Danger Cop

Some are known to uphold justice, and others are known for tearing down society. Danger Cops are officers of their own form of law and battle with reckless abandon. Honing their bodies and minds they learn forms of martial arts that allow them the most brutal attack methods and they employ skills that are more taxing on their bodies than on their enemies sometimes.

**Role:** Danger Cops are known for their great strength and terrifying brutal battle power. They are front line fighters who never back down.

**Alignment:** Any chaotic

**Hit Die:** d8

**Starting Wealth:** 1d6 × 10 hl (average 35 hl)

**Class Skills**

The Danger Cop’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (Local) (Int), Knowledge (Tactics) (Int), Martial Knowledge (Close/Monk) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

**Skill Ranks per Level:** 4 + Int modifier.

**Class Features**
All of the following are class features of the Danger Cop.

**EVILITY**

Danger cops begin with the same starting evilities as Monks and select class evilities from the monk class evility list.

**Starting Evility: (Male)** Fury On attacks of opportunity, you gain a bonus to damage equal to 1/2 your level.

**Starting Evility: (Female)** Feint When an opponent makes an attack of opportunity against you, roll an attack roll against his attack, if your attack roll is highest, their attack misses if your attack beats their Armor Class you land a successful hit on them. You can do this for every attack of opportunity you can perform in a round.

**Weapon and Armor Proficiency:** Danger Cops are proficient with all weapons from the Close/Monk category. Danger Cops are proficient with no types of shield or armor.

**Martial Techniques**
A Danger Cop gains a number of martial techniques he can utilize in battle. A Danger Cop can qualify for bonus martial techniques from a high Charisma score in the same way a Cleric can with spells. Unlike with spells, technique saving throws depend on the type of weapon wielded.

Very few classes gain martial techniques for free, they must train to learn how to utilize the techniques. However this also means there is truly no limit to the number of martial techniques one can learn. Martial Techniques need not be prepared beforehand, they can be performed so long as you have uses left in the day.

Learning martial techniques is described in the Skills Section of this system.

**Grit (Ex)**

A Danger Cop makes her mark upon the world with daring deeds. Some Danger Cops claim they follow a mystic path of fist fighting, while others claim that their full force attacks, effort, and guts allow them to do the impossible. Whatever the reason, all Danger Cops have grit. In game terms, grit is a fluctuating measure of a Danger Cop’s ability to perform amazing actions in combat. At the start of each day, a Danger Cop gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A Danger Cop spends grit to accomplish deeds (see below), and regains grit in the following ways.

*Critical Hit with Unarmed Strike:* Each time the Danger Cop confirms a critical hit with an unarmed attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Danger Cop’s character level does not restore grit.

*Killing Blow with Unarmed Strike:* When the Danger Cop reduces a creature to 0 or fewer hit points with an unarmed attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Danger Cop’s character level to 0 or fewer hit points does not restore any grit.

**Punishing Strike (Ex)**
At 6th level, the Danger cop learns to make powerful attacks that pierce their foe's armor like a hot knife through butter. So long as the Danger cop possesses at least 1 grit point, the Danger Cop's weapons are treated as Magic, and their alignment for the purpose of overcoming Damage Reduction. At 10th level they are treated as Cold Iron and Silver for the purpose of overcoming Damage Reduction, and at 13th level they are treated as Adamantine.

**Deeds**
Danger Cops spend grit points to accomplish deeds. Most deeds grant the Danger Cop some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the Danger Cop has at least 1 grit point. The following is the list of base Danger Cop deeds. A Danger Cop can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

*Chakra Strike (Ex):* At 1st level, the Danger Cop can resolve an attack against touch AC instead of normal AC. Performing this deed costs 1 grit point per attack roll and imposes a cumulative -2 penalty on each attack made in the round.

*Danger Cop’s Dodge (Ex):* At 1st level, the Danger Cop gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the Danger Cop, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the Danger Cop a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the Danger Cop can drop prone to gain a +4 bonus to AC against the triggering attack. The Danger Cop can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

*Reckless Attack (Ex):* At 1st level, so long as the Danger Cop possesses 1 point in their grit pool, they possess the Power attack feat. At 6th level the Danger Cop is considered to be wielding their fists with both hands to determine extra power attack damage.

*Danger Cop Initiative (Ex):* At 3rd level, as long as the Danger Cop has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

*Knockdown fist (Ex):* At 3rd level, the Danger Cop can unleash a powerful melee attack with as a standard action. If the attack hits, the Danger Cop can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

*Uppercut Lock (Ex):* At 3rd level, if the Danger Cop has at least 1 grit point, she can destroy a lock on a door or object. The Danger Cop makes an attack roll against a lock with their unarmed strike. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

*Quick Learning (Ex):* At 3rd level, by spending a grit point as a move action, a Danger cop can gain the benefits of a single combat feat. The Danger cop must meet the prerequisites for this feat. The feat lasts for 1 minute. If this ability is used again before a previous use has been completed, it replaces the previous use. At 9th level this can grant 2 feats, and at 15th level it can grant 3 feats. Each feat costs 1 grit point, but it takes only 1 move action to gain all of them.

*Deadly Palm (Ex):* At 7th level, as a full-round action, the Danger Cop can take careful aim and pool all of her attack potential into a single, deadly punch. When she does this, she makes an attack on a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Danger Cop’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Danger Cop increases the damage of the attack by the base damage dice of the attack. For instance, if a 7th-level Danger Cop hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Danger Cop must spend 1 grit point to perform this deed.

*Ground Shaker (Ex):* At 7th level, a Danger Cop can slam his fist into the ground to throw enemies off balance. As a full round action, a Danger cop can make an attack against every creature's CMD within 20 feet of him. If successful, the creature is knocked prone. This can be used on creatures of the Danger Cop's size or smaller. Creatures larger than the Danger Cop can be knocked down as well, however the Danger Cop takes a -4 penalty to the attack for each size category larger than him the creature is. This costs 1 grit point to use. For every grit point after the first you spend while doing this you increase it's range by 5 feet.

*Warning Punch (Ex):* At 7th level, a Danger Cop with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with an attack, leaving their fist a hair's breadth from their face, intimidating and terrifying them. When she does, that creature becomes flat-footed until the start of its next turn.

*Targeting (Ex):* At 7th level, as a full-round action, the Danger Cop can make a single attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
•    *Arms:* On a hit, the target takes no damage from the hit but drops one carried item of the Danger Cop’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
•    *Head:* On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
•    *Legs:* On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
•    *Torso:* Targeting the torso threatens a critical on a 19–20.
•    *Wings:* On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

*Rapid Strike (Ex):* At 11th level, A Danger Cop can spend 1 grit point as a free action to be treated as if they possessed the Two weapon fighting feat for Close/Monk weapons. At 15th level the Danger cop is treated as having the Improved Two Weapon Fighting Feat, and at 19th level Greater Two weapon fighting. A Danger Cop with more natural attacks than just their unarmed strikes cannot use these while using this ability, and the Danger Cop adds their full strength modifier to all attacks whether using their off hand or normal hand. This lasts until your next round.

*Bleeding Wound (Ex):* At 11th level, when the Danger Cop hits a living creature with an unarmed attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the Danger Cop’s Charisma modifier. Alternatively, the Danger Cop can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (Danger Cop’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

*Reckless Dash (Ex):* At 11th level, whenever the Danger Cop is effected by an ability that requires a reflex saving throw, she can spend 1 grit point as an immediate action to move double their movement speed and make a single attack against the creature causing the effect. The Danger Cop is treated as if they failed the reflex saving throw and takes full damage from the effect. If the Danger Cop would usually be immune to the type of damage,  it still takes 1/2 damage. If the Danger Cop cannot see the creature causing the damage it cannot use this ability.

*Lightning Recovery (Ex):* At 11th level, as long as the Danger Cop has at least 1 grit point, she can recover from falling prone as a swift action. By spending 1 grit point, the Danger Cop can recover from falling prone as an instant action.

*Evasive (Ex):* At 15th level, when the Danger Cop has at least 1 grit point, she gains the benefit of the uncanny dodge, and improved uncanny dodge rogue class features. She uses her Danger Cop level as her rogue level for improved uncanny dodge.

*Menacing Fist (Ex):* At 15th level, the Danger Cop can spend 1 grit point, Slam their fist into the ground or into a wall, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Danger Cop’s level + the Danger Cop’s Charisma modifier.

*Danger Cop's Luck (Ex):* At 15th level, the Danger Cop can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The Danger Cop must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

*Cheat Death (Ex):* At 19th level, whenever the Danger Cop is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

*Death’s Shot (Ex):* At 19th level, when the Danger Cop scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the Danger Cop’s level + the Danger Cop’s Strength modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the Danger Cop to regain grit from confirming a critical hit or making a killing blow.

*Dreadful Smite (Ex):* At 19th level, when a Danger Cop makes an attack roll the Danger Cop can spend 2 grit points to add their Charisma modifier to the attack roll and gain a bonus to damage equal to 1/2 of her level. If the attack misses the grit points are still spent.

**Martial Training (Ex)**
At 4th level, a Danger Cop uses it's Danger Cop levels as Fighter and monk levels (-4) to qualify for feats, or for magic items that have different effects if the character has levels in those classes.

**Damage Reduction**
At levels 5, 9, 14, and 17 the Danger Cop gains Damage Reduction overcome by nothing equal to the amount listed.

**AC Bonus (Ex)**
When unarmored and unencumbered, the Danger Cop adds his Charisma bonus (if any) to his AC and his CMD.

These bonuses to AC apply even against touch attacks or when the Danger Cop is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

**Unarmed Strike**
At 1st level, a Danger Cop gains Improved Unarmed Strike as a bonus feat. A Danger Cop's attacks may be with fist, elbows, knees, and feet. This means that a Danger Cop may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Danger Cop striking unarmed. A Danger Cop may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

**Table: Small or Large Danger Cop Unarmed Damage**

Usually a Danger Cop's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Danger Cop's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Danger Cop also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Danger Cop. The unarmed damage values listed on Table: Danger Cop is for Medium Danger Cops. A Small Danger Cop deals less damage than the amount given there with his unarmed attacks, while a Large Danger Cop deals more damage; see Table: Small or Large Danger Cop Unarmed Damage.

**Bonus Feat**
At 4th and every 4 levels after a Danger Cop gains a bonus feat. These feats can be selected from the list of combat feats.

**Reckless Abandon (Ex)**
At 10th level, a Danger Cop can throw caution to the wind and go in full force. The Danger cop can take a penalty to armor class equal to the bonus granted from their class AC bonus, and add the bonus to damage rolls for the remainder of the round. This can be activated any time that power attack is activated. The Danger Cop's armor class is decreased by this number as well as an additional -6 until the end of the round.

**Improved Punishing Strike (Ex)**
At level 13, a Danger cop can learn to channel their energy to be able to better battle their foes. By spending 1 grit point, A Danger cop adds 1 and 1/2 his strength modifier to attack damage with Monk/Close weapons until the end of his turn.

**Greater Punishing Strike (Ex)**
At 18th level, When the Danger Cop uses their Improved Punishing Strike ability, they can choose to spend an additional grit point to deal an additional 1d6 damage for every attack they successfully land until the end of their turn.

**Police Brutality (Ex)**
At 20th level a Danger Cop has reached the pinnacle of his trade and has become a true force to be reckoned with. A danger Cop picks one deed that she has access to and that she must spend grit to perform. She can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the danger cop can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.

In addition so long as the Danger Cop possesses a single grit point the Danger cop gains a +2 bonus to attack rolls, damage rolls, and armor class. If the creature you are attacking possesses Damage Reduction (Even if you can overcome it) you deal an additional +2 damage on each successful attack.

# **Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Danger Cop Reincarnation