Thurbane
First Post
"Da boss says you are behind on yer protection payments. You don't wanna be unprotected, do ya?"
"Father Tobias isn't too thrilled that you are preaching the virtues of Pelor in his town...perhaps you would find more converts in the next town."
ENFORCER
Hit Die: d10
Requirements
To become an Enforcer, a character must fulfil all of the following criteria.
Base Attack Bonus: +6
Skills: Intimidate 9 ranks
Special: The character must be in the employ of a “boss”, be it an individual, guild, city guard, church or other organization.
Class Skills
Bluff (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis)
Skill Points per level: 2 + Int modifier.
Class Features
All of the following are features of the Enforcer prestige class.
Weapon and Armor Proficiency: Enforcers are proficient with all martial weapons, but gain no proficiency in regard to armor or shields.
Standover Man: the Enforcer may substitute his Strength modifier instead of Charisma modifier when making Intimidate checks.
Tough Guy: Enforcers themselves are difficult to coerce or frighten, gaining a +2 morale bonus on saves against fear effects.
Bullying Attack: gains +1d6 melee damage against any cowering, frightened, panicked or shaken opponent. This increases to +2d6 at 3rd level, and +3d6 at 5th level. This is precision based damage, similar to sneak attack or skirmish attack, and does not affect creatures immune to critical hits.
Improved Demoralize: if the Enforcer successfully uses the Demoralize Opponent feature of the Intimidate skill, the opponent remains shaken for the duration of the encounter, rather than for just 1 round.
Skill Focus (Intimidate): the Enforcer gains Skill Focus (Intimidate) as a bonus feat. If he already has this feat, he gains the Persuasive feat instead. If he already has both of these, he may substitute another feat of his choice.
Frightful Presence: this functions exactly as the monster ability of the same name. To invoke this ability, the enforcer bares his weapons (or cracks his knuckles if using unarmed attacks) and unleashes a string of threats and/or profanities in a booming voice. This is a free action if used as part of a move or attack action, or a move equivalent action otherwise. The Will save DC is 10 + Enforcer class levels + Cha modifier. The effect lasts for 5d6 rounds, and has a range of 30 feet. This ability may be used a number of times per day equal to 3 plus the Enforcer's Cha modifier.
"Father Tobias isn't too thrilled that you are preaching the virtues of Pelor in his town...perhaps you would find more converts in the next town."

ENFORCER
Hit Die: d10
Requirements
To become an Enforcer, a character must fulfil all of the following criteria.
Base Attack Bonus: +6
Skills: Intimidate 9 ranks
Special: The character must be in the employ of a “boss”, be it an individual, guild, city guard, church or other organization.
Class Skills
Bluff (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis)
Skill Points per level: 2 + Int modifier.
Code:
[b]Level BAB Fort Ref Will Special[/b]
1 +1 +2 +0 +0 Standover Man, Tough Guy, Bullying Attack +1d6
2 +2 +3 +0 +0 Improved Demoralize
3 +3 +3 +1 +1 Bullying Attack +2d6
4 +4 +4 +1 +1 Skill Focus (Intimidate)
5 +5 +4 +1 +1 Frightful Presence, Bullying Attack +3d6
All of the following are features of the Enforcer prestige class.
Weapon and Armor Proficiency: Enforcers are proficient with all martial weapons, but gain no proficiency in regard to armor or shields.
Standover Man: the Enforcer may substitute his Strength modifier instead of Charisma modifier when making Intimidate checks.
Tough Guy: Enforcers themselves are difficult to coerce or frighten, gaining a +2 morale bonus on saves against fear effects.
Bullying Attack: gains +1d6 melee damage against any cowering, frightened, panicked or shaken opponent. This increases to +2d6 at 3rd level, and +3d6 at 5th level. This is precision based damage, similar to sneak attack or skirmish attack, and does not affect creatures immune to critical hits.
Improved Demoralize: if the Enforcer successfully uses the Demoralize Opponent feature of the Intimidate skill, the opponent remains shaken for the duration of the encounter, rather than for just 1 round.
Skill Focus (Intimidate): the Enforcer gains Skill Focus (Intimidate) as a bonus feat. If he already has this feat, he gains the Persuasive feat instead. If he already has both of these, he may substitute another feat of his choice.
Frightful Presence: this functions exactly as the monster ability of the same name. To invoke this ability, the enforcer bares his weapons (or cracks his knuckles if using unarmed attacks) and unleashes a string of threats and/or profanities in a booming voice. This is a free action if used as part of a move or attack action, or a move equivalent action otherwise. The Will save DC is 10 + Enforcer class levels + Cha modifier. The effect lasts for 5d6 rounds, and has a range of 30 feet. This ability may be used a number of times per day equal to 3 plus the Enforcer's Cha modifier.
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