The Police Cop
Alignment: Any non-evil
Hit Die: d12
Class Skills (6 + Int)
Level BAB Flurry of Blows Saves Special Unarmed Damage AC Bonus 1 +1 -1/-1 +2/+2/+2 Unarmed Strike, Flurry of Blows, Improvised Expertise 1d8 +2 2 +2 +0/+0 +3/+3/+3 Ki Strike (Magic) +1, Evasion, Uncanny Dodge, Endurance 1d8 +3 3 +3 +1/+1 +3/+3/+3 Purity of Body, Improved Grapple, Improved Trip 1d8 +3 4 +4 +2/+2 +4/+4/+4 Mettle, Damage Reduction 2/-, Diehard 1d8 +4 5 +5 +3/+3 +4/+4/+4 Improvised Mastery, Improved Disarm 1d10 +4 6 +6 +4/+4/-1 +5/+5/+5 Improved Evasion, Stuntman 1d10 +5 7 +7 +6/+6/+1 +5/+5/+5 Ki Strike (Magic) +2, Tiger Pounce, Diamond Body 1d10 +5 8 +8 +7/+7/+2 +6/+6/+6 Improved Uncanny Dodge, Damage Reduction 4/- 1d10 +6 9 +9 +8/+8/+8/+3 +6/+6/+6 Greater Flurry, Action Star 2d6 +6 10 +10 +9/+9/+9/+4 +7/+7/+7 Simple and Martial Weapon Proficiency, Superior Disarm 2d6 +7 11 +11 +10/+10/+10/+5/+0 +7/+7/+7 Diamond Soul 2d6 +7 12 +12 +11/+11/+11/+6/+1 +8/+8/+8 Ki Strike (Magic) +3, Improved Mettle, Damage Reduction 6/- 2d6 +8 13 +13 +12/+12/+12/+7/+2 +8/+8/+8 Timeless Body 2d8 +8 14 +14 +14/+14/+14/+9/+4 +9/+9/+9 Knock-out Punch 2d8 +9 15 +15 +15/+15/+15/+10/+5 +9/+9/+9 Ki Strike (Adamantine) 2d8 +9 16 +16 +16/+16/+16/+11/+6/+1 +10/+10/+10 Superior Trip, Damage Reduction 8/- 2d8 +10 17 +17 +17/+17/+17/+12/+7/+2 +10/+10/+10 Ki Strike (Magic) +4, Evening the Odds 2d10 +10 18 +18 +18/+18/+18/+13/+8/+3 +11/+11/+11 Superior Grapple 2d10 +11 19 +19 +19/+19/+19/+14/+9/+4 +11/+11/+11 Ki Strike (Vorpal) 2d10 +11 20 +20 +20/+20/+20/+15/+10/+5 +12/+12/+12 Luck of the Gods 2d10 +12
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Jump, Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble
Weapon and Armor Proficiency: A Police Cop is proficient only with special monk weapons and with light shields.
Unarmed Strike: As the Monk ability.
Flurry of Blows: As the Monk ability.
Improvised Expertise (Ex): A Police Cop is trained to fight with whatever miscellaneous objects are available and has developed an eclectic familiarity. His penalty for using weapons in which he is not proficient is reduced to -2.
Ki Strike (Magic) (Su): As the Monk ability.
Bonus Feats: A Police Cop gets several bonus feats. He gains Endurance at level two, Improved Grapple and Improved Trip at level three, Diehard at level four, and Improved Disarm at level five.
Purity of Body (Ex): As the Monk ability.
Improvised Mastery (Ex): By level five, a Police Cop has enough experience fighting with random objects that it has become second nature to him. He treats all Improvised weapons as special monk weapons, and the damage dealt by them is equal to his unarmed strike damage.
Stuntman (Ex): A Police Cop always does all his own stunts, and he has learned how roll with the punches and perform incredible feats of athleticism. At level six, he gains a Dodge bonus to AC equal to one half his Police Cop level in addition to the normal AC bonus. In addition, he gains a +10 bonus on all Balance, Climb, Jump, and Tumble checks. This bonus increases to +20 at level twelve and to +30 at level eighteen.
Tiger Pounce (Ex): As the Monk ability.
Diamond Body (Su): As the Monk ability.
Action Star (Ex): A Police Cop is renowned far and wide for his skill and ability. At level nine, he can add his Charisma modifier to attack and damage rolls and AC. In addition, he gains a +10 bonus on Bluff, Diplomacy, Disguise, and Perform checks.
Simple and Martial Weapon Proficiency: At tenth level, a Police Cop becomes proficient in all simple and martial weapons.
Superior Disarm (Ex): A Police Cop I'd adept at stealing the weapons of his opponents. At level ten, whenever he successfully disarms an opponent, instead of knocking it to the ground, he can grab and immediately equip it, provided he has the hand(s) free to do so. He also gains a bonus on disarm rolls equal to one half his Police Cop level.
Diamond Soul (Ex): As the Monk ability.
Timeless Body (Ex): As the Monk ability.
Knock-out Punch (Ex): By level fourteen, a Police Cop is adept at taking on waves of lesser baddies by knocking them out with one punch each. Whenever he successfully attacks an opponent with a weapon or unarmed strike that does bludgeoning damage, the foe must make a Fortitude save (DC10 + 1/2 level + Wisdom modifier) or fall unconscious for 2d8 + Wis minutes. This ability can only be used on creatures with fewer hit dice than the Police Cop.
Ki Strike (Adamantine) (Su): As the Monk ability.
Superior Trip (Ex): By level sixteen, a Police COP has begun to learn how to use his opponents as weapons against his other opponents. Whenever he successfully trips an opponent, he can, as a free action, throw that opponent up to five feet per point of Strength modifier. If the opponent hits a wall or other obstacle, it takes 1d6 damage and falls prone. If the opponent is thrown at another opponent, treat the thrown opponent as a thrown weapon with a ten foot range increment, and the Police Cop makes a ranged touch attack against the target opponent. If successful, both opponents take 1d6 and fall prone. Otherwise, the thrown opponent lands in an adjacent square and falls prone. He also gains a bonus on trip rolls equal to half his Police Cop level.
Evening the Odds (Ex): A Police Cop is usually outnumbered in battle, but he has learned to use it to his advantage. At level seventeen, when the Police Cop is threatened by two or more opponents at the same time, he gains a miss chance equal to ten times his Dexterity modifier. If an opponent attacks him and misses while another opponent is within range of the first, there is a 50% chance that the missed attack will, instead, hit that second opponent.
Superior Grapple (Ex): Upon reaching level eighteen, a Police Cop has learned how to control his opponents, literally. Whenever he successfully grapples an opponent, instead of pinning, he can hold the foe from behind and make that foe fight. He can force his target to move (at half speed) or attack other opponents with a successful Grapple check. While holding an opponent in this fashion, the Police Cop is not denied his Dexterity bonus to AC, and 80% of attacks aimed at him are redirected to the held opponent. He also gains a bonus on grapple rolls equal to half his Police Cop level.
Ki Strike (Vorpal) (Su): As the Monk ability.
Luck of the Gods (Su): There are plenty of people with skill and talent, but it takes something more to survive the sorts of things a Police Cop goes through on a regular basis. It takes an absurd amount of sheer luck. At level twenty, when a Police Cop attempts a d20 roll, he can roll twice and take the better of the two results. He can use this ability a number of times per day equal to his Wisdom modifier.