Enforcer (3.5e Class)
From D&D Wiki
The enforcer is a champion of law and order, though not always justice. Encforcers often rather then killing or otherwise destroying their opponents, use the supernatural abilities they possess to transport those they find "unlawful" to a prison in a plane containing mostly lawful creatures, or simply lawful planes.
Making an Enforcer
The Enforcer's strength mostly comes from facing chaotic creatures, and are a fair bit less effective in combat with monsters of less alignments classes, though as they increase in level, this problem is negated. An Enforcer makes a good secondary combatant, though ranged combat is easily his greatest handicap, as he can't use most of his plane shifting abilities at a range.
Abilities: Wisdom is the enforcer's most crucial score as his plane-shifting abilities depend on it. Constitution and Dexterity help him survive on the battle field, Charisma is useful to him as a few of their class skills depend on it.
Races: Most Enforcers are humans and half-elves, however dwarves and their strict tribal laws and customs often lead the more devoted into the life of an Enforcer, elves and gnomes are unlikely to become Enforcers due to their tendency towards chaotic alignments, and their free-spirited nature, half-orc enforcers are a one-in-a-million occurrence at best.
Alignment: Any lawful.
Starting Gold: 6D4 x10 gp.
Starting Age: As Paladin.
|1st||+1||+0||+0||+2||Detect Chaotic, Imprison 1/day, Imprisoning Touch|
|2nd||+2||+0||+0||+3||Protection from Chaos 1/day|
|3rd||+3||+1||+1||+3||Imprisoning Blow, Imprison 2/day.|
|4th||+4||+1||+1||+4||Protection from Chaos 2/day, Imprison 3/day|
|5th||+5||+1||+1||+4||Imprison Neutral, Imprison 4/day|
|7th||+7/+2||+2||+2||+5||Lawful Weapon, Imprison 5/day|
|9th||+9/+4||+3||+3||+6||Protection from Chaos 4/day, Imprison 6/day|
|10th||+10/5||+3||+3||+7||Protection from Chaos 5/day Imprison Lawful|
|11th||+11/+6/+1||+3||+3||+7||Imprisoning Cleave, Imprison 7/day|
|14th||+14/+8/+4||+4||+4||+9||Summon Warden 1/day|
|15th||+15/+9/+5||+5||+5||+9||Imprisoning Blast 1/day, Imprison 9/day|
|16th||+16/+10/+6/+1||+5||+5||+9||Summon Warden 2/day|
|17th||+17/+11/+7/+2||+5||+5||+10||Lethal Enforcment, Critical Imprisoning|
|18th||+18/+12/+8/+3||+6||+6||+11||Imprisoning Blast 2/day|
|20th||+20/+14/+10/+5||+6||+6||+12||Imprisoning Blast 3/day, Imprison 10/day, Summon Warden 3/day|
Class Skills 2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Enforcer:
Detect Chaotic Even a novice Enforcer can detect creatures of chaotic alignment as a Paladin detects evil.
Imprison The backbone of the Enforcer class. When an enforcer attempts to Imprison a chaotic-aligned creature(s)that creature makes a Will save DC 5 + Enforcer's Class Level + Wisdom modifier, if the creature(s) fail this save, then they are instantly transported to a prison on a lawful plane with no chance of return. This ability can only effect creatures with HD equal to, or lower then, the Enforcer's class level. If the Enforcer acidently attempts to imprison a non-chaotic creature then the Imprison is wasted and the target suffers no ill-effects from the attempt.
Imprisoning Touch The Imprisoning Touch, is simply a touch attack, which the Enforcer channels his Imprison ability through, this attack deals no damage.
Protection from Chaos An Enforcer of 2nd level or higher, can cast Protection from Alignment, but this can only effects chaotic creatures (as opposed to the casters choice of alignment) with a caster level equal to his Enforcer level, The DC is Wisdom based.
Imprisoning Blow An Enforcer of 3rd level or higher can channel his Imprison ability through his weapon, to do this he makes a standard attack, assuming the attack hits, the target makes a save against being imprisoned, if the creature passes this save, it takes normal damage from the attack. The Enforcer must declare that the attack is an Imprisoning Blow before he makes his attack roll.
Imprison Neutral As the wardens of the planar prisons trust in the enforcer grows, he gains the ability to imprison neutral-aligned (on the law-chaos axis) creatures as well as chaotic ones at 5th level.
Lawful Weapon The Enforcer is granted a weapon of his choice from the forces of law, this weapon bears a +3 enchantment bonus and is treated as lawful for the purpose of overcoming damage reduction. This weapon's enchantment bonus increases by +1 every 3 Levels (once the weapon's bonus increases beyond +5 you can select special qualities in place of further enchantment bonuses).
Imprison Lawful By 10th level the wardens' faith in the Enforcer has become so great, that even if he should attempt to imprison a Lawful creature, he will not be questioned.
Weapon and Armor Proficiency: Enforcers are proficient with all Simple and Martial weapons, all armor, and all shields (except Tower Shields).
Imprisoning Cleave When an Enforcer of 11th level or higher's Imprisoning Blow successfully imprisons it's target, he may make another Imprisoning Blow attempt at a target within his reach, this ability can only be used once per round, and does not count against the amount of imprison attempts he can make per day.
Summon warden An Enforcer of 14th level or higher can call on the services of any Lawful outsider of with HD lower then his Enforcer level for a number of minutes equal to his Enforcer level + his Wisdom modifier, after this time ends, that creature returns to its duty guarding the planar prison of its home plane.
Imprisoning Blast An Enforcer's Imprisoning Blast is an attempt to imprison all chosen creatures within 30 feet of the Enforcer, which costs 1 Imprison attempt per target, an Enforcer can also spend additional Imprison attempts to increase the DC of the save against imprisonment by 5 per attempt spent, this powerful act can only be performed by 15th Level or higher Enforcers.
Critcial Imprisoning When a 17th level or higher Enforcer successfully makes a critical hit against a valid target, that creature is automaticaly imprisoned, without a save.
Lethal Enforcment When 17th level or higher Enforcer reduces a monster to 0 Hitpoints using his Lawful Weapon, he gains Imprisonment attempts equal to that monster's HD (upto the maxium amount of imprisonment attempts he can normally make in a day.
If an Enforcer loses Lawful alignment he looses all of his Imprisoning based abilities, and cannot take levels as an Enforcer, untill he regains Lawful alignment.
Like a member of any other class, an enforcer may be a multiclass character, but multiclass enforcers face a special restriction. An enforcer who gains a new class or (if already multiclass) raises another class by a level may never again raise her enforcer level, though she retains all her enforcer abilities.
|24th||Summon Warden 4/day, Imprisoning Blast 4/day|
|28th||Summon Warden 5/day, Imprisoning Blast 5/day|
Enforcer Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing an Enforcer
Religion: Enforcers worship lawful deities, Mostly St. Cuthberd. Evil Enforcers commonly worship Hextor.
Other Classes: Enforcers respect Paladins for their dedication to law, as well as their skill at arms. Monks are admired or their dedication to their code of conduct. Fighters are respected for their abilities and the devotion they show to their craft, as are clerics, and wizards. Bards, Barbarians, rogues and sorcerers usualy tend to get on an Enforcer's bad side quickly. Druids and rangers, despite there chaotic nature are usualy tolerated if only due to their unwavering devotion to nature and the natural order of things.
Combat: The Enforcer's role in combat can vary, but usually he serves as a secondary combatant with the powerful ability to quickly dispose of his opponents through imprisonment.
Advancement: Enforcers tend to simply remain Enforcers.
Enforcers in the World
|“||The guards might not be able to punish you for your crimes, but that doesn't mean the law is powerless!||”|
|—Erem Orderbinder, Human Enforcer|
Enforcers can be found just about everywhere, from palaces, to the slums, and where they are, chaos is, though not for much longer, surely present, an Enforcer might be tasked to imprisoning a dangerous criminal, or bringing down an organised crime syndicate.
Daily Life: The life of an Enforcer is a tough one, they remain ever vigilant in watch for crime, help victims of pickpockets, and imprison powerful monsters, when faced with life-or-death situations, an Enforcer would much rather die then breach the laws he is devoted to enforcing.
Organizations: Enforcers often have little or no contact with one-another, however, those who do might meet in a plane in which they imprison creatures, Enforcers when they do meet, will usually join one-another for a meal, and discuss tactics.
NPC Reactions: Chaotic NPCs are hesitant to speak with Enorcers for fear of persecution, however lawful, (and some neutral) NPCs with nothing to fear find an Enforcer to be trustworthy, friendly, and interesting individuals.
Characters with ranks in Knowlege (The Planes) can research Enforcers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Enforcers are men of law with ties to prisons on various planes.|
|10||As above, and "An Enforer has the ability to imprison his targets in these prisons, though which opponents can be imprisoned depends on his experience.|
|15||Enforcers are trusted by Wardens of planar prisons to imprison those they find unlawful, some have Lawful weapons which can be quite powerful.|
|20||[all information found on this page]|
Enforcer in the game
They similar to samurais in combat and abilities.
Sample Encounter: .
EL : .