose too many skills and can gain sneak attack bonus’. Rangers more used to the city could take a few levels of Enforcer. Bards, Paladins, Wizards and Sorcerers almost never become Enforcers.
Prestige Classes:
The Reaping Mauler prestige class (Complete Warrior) is a good choice for Enforcers as they gain extra bonuses and options when grappling. The Shadowdancer is also an applicable choice although the Enforcer would have to spend a lot of skill points to get the requisite 5 ranks in Perform (dance). The Master Inquisitor class in the Eberron setting is also a good choice for Enforcers who specialize in investigation.
Other classes:
Enforcers get along extremely well with fighters and barbarians, often getting into good-natured brawls with them at taverns (the loser buys the drinks). Rogues enjoy the fighting skills that they bring along with their ability to be stealthy. Enforcers often team up with rangers to track especially canny individuals and get along quite well with them. Good Enforcers can work in concert with Paladins for the greater good but there is constant friction between them, as Paladins normally disdain their tactics. Other classes tend see them as simple, muscle-bound, idiots.