HP at 1st level: 10+Con
HP at every level after 1st: 2+1d8+CON
Class Skills: Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (tactics), Perception (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points per level: 2 + Int modifier.
Table: The Enforcer
|Level||Base Attack Bonus||Dodge Bonus||Fort Save||Ref Save||Will Save||Special|
|9||+9/ +4||+5||+6||+3||+3||Bonus feat|
|11||+11/ +6/ +1||+6||+7||+3||+3||Talent|
|12||+12/ +7/ +2||+6||+8||+4||+4||Deed|
|13||+13/ +8/ +3||+6||+8||+4||+4||Bonus feat|
|14||+14/ +9/ +4||+7||+9||+4||+4||Deed|
|15||+15/ +10/ +5||+7||+9||+5||+5||Talent|
|16||+16/ +11/ +6/ +1||+8||+10||+5||+5||Deed|
|17||+17/ +12/ +7/ +2||+8||+10||+5||+5||Bonus feat|
|18||+18/ +13/ +8/ +3||+9||+11||+6||+6||Deed|
|19||+19/ +14/ +9/ +4||+9||+11||+6||+6||Talent|
|20||+20/ +15/ +10/ +5||+9||+12||+6||+6||Deed, Enforcement|
An Enforcer has simple and martial proficiency in all weapons.
Not every hero has taken the same path. At 1st level, each hero selects an archetype to represent his focus and background training. Once selected, this choice cannot be changed. Each archetype provides a hero with special benefits, ranging from additional class skills and bonus feats to new talents and class powers.
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 an additional deed 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 take 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 Defense 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 steady, 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):
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 flatfooted 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.
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 Defense. This is still lost whenever the enforcer loses his Dexterity bonus to Defense, and is still limited by his armor’s maximum Dex bonus to Defense.
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.
Daring Deed (Ex): The enforcer may select a deed available to the gunslinger (Pathfinder Roleplaying Game: Ultimate Combat) or swashbuckler (Pathfinder Roleplaying Game: Advanced Class Guide). He treats his enforcer level as his gunslinger or swashbuckler class level, The enforcer may take this talent multiple times.
Evasion (Ex): The enforcer gains evasion, as the daredevil talent.
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 Strengthbased 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.
An enforcer gains a bonus feat at 5th level, and again at 9th, 13th, and 17th 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.
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.