Table of Contents
- 1 Class Skills
- 2 Class Features
- 2.1 Weapon and Armor Proficiency
- 2.2 Aura of Law (EX)
- 2.3 Detect Chaos (SP)
- 2.4 Smite (SP)
- 2.5 Grace (SU)
- 2.6 Lay on Hands (SU)
- 2.7 Aura of Courage (SU)
- 2.8 Bolstered Health (SU)
- 2.9 Mercy (SU)
- 2.10 Channel Positive Energy (SU)
- 2.11 Spells
- 2.12 Special Bond (SP)
- 2.13 Aura of Resolve (SU)
- 2.14 Aura of Justice (SU)
- 2.15 Aura of Faith (SU)
- 2.16 Aura of Righteousness (SU)
- 2.17 Champion of the Law (SU)
- 3 Images
In a world without gods, the righteous crusader has to attach themselves to an idea as powerful as any god, namely the Law. Like the Templars of Athas, the Enforcer does not worship any god, they instead are powered by the Templarate. As such, they are the primary enforcement branch of any corporation’s security force. Since the city-states have an agreement with the Templarate to provide a constabulary, the Enforcers are that constabulary.
Role: Enforcers serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.
Alignment: Any Lawful
Hit Die: d10
Starting Wealth: 6000c
The Enforcer’s class skills are Craft (Int), Computer Use (Int),Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (Civics) (Int), Knowledge (Law) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+1||+2||+0||+2||Aura of Law, detect chaos, smite 1/day||—||—||—||—|
|2nd||+2||+3||+0||+3||Grace, lay on hands||—||—||—||—|
|3rd||+3||+3||+1||+3||Aura of courage, Bolstered health, Mercy||—||—||—||—|
|4th||+4||+4||+1||+4||Channel positive energy, smite 2/day||0||—||—||—|
|8th||+8/+3||+6||+2||+6||Aura of resolve||1||1||—||—|
|11th||+11/+6/+1||+7||+3||+7||Aura of justice||2||1||1||—|
|14th||+14/+9/+4||+9||+4||+9||Aura of faith||3||2||1||1|
|17th||+17/+12/+7/+2||+10||+5||+10||Aura of righteousness||4||3||2||1|
|20th||+20/+15/+10/+5||+12||+6||+12||Champion of the Law||4||4||3||3|
All of the following are class features of the Enforcer.
Weapon and Armor Proficiency
An Enforcer is proficient with all simple and martial weapons, pistols, sub-machine guns, and rifles as well as with light armor, medium armor, heavy armor and shields (except tower shields).
Aura of Law (EX)
The power of an Enforcer’s aura of law (see the detect alignment spell) is equal to her level.
Detect Chaos (SP)
At will, an Enforcer can use detect evil, as the spell, but to detect Chaos instead. An Enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is lawful or chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the enforcer does not detect law/chaos in any other object or individual within range.
Once per day, an Enforcer can call out to the powers of Law to aid her in her struggle against her enemies. As a swift action, the Enforcer chooses one target within sight to smite. The Enforcer adds her Cha bonus (if any) to her attack rolls and adds her Enforcer level to all damage rolls made against the target of her smite. If the target of smite is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the Enforcer possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.
In addition, while smite is in effect, the Enforcer gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.
The smite effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Enforcer may smite one additional time per day, as indicated on Table: Enforcer, to a maximum of seven times per day at 19th level.
Note: Unlike the Paladin’s Smite Evil (or Anti-Paladin’s Smite Good), there is no alignment restriction on the Enforcer’s Smite. It works on any target they designate and all above rules apply.
At 2nd level, an Enforcer gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands (SU)
Beginning at 2nd level, an Enforcer can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Enforcer level plus her Charisma modifier. With one use of this ability, an Enforcer can heal 1d6 hit points of damage for every two Enforcer levels she possesses. Using this ability is a standard action, unless the Enforcer targets herself, in which case it is a swift action. Despite the name of this ability, an Enforcer only needs one free hand to use this ability.
Alternatively, an Enforcer can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Enforcer possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (SU)
At 3rd level, an Enforcer is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Enforcer is conscious, not if she is unconscious or dead.
Bolstered Health (SU)
At 3rd level, an Enforcer is immune to all diseases, including supernatural and magical diseases, including mummy rot.
At 3rd level, and every three levels thereafter, an Enforcer can select one mercy. Each mercy adds an effect to the Enforcer’s lay on hands ability. Whenever the Enforcer uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the Enforcer. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the Enforcer can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, an Enforcer adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The Enforcer’s lay on hands ability also acts as remove disease, using the Enforcer’s level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, an Enforcer adds the following mercies to the list of those that can be selected.
Cursed: The Enforcer’s lay on hands ability also acts as remove curse, using the Enforcer’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The Enforcer’s lay on hands ability also acts as neutralize poison, using the Enforcer’s level as the caster level.
At 12th level, an Enforcer adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level Enforcer’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Channel Positive Energy (SU)
When an Enforcer reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Beginning at 4th level, an Enforcer gains the ability to cast a small number of spells granted by the Templarate which are drawn from the Paladin spell list. A Enforcer must choose and prepare her spells in advance.
To prepare or cast a spell, an Enforcer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spell casters, an Enforcer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Enforcer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Enforcer indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
An Enforcer must spend 1 hour each day in quiet meditation to regain her daily allotment of spells. An Enforcer may prepare and cast any spell on the Paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, an Enforcer has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Special Bond (SP)
Upon reaching 5th level, an Enforcer forms a special bond with the Templarate of her city. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the Enforcer to enhance her weapon as a standard action by calling upon the aid of the power of the Templarate for 1 minute per Enforcer level. When called, the power causes the weapon to shed light as a torch. At 5th level, this power grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the power are determined when the power is called and cannot be changed until the spirit is called again. The Templarate power imparts no bonuses if the weapon is held by anyone other than the Enforcer but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. An Enforcer can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with the Templarate power is destroyed, the Enforcer loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Enforcer takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows an Enforcer to gain the service of an exceptionally outfitted vehicle to serve her in her crusade against chaos. This vehicle is usually a motorcycle or mid-sized sedan (see Vehicles).
Once per day, as a full-round action, an Enforcer may remotely call her vehicle to her position. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The vehicle immediately appears adjacent to the paladin, provided there is space. For example, if you are in a small apartment you may be able to call your motorcycle to you, but have no place to drive it. Likewise, you could not fit a mid-sized sedan in a small apartment nor could you drive it. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the vehicle is retro-fitted with repulsors turning into an aerodyne VTOL vehicle. The Enforcer doesn’t need any ranks in Fly: Aerodyne. They are intimately knowledgeable of the vehicle since it is the same vehicle and may use any previous ranks in Ride that they had for the original vehicle. If they have ranks in Fly: Aerodyne, they may use those instead. Basically use whichever is higher.
At 15th level, an Enforcer’s vehicle gains spell resistance equal to the paladin’s level + 11.
Should the Enforcer’s vehicle be destroyed, the Enforcer may not summon another mount for 30 days or until she gains an Enforcer level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve (SU)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (SU)
At 11th level, an Enforcer can expend two uses of her smite ability to grant the ability to smite to all allies within 10 feet, using her bonuses. Allies must use this smite ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil or chaotic creatures gain no benefit from this ability.
Aura of Faith (SU)
Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as Lawful-aligned for the purposes of overcoming Damage Reduction.
This ability functions only while the Enforcer is conscious, not if she is unconscious or dead.
Aura of Righteousness (SU)
At 17th level, an Enforcer gains DR 5/chaos and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Champion of the Law (SU)
At 20th level, an Enforcer becomes a conduit for the power of the Templarate. Her DR increases to 10/chaos. Whenever she uses smite and successfully strikes an evil or chaotic outsider, the outsider is also subject to a banishment, using her Enforcer level as the caster level (her weapon and Enforcer Badge automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.