Mercy Striker (Pathfinder Class)
From D&D Wiki
With quick, strong strikes, the Mercy Striker makes use of their opponent's opening in order to disarm, then pin them to the ground for easy capture.
CREATOR'S CLAUSE: This is based on the work of Monty Oum in the form of his Character Neapolitan 'Neo'. I take no credit for any ideas, abilities motifs, or anything else, as this is a class made by a fan for his character.
Making a Mercy Striker
High Strength and Dexterity make this class very strong in combat, and strong Charisma based skills make the Mercy Striker a very good talker, in pretty much any situation where violence can be avoided.
Abilities: Strength and Dexterity are needed for combat reasons. Outside of combat, Charisma is needed for their list of people's skills, and Intelligence is needed to keep their point pool high.
Races: Any race can be a Mercy Striker, though the varied races tend to add their own unique style into the class.
Starting Gold: 4d6×10 gp.
Starting Age: Moderate
|Saving Throws||Special||Martial Weaponry Damage|
|1st||+0||+0||+2||+0||Striker's Code, Improved Unarmed Strike, Martial Damage||1d4|
|4th||+3||+1||+4||+1||Stunning Fist, Dedicated Grappler||1d6|
|5th||+3||+1||+4||+1||Improved Trip, Improved Nonlethal||1d6|
|6th||+4||+1||+5||+1||Improved Disarm, Uncanny Dodge||1d6|
|11th||+8/+3||+3||+7||+3||Thrown Down, Strong Arm||1d8|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Mercy Striker.
Weapon and Armor Proficiency: The Mercy Striker is proficient in all simple weapons, all Light Martial Weapons, the Rapier, the Short Sword, Shortbow, Kama, Whip, Bola, Lasso and Net. They are also proficient in Light Armor and Shields, though prefer not to use shields if necessary.
Striker's Code: A Mercy Striker follows a few rules of conduct. A Mercy Striker may never harm an innocent person willingly. All people are to be given a chance to explain their actions, and only non-lethal means may be used to subdue the person if they will not come quietly. If the person in question shows signs of hostility, a Mercy Striker may, in turn, respond with minor attacks (typically only basic attacks) not meant to kill. If the person in question still does not surrender after being knocked to roughly half their health, is deemed too dangerous to subdue and capture, or requirement of the person living is not needed, then the Mercy Striker may respond with lethal force. Animals, Mindless creatures, and the likes do not require the Mercy Striker to follow his code.
Improved Unarmed Strike: At 1st level, the Mercy Striker gains Improved Unarmed Strike, though it follows the damage set on the table per level.
Martial Damage: At 1st level, the Mercy Striker's unarmed strikes deal damage equal to that on the chart. When the Mercy Striker deals non-lethal damage with a weapon he is proficient with, if the Martial Weaponry Damage is lower than the damage of the weapon itself, then the Mercy Striker may add the Martial Weaponry damage onto the damage. If the Martial Weaponry Damage is higher than the weapon's damage, the weapon's damage becomes the Martial Weaponry Damage instead.
Improvised Weaponry: At 2nd level, the Mercy Striker gains the Catch Off-Guard feat as a bonus feat. In addition, all improvised melee weaponry follows the damage of his Martial Weaponry.
Improved Grapple: At 3rd level, the Mercy Striker gains Improved Grapple as a bonus feat. If he already has this feat, he may select another from the list of Fighter's Bonus Feats.
Stunning First: At 4th level, the Mercy Striker gains Stunning Fist as a bonus feat, even though he does not meet the prerequisites. He may attempt Stunning fist in the same manner as a Monk of his level may.
Dedicated Grappler: At 4th level, the Mercy Striker uses his total number of hit die for his CMB and CMD instead of his Base Attack Bonus when attempting or defending against a Grapple, Trip, or Disarm attempt.
Improved Trip: At 5th level, the Mercy Striker gains Improved Trip as a bonus feat, even if he doe snot meat the prerequisites. If he already has this feat, he may select another from the list of Fighter's Bonus Feats.
Improved Nonlethal: At 5th level, the Mercy Striker removes all penalties to hit with weapons that do not deal nonlethal damage.
Improved Disarm: At 6th level, the Mercy Striker gains the feat Improved Disarm, even if he does not meet the prerequisites. If he already has this feat, he may select another from the list of Fighter's Bonus Feats.
Uncanny Dodge: At 6th level, the Mercy Striker gains Uncanny Dodge as the Rogue's ability.
Leverage: At 7th level, the Mercy Striker may add their Dexterity Modifier into their CMB when attempting a Grapple, Trip, or Disarm attempt.
Evasion: At 8th level, the Mercy Striker gains Evasion as the Monk's ability, except it works even in Light Armor.
Improved Dexterity: At 9th level, the Mercy Striker increases the Dexterity limit of all Light Armors he wears by 2, and decreases the Armor Check Penalty of Light Armors by 2.
Blunt Damage: At 10th level, the Mercy Striker rolls one additional die of damage whenever he deals nonlethal damage with a blunt weapon.
Thrown Down: At 11th level, the Mercy Striker may attempt a Grapple Check. If he succeeds, he may make a second Grapple Check to throw the target to the ground, where then the target must make a DC 10 + 1/2 the Mercy Striker's Level + Their Strength Mod or be stunned and prone until their next turn. If they succeed, is still considered grappled.
Strong Arm: At 11th level, the Mercy Striker counts as a Large creature for all purposes involving Grapple checks, as long as it is beneficial to the Mercy Striker.
Stunning Blow: At 13th level, the Mercy Striker may expend two uses of Stunning Fist to, instead of stunning a target, push the target back a number of spaces equal to the Mercy Striker's Strength Score. This effect is a Fort DC of 10 + 1/2 the Mercy Striker's Level + their Str Mod, success means the target is only pushed back one space.
Violent Disarm: At 14th level, the Mercy Striker may attempt a Disarm and Trip attempt in the same attempt. The target gains +10 to their CMD for this maneuver.
Power Grappler: At 15th level, the Mercy Striker may deal their Martial Weaponry Damage on every successful Grapple Check.
Beat Down: At 16th level, the Mercy Striker deals his weapon damage and his Martial Weaponry damage to the target when she makes a successful Trip attempt.
Incapacitate: At 18th level, when the Mercy Striker makes a Throw Down attempt, and the target is making the attempt to resit the stunning effect, if the target fails, he is stunned for a number of rounds equal to the Mercy Striker's Strength and Dexterity Mod combined. Any amount of damage can wake the target up from this stun.
Disable: At 20th level, when the Mercy Striker makes a Throw Down attempt, and the target is making the attempt to resist the stunning effect, if the target fails, he is stunned for a number of hours equal to the Mercy Striker's Strength and Dexterity mod combined. If the target succeeds the check, he is instead stunned as per the rules of Incapacitate.
When a Mercy Striker willingly breaks the Striker's Code, he looses all class features for one day. If he is to break the Code again the following day, it increases to two days, increasing by one per every day he breaks the Code in succession. If a Mercy Striker breaks his Code multiple times in short succession, then he loses all class features, and cannot gain a level in Mercy Striker again.
Epic Mercy Striker
6 + Int modifier skill points per level.
Human Mercy Striker Starting Package
Weapons: Dagger (1d4, 19-20, x2), Quarterstaff (1d6/1d6, x2), Sap (1d6, x2 Nonlethal), Bolasx3 (1d4, x2, 10ft, Nonlethal).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Combat Expertise.
Bonus Feats: Combat Reflexes.
Gear: Studded Leather, backpack, bedroll, lantern, pint of oilx3, tinderwoodx2, flint&Steel, water skin, trail rationsx6.
Playing a Mercy Striker
Religion: Religion tends to vary, as some see themselves as more righteous guardians, and as such worship gods and goddesses of protection, law, peace, and order.
Other Classes: The Mercy Striker tends to get along well with Monks, and other Fighters that tend to follow the ideal of 'Alive over Dead'. Also, Clerics and Paladin are also respected, due to their usually high code of morals.
Combat: The Mercy Striker's goal is get in to any target that is deemed important enough to stay alive, and disable them. If not needed, the Mercy Striker goes about disarm targets.
Advancement: Fighters are common, in order to supply more feats needed for combat. Rogues and Monks aren't too uncommon, both for their special skills.
Mercy Strikers in the World
Daily Life: Many Mercy Strikers live the lives of bounty hunters, huntsmen, or guards.
Organizations: Mercy Strikers tend to offer their services for a price, if any. Some simply work for the thrill of the fight, so Mercy Strikers can be found somewhat easily throughout the world, sometimes in various guilds.
NPC Reactions: The reactions to a Mercy Striker are mixed at best, based on the reputation of the Mercy Striker.
Mercy Striker Lore
Characters with ranks in Knowledge (Local) can research Mercy Strikers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||While lightly armed, Mercy Strikers are strong fighters.|
|10||Most Mercy Hunters abide by a small code.|
|15||Mercy Strikers are adapt at disabling foes with ease.|
|20||-Information on a specific Mercy Striker-.|