The Sweeper Many organizations (and nations) maintain cadres of professional enforcers, dedicated to preserving the prominence and power of their sponsors. These sweepers are both investigator and executioner, entrusted with the maintenance of their organization's image.
Party Role: Combatant/Specialist. You root out the party's quarry then ruthlessly crush them beneath your heel in the conflicts your investigations almost invariably trigger.
Class Features Requirements: Wisdom 13+, Sense Motive 4+ ranks, Lightning Reflexes, Parry trick
Favoured Attributes: Dexterity and Wisdom
Class Skills: Acrobatics, Athletics, Intimidate, Investigate, Notice, Resolve, Search, Sense Motive & Tactics
Skill Points: 4 + Intelligence modifier
Vitality: 12 + Constitution modifier per level
Core Ability Split Shot: Whenever you spend one or more action dice to increase an attack check or damage roll, the same bonus is added to your next roll of that type that round as long as it is made against a different opponent.
Class Abilities Hard Sweep: The sweeper is both enforcer and investigator, finding the clues he needs through threats, intuition and a keen awareness of his surrounding honed in combat. At Level 1, you gain the Basic Skill Mastery feat with either the
Hard Sweep (Intimidate & Investigate) or
Kata (Athletics & Sense Motive) options. You may purchase this feat again using the second skill pairing as your character options permit.
At 5th level, you gain the Exceptional Skill Mastery feat for your chosen pair.
At 9th level, you gain the Legendary Skill Mastery feat for your chosen pair.
Deathdealer I: At Level 2, you gain the Cleave Basics feat. You may also apply the benefits of this feat chain to your ranged attacks made with 1-handed weapons within their first range increment.
Deathdealer II: At Level 7, you gain the Cleave Mastery feat. You may also apply the benefits of this feat chain to your ranged attacks made with 2-handed weapons within their first range increment.
Predictive Awareness I: At Level 3, you may Anticipate up to 3 standard opponents at once. You roll only once for the action, while each opponent rolls to resist separately. Further, you may use your Parry trick an additional number of times per combat equal to your Wisdom modifer.
Predictive Awareness II: At level 7, you gain the following trick.
Predictive Awareness (Anticipate trick): When you succeed with an Anticipate action, you also automatically succeed with a Feint action against the same target. You may use this trick a number of times per combat equal to your starting action dice.
Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Ability modifier bonus to Defense (if any) even when
flat-footed or being attacked by an invisible adversary (though you still lose your bonus to Defense when held).
Uncanny Dodge II: At Level 8, you never become
flanked.
Wushu Ballet: At Level 4, you gain the Expert Disarm feat. Additionally, you may make a free attack with a -2 penalty against the same opponent as a free action during the round in which you disarmed him.
Integrated Awareness: At Level 6, your Wisdom & Dexterity scores both increase by 1.
Penetrating Awareness: At Level 8, if you chose the Hardsweep skill pair, each time you make a Sense Motive check, you roll twice and keep the result you prefer. If you chose the Kata skill pair, you instead gain this ability with Investigate checks.
Uncompromising Victory: At Level 10, your Parry trick also applies to Ranged attacks made within CQB range, and its use is no longer limited by the number of feats you possess or times per round. Further, a number of times per combat equal to your Wisdom modifiere you may once per round use your Defence score instead of your Reflex save bonus when using your Parry trick.
Table 1: The Sweeper
Lvl BAB Fort Ref Will Def Init Lstyle Legend Abilities
1 +1 +0 +2 +0 +2 +2 0 0 Hard sweep (basic), split fire
2 +2 +0 +3 +0 +3 +3 0 1 Deathdealer I
3 +3 +1 +3 +1 +3 +4 1 1 Predictive awareness I
4 +4 +1 +4 +1 +4 +5 1 1 Uncanny dodge I, wushu ballet
5 +5 +1 +4 +1 +5 +5 1 1 Hard sweep (exceptional)
6 +6 +2 +5 +2 +6 +6 2 2 Integrated awareness
7 +7 +2 +5 +2 +6 +7 2 2 Deathdealer II, predictive awareness II
8 +8 +2 +6 +2 +7 +8 2 2 Penetrating awareness, uncanny dodge II
9 +9 +3 +6 +3 +8 +9 3 2 Hard sweep (legendary)
10 +10 +3 +7 +3 +9 +10 3 3 Uncompromising victory
Original class found hereYanking Gun-Fu I for the newly named Wushu Ballet I was easy. Mechanically, Expert Disarm grants the main benefit of that ability but doesn't restrict it to firearms,so dropping the instaprep seemed fair as does adding the penalty to the final attack.
With Bureaucracy and Profession out of the skill list, they needed subbing. Haggle was a natural exchange, and Athletics for running prey down is something I've always argued suits the no-nonse feel of the class.
The biggest problem was replacing the requirements as
CQB Basics doesn't exist.
Given the general vibe of the class was generally Terminator, Glint of Madness seemed particularly apt. Parry, however, is a beautiful thing.