ENFORCER

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An Enforcer is a person who believes that might makes right—and he’s spent a good deal of his life making sure he’s got enough might to get what he wants. He’s a man who knows what he wants and doesn’t mind taking it for himself. Often an Enforcer is a small time hoodlum, but he could just as easily be a bodyguard or security officer, depending on his motivations. Although Enforcers tend to bully people, some do this with a noble goal (which really isn’t any comfort to the people they pick on), and can work to make a neighborhood safer just as easily as they can victimize it.

Select this advanced class if you want your character to be someone who gets things done through the none-too-subtle use of muscle and coercion.

The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.

**Requirements**

To qualify to become an Enforcer, a character must fulfill the following criteria.

**Base Attack Bonus:** +3.

**Skill:** Intimidate 3 ranks.

**Feat:** Brawl.

**Class Information**

The following information pertains to the Enforcer advanced class.

**Hit Die:** The Enforcer gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** The Enforcer gains a number of action points equal to 6 + one half his character level, rounded down, every time he attains a new level in this class.

**Skill Points at Each Level:** 3 + Int modifier.

**Class Features**

The following features pertain to the Enforcer advanced class.

**Sucker Punch**

An Enforcer knows how to strike an unsuspecting opponent for great effect. If he succeeds with a melee attack against a flat-footed opponent, the Enforcer does additional damage equal to 1d6 + his Enforcer class level. This additional damage may be lethal if the weapon the Enforcer uses is capable of inflicting lethal damage. The sucker punch ability may be combined with Knockout Punch or Improved Knockout Punch but if it is, the additional damage must be considered nonlethal.

**Lose It**

Beginning at 2nd level, once per day the Enforcer can fly into a violent rage at will, making him a more dangerous opponent. When he loses it, the Enforcer temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to Defense.

The increase in Constitution increases the Enforcer’s hit points by 2 points per level, but these hit points go away at the end of the lose it duration when the Constitution score drops back to normal. (See Temporary Hit Points.) While losing it, the Enforcer cannot use skills, feats, or abilities that require patience and concentration. The effects of losing it last a number of rounds equal to 3 + the Enforcer’s (newly improved) Constitution modifier. The Enforcer may prematurely end the effects voluntarily. After losing it, the Enforcer is shaken for 1d6 +1 rounds (see Character Condition Summary in Chapter Five: Combat of the d20 Modern Roleplaying Game).

At 5th level, the Enforcer can use this ability twice per day.

At 8th level, the Enforcer can use this ability three times per day.

**Bonus Feats**

At 3rd, 6th, and 9th level, the Enforcer gets a bonus feat. The bonus feat must be selected from the following list, and the Enforcer must meet all the prerequisites of the feat to select it.

Armor Proficiency (light), Combat Expertise, Combat Reflexes, Double Tap, Drive-By Attack, Frightful Presence, Improved Brawl, Improved Feint, Improved Knockout Punch, Knockout Punch, Personal Firearms Proficiency, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Streetfighting, Vehicle Expert.

**Combat Martial Arts**

At 4th level, the Enforcer gains the Combat Martial Arts class ability, providing the benefits of the feat with the same name.

With an unarmed strike, the Enforcer deals lethal or nonlethal damage (his choice) equal to 1d4 + his Strength modifier. The Enforcer’s unarmed attack counts as armed, which means that opponents do not get attacks of opportunity when he attacks them unarmed (see Chapter 5: Combat of the d20 Modern Roleplaying Game). The Enforcer may make unarmed attacks of opportunity against opponents who provoke such attacks.

**Street Cred**

At 7th level, the Enforcer has developed such a reputation for his violent tendencies that many people are frightened even to speak with him. The Enforcer may add his Reputation bonus on any Intimidate checks he makes. He may occasionally add his Reputation bonus on some Bluff and Diplomacy checks when the GM deems that the Enforcer’s renown is pertinent to the matter at hand.

**Big Shot**

At 10th level, the Enforcer has made connections among local toughs and punks such that he is able to gather a small gang to help in a specific endeavor. Gathering the group takes 2d4 hours. After that time, the Enforcer makes a level check with the following results.

 16–20
 20–25
 26–30

The gang consists mostly of thugs—Strong/Tough ordinaries (see Chapter 8: Friends and Foes of the d20 Modern Roleplaying Game)—but better results may also include heroic characters that the GM should design to suit her campaign. There is no guarantee that these characters will do what the Enforcer wants them to do. The big shot ability only grants him the ability to get them to show up at the appointed time and place. The Enforcer or one of his allies will have to negotiate with the crowd in order to get any specific services from them.