[Rogue Genius] Enforcer Class beta revision


Product Discussion


The original Enforcer (from Anachronistic Adventurers: The Enforcer) was designed to serve a specific character role—a modern fighting-man transported to a fantasy world typical of the Pathfinder roleplaying Game. In that role, it serves admirably, and can easily be used in place of a fighter. However, if the enforcer is moved back into his native environment, be that pulp action adventures, weird war dieselpunk, modern urban fantasy, or science-fiction, the class begins to suffer. An enforcer in a Pathfinder-compatible fantasy realm can draw on the same tropes and support as a fighter, from spells cast by allies to enough magic items to light up like a Christmas tree, and is only expected to accomplish what a fighter normally does. In campaigns without the built-in assumption of that support, and the added weight of their own tropes where the fighting-man is often the *most* effective option for shutting down a foe with powers, it doesn’t hold up to genre expectations.

Thus this Beta-Revision, made publicly available. This enforcer is designed to operate in a world where Anachronistic Adventurer classes are the norm, and clerics and wizards are rare. That changes what the enforcer has to be able to accomplish. This version still assumes *something* other than class features takes care of things like the bonuses Pathfinder characters gain as they gain levels, but that thing can easily be bonuses-by-level, such as are presented in Pathfinder Unchained.

This is a work in progress, not a finished class. It has just enough meat to make a meal, but not to support a lavish and ongoing banquette. But feedback now can help determine what spices and side dishes get added, or help determine the whole thing needs to be thrown out and the cooks start over.


@Owen - this has me confused:

Enforcer Beta wrote:
A character that takes enforcer as their 1st class level receives their Constitution score +5 as starting hit points. Each additional level of enforcer grants 6 +1d4 +Con modifier hit points. (If using hit dice, an enforcer receives d10+Con)

I mean I get that their first level is Con score + 5, and after that it reverts to 6 + 1d4 + Con modifier.

BUT

What if I am taking Enforcer as my 2nd or later level? Or is multiclassing not recommended for Anachronistic Adventurers?


Multiclassing may or may not be recommended, but there's no reason the hp entry can't be written in a clearer fashion.

Here's the new language:

Hit Points: A character that takes enforcer as their 1st class level receives their Constitution score +5 as starting hit points. Otherwise each level of enforcer grants 6 +1d4 +Con modifier hit points.
(If using hit dice, an enforcer receives d10 +Con)


I like the rewrite at first glance. I will have to do some playing with it to see what shakes out.

Question, for those of us who have the original enforcer pdf, will this eventually (assuming a successful beta) be put into the pdf similar to the updated vanguard or dragon rider? Or is this a seperate branch in the class' development for say some sort of large post apocalypicy product thingy that has been kicking around for a while?


Oh, and in terms of providing useful feedback, where are your feelings on firearms at the moment.

At the time of starting the AA classes, you had decided to deviate from the paizo firearm rules in favor of a different set presented in the enforcer. However when the technology guide was announced you mentioned you wanted to see sort of what that would be like for potential incorporation towards modern/future type products, and those function in sort of the same space as the firearms from ultimate combat, just more spacey.

So in terms of what firearms rules I might use to try this out, which would be most helpful in terms of feedback? The ones presented in the original enforcer, or some kind of amalgamation of the ones paizo has produced.


First draft of an npc to be used in a modern urban arcana style campaign I am working on.

LT. Jason Spelling, First Marine Supernatural Suppression:

Division CR 5
Human Devil Dog Enforcer 6 LN Medium humanoid (human)

Init +4; Perception +9

Defense
AC 19(22 vs balistic Weapons), touch 14, flat-footed 15(18 vs balistic weapons) (+5 armor, +4 Dex)
hp 52
Fort +7, Ref +7, Will +3;
Defensive Abilities: Tough It out

Offense
Speed 40 ft.

Melee
+8/+3 combat Knife (dagger) 1d4+2

Ranged
+12/+7 Masterwork Assault Rifle 2d8+1 (x3)
Unload +12/+10 2d8+1(x3) (standard and move action)
+11/+6 Heavy Automatic Pistol 2d4+2 (19-20/x2)
Unload +11/+9 Heavy Automatic Pistol 2d4+2 (19-20/x2)

Special Attacks Deadeye, Focused Violence, Point Blank SHot, Mettle 2/day

Tactics

During Combat Spelling attempts to keep his distance from his foes, using his mobility and tactical awareness to greate effect. He also takes advantage of his schooling in the supernatural to use the best available weapons against the bizare foes he and his unit must face.

Statistics

Str 14, Dex 18, Con 13, Int 16, Wis 10, Cha 10

Base Atk +6; CMB +8; CMD 22

Feats Point Blank Shot, Precise Shot, Weapon Focus Firearms, Skill Focus Survival

Skills Climb +10, Heal +9, Knowledge Arcana +12, Knowledge Dungeoneering +13, Knowledge Engineering +13, Knowledge Nature +12, Knowledge Religion +13 , Perception +9, Spellcraft +12, Stealth +12, Survival +11, Swim +10

Languages Common, Elven, Orc, Goblin

Traits: Child of the temple, Scholar of Ruins

SQ Suck it Up 3d6, Classical Education, Devil Dog Armor Training, Specialty Knowledge Engineering.
Deeds: Deadeye, Focused Violence, Suck it UP, Tough It Out

Combat Gear: Masterwork Ceramic Armor, Masterwork Assault Rifle, Heavy Automatic Pistol, Combat Knife(dagger), Headband of Intellect +2, Cloak of Resistance +1, Boots of Striding and Springing

After the Event, which heralded the re-emergence of the supernatural into the modern world, the US Marine Core (along with other branches of the armed forces) created a specialized unit to counter threats of to national security that came with it. Highly educated and well versed in the lore and research on these new creatures, they are well armed and well equiped, and willing to persue and destroy the things that go bump in the night.


Kolokotroni wrote:
Question, for those of us who have the original enforcer pdf, will this eventually (assuming a successful beta) be put into the pdf similar to the updated vanguard or dragon rider? Or is this a seperate branch in the class' development for say some sort of large post apocalypicy product thingy that has been kicking around for a while?

It is definitely the latter. It remains to be seen if it is also the former.


Kolokotroni wrote:
Oh, and in terms of providing useful feedback, where are your feelings on firearms at the moment.

I'd use Pathfinder firearm rules for now, though if you use AA firearms that should still provide useful info.


Owen KC Stephens wrote:
Kolokotroni wrote:
Oh, and in terms of providing useful feedback, where are your feelings on firearms at the moment.
I'd use Pathfinder firearm rules for now, though if you use AA firearms that should still provide useful info.

Hmmm, ok, I was leaning towards the AA firearms simply because I am not sure how to do modern weapons in the Pathfinder style, and I'd rather not throw houserules into the mix for something as basic as weapons. Things like misfire chance, and attacking touch AC might get a bit complicated when its the default choice of weapon for an Urban fantasy campaign. Does an M-4 really jam every 20 rounds? Does an AK? Should a pistol go through a dragons armor like a hot knife through butter? The ballistic armors from the Bullet point account for the problem with humanoids, but not creatures who have a significant portion of their AC come from natural armor.

I'll give it some thought, but any guidance would be appreciated, as what I come up with may skew any info away from usefulness.


Honestly either set of firearm rules should work fine, I just didn't want to require people to have the enforcer book that describes the variant system, since I didn't include it in the playtest. As long as everyone in a specific game uses the same rules, it should produce valid information about how the enforcer operates.


Pathfinder Rulebook Subscriber
Quote:


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.

So, this is probably going to be higher than grit. Not much higher, but higher. That's interesting.


RJGrady wrote:
Quote:


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.
So, this is probably going to be higher than grit. Not much higher, but higher. That's interesting.

Certainly my expectation is that by 3rd level mettle is likely to outstrip grit. And since Str and Int are the two primary ability scores for an enforcer, it may well be MUCH higher my mid-level.


The total value is likely higher, but it will have a certain disadvantage against the swashbuckler in particular. The clasic weapon for a swash is a rapier, which means alot more panache back on crits then the natural 20 of the enforcer. At least thats my expectation. It is one thing I have noticed about swashbucklers, the in flow of panache is a lot higher then the gunslinger, and now the Enforcer.


Pathfinder Rulebook Subscriber

Okay, so dual scimitar wielding half-orcs with a bite attack it is, then. :)


Oooh shiny. Already am running a modern style game using the anachronistic classes exclusively. Will try to have my players who are enforcers put this to the test. Have an enforcer knee-breaker and an enforcer weapon master (from the tough). They party alongside a daredevil acrobat, an investigator psychic, and an investigator combatant.

So far they've been mostly dealing with NPCs and the occasional animal, so should I continue as I have or playtest them against more fantasy-traditional critters?


Any playtesting is useful, so I'd say do whatever the game calls for!

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