| Scott_UAT |
Just something that was bumping around my head 'cause of the Gunslinger playtest. It's a kind mix of the Justicar from 3.5 (Complete Warrior) the Gunslinger (Pathfinder), Paladin (Pathfinder), and Inquisitor (Pathfinder). It ends up being a non-lethal/subdual expert with some paladin-esque abilities for deeds. I might eventually expand it into a full 10 level prestige class but I just wanted to get some feedback before I go any further.
Lawman
Requirements
Alignment: Lawful Good
Skills: Proficiency with Firearms
Base Attack Bonus: +5
HD: d10
BAB: Full
Saves: Fort/Reflex (As Gunslinger)
Skills: 2+ Int mod
Level Class Feature
1 Law of the West, Aura of the Law
2 Take them In Alive, Deeds, Gun Training
3 Bravery +1
4 Deeds
5 Deeds
Weapon and Armor Proficiency: The lawman gains no new proficiencies with any weapons or armor.
Law of the West:
In addition to the normal fashion in which a character can normally gain grit points, a lawman has several new options available to him.
Subdue:
The first time a lawman reduced a target to the unconscious status via dealing nonlethal damage in a 24 hour period he regains 1 grit point.
Justice:
When the gunslinger reduces an chaotic creature to 0 or fewer hit points while in the heat of combat, he regains 1 grit point. Reducing a helpless or unaware chaotic creature to 0 or fewer hit points, or reducing a chaotic creature that has fewer Hit Dice than half the lawman’s character level to 0 or fewer hit points does not restore any grit. This stacks with the “Killing Blow with a Firearm” method of restoring grit points. (Example: If you kill an chaotic spellcaster with a firearm, you may be rewarded with 2 grit points!)
Aura of the Law (Ex):
The power of a lawman’s aura of lawful (see the detect law spell in) is equal to his lawman level.
Deeds
Cuff 'Em (Ex):
If a lawman successfully sustains a grapple against a target, he may elect to attempt to bind the target as part of the grapple check. To do this, the lawman must expend 1 grit point. This may take the form of binding two limbs together with manacles or binding a target with rope. A lawman can use this deed at 2nd-level.
Discern Lies (Sp):
At 4th-level, a lawman gets a bonus equal to his lawman level on sense motive checks. The lawman must have at least 1 grit point to perform this deed. Alternatively, if the lawman spends 1 grit point to perform this deed, he can treat himself as if he where under the effect of the “discern lies” spell.
Smite Chaos (Su):
At 5th-level, the lawman chooses one target within sight to smite as a swift action. If this target is chaotic, the lawman adds his Wisdom bonus (if any) to his attack rolls and adds his lawman level to all damage rolls made against the target of his smite. If the target of smite chaos is an outsider with the chaotic subtype, an chaotic-aligned dragon, or a known criminal (GMs discretion), the bonus to damage increases to 2 points of damage per level the lawman possesses. Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess. In addition, while smite chaos is in effect, the lawman gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite. If the lawman targets a creature that is not chaotic, the smite is wasted with no effect. The smite chaos effect remains for 1 round per lawman level. This ability costs 1 grit point to use.
Take Them In Alive:
A lawman does not take the normal -4 penalty when attempting to deal nonlethal damage. A lawman may always attempt to deal nonlethal damage
Long Arm of the Law:
At 5th-level, when a target attempts to make an escape artist attempt against a restraint placed by a lawman, the DC is increased by the lawman's CMB. This bonus does not apply if the escape artist attempt is made to escape a grapple attempt.
| Scott_UAT |
I actually really like grit.
Allowing character to regain a relatively "small" pool of points though actions is refreshing.
I know they moved it over to a "suggestion", but the "doing badass stuff gives you grit points" (50% chance of failure or higher at the GMs discretion) was my fav. part of that playtest!
| Steelfiredragon |
piece of inquiry, why lawful good?
if your lawman was based on the sherrifs, marshals of the old west when the speed of a draw determined who lives and who dies.
Lawful they might have been, but I doubt all of them would be considered good from a modern stance.
heck even the middle ages and dark age sherrifs were some times corrupt.