Superior Allegiance. Authority Enforcer will never surrender.
Superior Defensive Guard. Attempts to hit an Authority Enforcer with a melee attack and the hit dice was 1-13, it will automatically Feint.
National Heritage. Authority Soldiers are less likely to help non-humans, especially in combat. Disadvantages of any charisma roll against them, if not human.
Hybrid. The Enforcer has 3 actions due to the modifications and Blitzer training.
Pile Bunker Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 2) Bludgeoning damage. Stun if failed 14 CON save.
Pile Bunker Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (1d20 + 4) Thrusting damage.
Enforcer Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) Bludgeoning damage. Causes target to be in prone.
Stand Guard. Gives a bonus of 3 AC if the Authority Enforcer didn’t attack this round.
AGAIN! If the Enforcer has stunned or prone anyone during any of their three actions, they may do an additional two actions which must be Pile Bunker Bash or Pile Bunker Thrust after their original three actions.
MERCY! If the Enforcer has used one of their actions to grapple a target, they may automatically Pile Bunker Thrust them three times, no To Hit roll. Granted, all their other original remaining actions are forfiet.
Feint. Ready up before melee attack hits. If successful in defense, they perform Pile Bunker Bash back to the attacker. Afterwards, they will perform an Enforcer Kick.
Notify. Tells a fellow Authority Soldier besides them to attack the enemy while still taking the hit. The ally attack will have a (-3) to their hit dice.
Description
This Enforcer has once been a Blitzer. Alongside with medical advancement and training, they have made a fast heavy-hitting Enforcer.
Authority Captain Rank+
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