Enforcer

 

The Enforcer is the ultimate warrior for law and works hand in hand with his patron deity and his liege. To an enforcer, the laws of the land are as holy as the laws of his religion. Upholding and enforcing the laws takes complete precedence over all other factors, and those who would flaunt or ignore the law deserve swift, but appropriate punishment

An Enforcer is always Lawful Neutral. Deities of protection and Nobility often have enforcer followers, especially in large cities where such deities are worshipped heavily. Enforcers form large knighthoods that are usually based within a structure built on the ground’s of the local rulers estate and often work with paladins to fight against crime and civil unrest.

Alignment: Lawful Neutral

Hit Die: d10.

 

Shared Game Rules:

Dispite their different beliefs, all holy warriors share certain similar abilities and features as detailed below:

Abilities: Charisma enhances a holy warrior's ability to smite, her self-protective capabilities, and her ability to channel energy.  Strength is important for its role in combat, an area which all holy warriors are expected to excel.  A wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.

Alignment: All holy warriors must be of a specific alignment, as included in each of their discriptors.  If they stray from their tenets and alignment, they lose their divine powers just as a paladin would.

Class Features

All of the following are class features shared in common between all holy warriors:

Weapon and Armor Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Smite (su): all holy warriors can smite a certain type of enemy a number of times per day.  This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin's ability to smite evil (see below for alignment).

Divine Grace (su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.

Aura of Courage (su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.

Channeling Energy (su): All holy warriors gain the ability to channel positive energy when they reach 4th level.  The good-aligned holy warriors (avengers, Paladins, and Sentinals) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes.  This ability otherwise functions as the paladin ability to turn undead.  See below for further details.

Spells: All holy warriors gain the ability to cast divine spells as earily as 4th level (if their wisdom score is high enough to grant bonus to 1st level spells).  Each holy warrior has a unique spell list.  Holy warriors gain spells at the same rate as Paladins.  See below for spell list and spell progression.

 

 

Enforcer Class Skills: Concentration (Con), Craft (Int), Diplomacy(Cha), Gather Information(Cha), Intimidate(Cha)Knowledge (history)(int), Knowledge (Religion) (Int), Profession(Wis), Search(Int),Sense Motive(Wis),

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

 

Enforcer Class Features

All the following are class features of the Enforcer

Aura of Chaos: The Power of an Enforcers Aura of Law (See Detect Law spell ) is equal to his Enforcer level

Detect Chaos (Sp): At will the Enforcer can use Detect Chaos, as the spell

Smite Chaos (Su): An Enforcer Smite Ability effects Chaotic creatures.

Subdue (Ex): A 2nd level enforcer has learned how to efficiently inflict non-lethal damage with weapons. He does not suffer the standard -4 penalty to attack rolls when he attacks to inflict non-lethal damage with a weapon that normally deals lethal damage, as long he is proficient with the weapon being used. In addition, when the Enforcer attacks to inflict non-lethal damage with a weapon designed to specifically inflict non-lethal damage (such as a sap or whip), he gains a +2 bonus to weapon damage rolls.

Suggestion (Sp): At 3rd level, an enforcer may cast Suggestion, as the spell. He may use this ability once per day at 3rd level. At 8th level and every 5 levels thereafter, he may use this ability one additional time per day, to a maximum of 4 times per day at 18th level. Cast level is equal to the enforcer’s class level.

Rebuke/Command Undead (Su): When an enforcer reaches 4th level, he gains the supernatural ability to rebuke or turn undead as an evil cleric 3 levels lower would. The enforcer can use this ability a number of times per day equal to 3+ his charisma modifier. Enforcers are expected to use command undead to further the cause of law and generally don’t keep commanded undead for more than 24 hours, especially in the presence of undead creates chaos in society.

Leadership (Ex): Upon reaching 5th level, an enforcer gains the leadership feat as a bonus feat. Enforcers gain a +1 bonus to their leadership score, although the maximum number and level of their followers and cohorts remains standard.

Dominate Person (SP): At 7th level, an enforcer can cast dominate person, as the spell, once per week. He can use this ability one additional time per week for every 4 levels past 7th. Caster level is equal to the enforcer’s class level.

Code of Conduct: An enforcer must be of lawful neutral alignment and looses all class abilities if he ever willingly commits a chaotic act (such as breaking a vow or contract, or betraying an ally). Unlike most other holy warriors, enforcers are bound to the will of two beings. Their primary liege remains their divine patron, but they must also serve the will of their worldly liege. The enforcer’s patron deity and his liege’s patron deity must be the same. If an enforcer believes his liege is not acting in the best interests of his deity, he is permitted to act against his liege as long as he can expose his liege’ heresy within 24 hours. An enforcer is not allowed to accept a position of leadership that would place him in a position where he would not have a liege above him in the rank of command, except in cases of emergency ( and even then, for no more than 24 hours). The enforcer must uphold and enforce the laws of the church and the land at all times, even when the laws would prevent him from accomplishing a desired personal goal.

Associates: An Enforcer can adventure with characters of any non chaotic alignment but remains suspicious of those who are not lawful. He will never knowingly associate with chaotic creatures, nor will he continue association with someone who consistently offends his moral code. An enforcer may only accept henchmen, followers, or cohorts, who are lawful neutral.

Enforcer Spell List:

1st level : Alarm, bless, bless water, Bless Weapon, command, cure light wounds, detect poison divine favor, endure elements, hold portal, magic weapon, protection from chaos, resistance, sleep, virtue.

2nd level: Bull’s Strength, Eagle’s Splendor, Fox Cunning, hold person, resist energy, shield other, status, zone of truth.

3rd level: cure moderate wounds, discern lies, magic circle against chaos, prayer, remove blindness/deafness, remove curse, remove disease

4th level: break enchantment, Cure Serious Wounds, dispel chaos, greater command, hold monster, mark of justice, neutralize poison, restoration.

 

Table: The Enforcer

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+0

+0

+2

Aura of law, detect chaos, smite chaos 1/day

2nd

+2

+0

+0

+3

Divine grace, subdue

3rd

+3

+1

+1

+3

Aura of courage, Suggestion 1/day

4th

+4

+1

+1

+4

Rebuke/Command Undead

0

5th

+5

+1

+1

+4

Smite chaos 2/day, leadership

0

6th

+6/+1

+2

+2

+5

 

1

7th

+7/+2

+2

+2

+5

Dominate Person 1/week

1

8th

+8/+3

+2

+2

+6

Suggestion 2/day

1

0

9th

+9/+4

+3

+3

+6

 

1

0

10th

+10/+5

+3

+3

+7

Smite chaos 3/day

1

1

11th

+11/+6/+1

+3

+3

+7

Dominate Person 2/week

1

1

0

12th

+12/+7/+2

+4

+4

+8

 

1

1

1

13th

+13/+8/+3

+4

+4

+8

Suggestion 3/day

1

1

1

14th

+14/+9/+4

+4

+4

+9

 

2

1

1

0

15th

+15/+10/+5

+5

+5

+9

Dominate 3/week Smite Chaos 4/day

2

1

1

1

16th

+16/+11/+6/+1

+5

+5

+10

 

2

2

1

1

17th

+17/+12/+7/+2

+5

+5

+10

 

2

2

2

1

18th

+18/+13/+8/+3

+6

+6

+11

Suggestion 4/day

3

2

2

1

19th

+19/+14/+9/+4

+6

+6

+11

Dominate Person 4/week

3

3

3

2

20th

+20/+15/+10/+5

+6

+6

+12

Smite chaos 5/day,

3

3

3

3