Kingpin (Apath)

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Unofficial rules compendium

Contents

I have a cunning plan!

Baldrick, from the BBC sitcom Blackadder
by Richard Curtis and Rowan Atkinson.

A master of cunning, the kingpin guides anyone willing to heed his plans to triumph after triumph. Kingpins often end up as leaders and many become masters of gangs, guilds, or armies. Others become prized advisors, officers, or the power behind the throne. The kingpin trades battle prowess for a myriad of tricks and deeds of cunning, allowing his gang to perform acts of daring no others could do.

Kingpins and Party Leadership
The abilities of the kingpin are written as if the kingpin was the leader of a parcel of rogues. This is not necessarily so. Cunning is based on Intelligence, not Charisma, and the kingpin can just as well be an advisor to a charismatic leader or the planner in a party of equals.

Class Information

Publisher: Purple Duck Games.

Role: The kingpin is not a warrior or a spellcaster, his abilities lies with his skills. He learns skill tricks that aid him in various situations and with his gang ability can give his allies a boost to skills and tactics.

Alignment: Any

Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8

Class Skills

A kingpins' class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8+ Int per level

Class Features

Weapon and Armor Proficiency

A kingpin is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Cunning, Grit, and Panache
Grit, luck, cunning, and panache represent different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, cunning, panache, or any other ability equivalent to grit or panache, they pool the resources together into a combined pool. For feats, magic items, and other effects, a panache user can spend and gain points of cunning in place of grit or panache points, and vice versa.

A cunning user counts as both a grit and panache user to satisfy feat prerequisites.

Kingpins' Cunning (Ex)

At 1st level, a kingpin gains a fluctuating pool of cunning, measuring his ability to anticipate and take command of a situation. At the start of each day, a kingpin has points of cunning equal to his Intelligence modifier (minimum 1). His cunning points go up or down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points or pool size can also grant a kingpin cunning points equal to the amount of grit or panache they grant. A kingpin spends cunning to accomplish deeds (see below), and regains cunning in the following ways.

Clever Play: The kingpin recovers two points of cunning when he and his party avoids a combat and overcomes or bypasses a potential combat situation by other means, typically Diplomacy, Intimidate, or Stealth, but sometimes by more obscure methods such as finding the right bribe or learning a secret password. If the gang bypasses several combat encounters at once the kingpin only gains cunning once.

A kingpin recovers one point of cunning when his party executes a well-played stunt. If a kingpin and his team manage to overcome a task by pure smarts or role-playing, the kingpin recovers a point of cunning. This applies specifically to situations that would normally require skill checks, but where the players described the action so vividly that the GM never called for an actual roll. It does not apply to situations so trivial the GM did not call for a roll because success was automatic.

Rolling a Natural 20 on a Skill Check: When the kingpin or a an ally within his gang radius rolls a natural 20 on a skill check, the kingpin regains one point of cunning. Even skill checks made for mundane reasons (such as normal crafting, socializing, or shopping) restore cunning, but the GM can declare a skill check that seems to have been made for the sake of recovering cunning to be frivolous and deny the gain if he feels the players are using this to excess. Skill checks the GM calls for or makes in secret always count.

Deeds (Ex)

Kingpins spend points of cunning to accomplish deeds. Most deeds grant the kingpin some momentary bonus or effect, but there are some that provide longer-lasting effects. Deeds with a duration of one round take effect immediately and last until just before kingpins' next turn begins. Many deeds, especially those keyed to the gang deed, stay in effect as long as the kingpin has at least 1 point of cunning.

Kingpin Deeds are listed below.

Teamwork Feats (Ex)

At 1st level, a kingpin receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The kingpin receives another bonus teamwork feat at level 5 and 13.

Bonus Feats (Ex)

At 2nd, 9th, and 17th level, the kingpin receives a bonus feat. This can be any feat he fulfils the prerequisites for. As a special bonus, if the kingpin selects a teamwork feat as a bonus feat, he also learns an additional skill trick.

For the purpose of feat prerequisites, kingpin levels count as levels in any class that grants grit (gunslinger), panache (swashbuckler) or a similar ability. This applies to all feats, not just bonus feats.

Table: Kingpin

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Gang Radius
1st +0 +0 +2 +2 Kingpins' cunning, deeds (gang, gang alertness, plots within plots), teamwork feat 20 ft.
2nd +1 +0 +3 +3 Bonus feat, skill trick 20 ft.
3rd +2 +1 +3 +3 Deeds (exemplar of skills, mob flanking, teamwork) 30 ft.
4th +3 +1 +4 +4 Skill trick 30 ft.
5th +3 +1 +4 +4 Teamwork feat 30 ft.
6th +4 +2 +5 +5 Skill trick 30 ft.
7th +5 +2 +5 +5 Deeds (coax self, confidence under stress, uncanny alertness) 40 ft.
8th +6/+1 +2 +6 +6 Skill trick 40 ft.
9th +6/+1 +3 +6 +6 Bonus feat 40 ft.
10th +7/+2 +3 +7 +7 Skill trick 40 ft.
11th +8/+3 +3 +7 +7 Deeds (coax action, hands-on leadership, uncanny coordination) 50 ft.
12th +9/+4 +4 +8 +8 Skill trick 50 ft.
13th +9/+4 +4 +8 +8 Teamwork feat 50 ft.
14th +10/+5 +4 +9 +9 Skill trick 50 ft.
15th +11/+6/+1 +5 +9 +9 Deeds (coordinate skill tricks, getaway, skill supremacy) 60 ft.
16th +12/+7/+2 +5 +10 +10 Skill trick 60 ft.
17th +12/+7/+2 +5 +10 +10 Bonus feat 60 ft.
18th +13/+8/+3 +6 +11 +11 Skill trick 60 ft.
19th +14/+9/+4 +6 +11 +11 Deeds (coax the gang, inspire skill supremacy, team spirit) 70 ft.
20th +15/+10/+5 +6 +12 +12 Skill trick, supreme mastery 70 ft.

Kingpin Deeds

The following is the list of kingpins' deeds. A kingpin can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of cunning is spent to perform the deed. The kingpin counts as his own ally for deeds.

Gang Control And Space
Since the range of the gang ability is counted as movement from the kingpins' space, a kingpin taking up more space gains a slightly larger gang area. A kingpin who is larger than Medium size gains a slightly larger area of control. So does a mounted kingpin, who is considered to occupy his mount's space.

Gang

At 1st level the kingpin forms a gang around him. As long as he has 1 or more points of cunning, the kingpin can coordinate his gang. Allies within 20 ft. of the kingpin are considered to be in his gang and gain a +1 morale bonus to all their skill checks. This bonus increases by one at level 3 and every four levels thereafter (+2 at third level, +3 at 7th level, +4 at 11th level, +5 at 15th level, and +6 at 19th level).

The range at which the kingpin can coordinate his gang in increases by 10 ft. at 3rd level and every four levels thereafter. Allies need to be aware that the kingpin is there to gain the benefit, but need not actually see him, the gang extends around corners. Figure distance like movement, taking into account turns between the kingpin and his teammates. Ignore all terrain that does not block line of effect. Do not trace diagonals across corners.

Many other deeds affect the kingpins' gang. Unless otherwise noted, all allies benefit when they are within range, even if they were not there when the kingpin activated the ability. If the kingpin is rendered incapable of taking free actions (such as from being unconscious, stunned, or paralyzed) or reduced to zero cunning, the gang ceases to exist and all benefits cease but resume as soon as he is again capable of taking actions. Note that certain deeds and the recovery of cunning from a natural 20 on skill checks use the gang radius as a limitation without requiring the gang deed to be in use.

Gang Alertness

At 1st level, when the kingpin has at least one point of cunning and can act in a surprise round, so can all of the gang. If the kingpin would ordinarily be unable to act in a surprise round, he can still use this ability, but each ally activated (himself included) costs one point of cunning.

Plots Within Plots

At 1st level when a member of the gang fails a skill check, the kingpin can allow him to immediately reroll that check at the cost of one point of cunning. The ally must take the second result, even if it is worse. If the ally normally rolls more than one die for a skill check, the reroll is still only made using one die. The cost of this deed can never be reduced.

Exemplar of Skills

At 3rd level, the kingpin becomes an exemplar of skills, guiding his allies to perform tasks they're not trained to do. The gang can use all skills the kingpin is trained in even if the skill normally requires training to use. They use their own skill modifier, including any modifiers such as the morale bonus from the gang deed.

Mob Flanking

At 3rd level, the kingpin can coordinate flanking. Any enemy who is within the reach of two or more of the kingpins' gang is considered to be flanked by all of the gang. The gang can also coordinate so well that gang members no longer provide cover against the attacks of fellow gang members.

Teamwork

At 3rd level the kingpin becomes a master of tactics, guiding his gang to victory. As long as he has at least one point of cunning the kingpin grants any one teamwork feat he knows to his gang. Allies do not need to meet the prerequisites of these bonus feats. At 7th level the kingpin can share two teamwork feats. At 15th level, the kingpin can share three teamwork feats. Changing what teamwork feat(s) he shares with his gang is a standard action.

Coaxing the Action Economy
The ability to coax actions twists the normal Pathfinder action economy, allowing characters to do more than they ordinarily could. The restriction is that the beneficiary must spend an immediate action, which precludes the use of other swift or immediate actions. Thus it is not possible to coax a character to take several extra actions in a round.

Pathfinder is extremely restrictive with allowing spellcasters to cast spells faster. The only way to cast multiple spells in a round is by using Quicken Spell or some high-level spells like contingency and time stop. However, since the various coax deeds require the beneficiary to spend an immediate action and a quickened spell uses a swift action, it is not possible to combine a quickened spell with a coaxed action in the same round. The kingpin makes fast spellcasting easier, but won't actually allow a spellcaster to cast more spells in a round than they already can.

Note that the kingpin can use coax self to coax himself into using another deed, such as coax action. The high cost in cunning will make this an unusual tactic.

Coax Self

At 7th level, the kingpin can coax himself to action out of sequence. As an immediate action he can take a standard action. Coax self costs one point of cunning. The cost of this deed can never be reduced.

Confidence Under Stress

At 7th level, as long as he has at least one point of cunning, the kingpin can roll twice and take the better result on any check in a skill he is trained in. As a free action that costs a point of cunning, he can share this ability with his gang for one minute.

Uncanny Alertness

At 7th level, the gang become uncannily alert and gains the rogue's uncanny dodge class feature. If a gang member already has this ability, he gains the benefits of the rogue's improved uncanny dodge class feature instead. In addition, gang members in melee with an enemy does not cause other gang members to take a penalty for making ranged attacks into melee.

Coax Action

At 11th level, the kingpin can coax an ally to action. Using coax action is a standard action that costs one point of cunning. The ally can take a standard action as an immediate action.

Hands-On Leadership

At 11th level, the kingpin can instruct all his gang in a specific skill (selected when the kingpin used this deed) so well that gangers can use the kingpins' skill bonus instead of their own. This is a language-dependent ability and targets must be able to hear and understand the kingpin. It is a free action for the kingpin to use this ability, but the only standard or full-round action the kingpin can take during the round is to use the skill he is sharing. The kingpin must have at least one point of cunning to use hands-on leadership and the effect lasts one round. By spending one point of cunning, the kingpin can act freely in the round when he uses hands-on leadership. It is possible to share several skills at once with hands-on leadership by paying cunning for all but the last skill shared.

Uncanny Coordination

At 11th level, as the kingpin has at least one point of cunning, the gang can act with such uncanny coordination that gang members no longer hinder other gang members from charging through their space. In addition, uncanny coordination negates the uncanny dodge abilities of enemies with respect to gang members. A creature with improved uncanny dodge has it's ability reduced to ordinary uncanny dodge. The kingpin can spend one point of cunning to completely negate even improved uncanny dodge for one round.

Coordinate Skill Tricks

At 15th level, the kingpin shares all skill tricks he knows with his gang.

Getaway

At 15th level, the kingpin can coax his gang to retreat in a coordinated manner. Each member of his gang can immediately take the withdraw action as a free action. After all gangers have moved, each ganger who fulfils the conditions of the Stealth skill can try to hide and suffer no penalties on Stealth because of his actions. Getaway is an immediate action that costs two points of cunning.

Skill Supremacy

At 15th level, the kingpin is only content with perfection. When the kingpin has made a skill check and is not satisfied with the result, he can change the result of the die to 20. Using skill supremacy is not an action but costs two points of cunning.

Coax the Gang

At 19th level, the kingpin can coax his entire gang to action. Each member of his gang can take a standard action as an immediate action. Using coax the gang is a standard action that costs three points of cunning.

Inspire Skill Supremacy

At 19th level, the kingpin can inspire skill supremacy. Only content with perfection, the kingpin can make his allies overcome even the most difficult tasks. Gangers may take 20 on any skill even when they would not normally be able to do so and without taking any extra time. Using skill supremacy is a free action, costs two points of cunning, and lasts one round.

Team Spirit

At 19th level, when a ganger fails a saving throw, the kingpin can spend a point of cunning and reroll the saving throw, using his or the ally's save modifier, whichever is best. If this second saving throw fails, the ally suffers the effect of the failed save and the kingpin can choose to either pay an additional point of cunning or suffer the same effect his ally does. If the kingpin chooses to accept the effect and the original effect also included him in its effect, he takes the result he normally would have, or the result the target suffers, whichever is worse. He does not suffer both effects.

Skill Tricks (Ex)

Not only proficient in guiding his allies, the kingpin learns how to use various tricks on his own. At 2nd level and every two level thereafter the kingpin gains a skill trick chosen from the list below. Before learning a skill trick the skill must be a class skill and the kingpin must possess at least one rank in the skill. Unless otherwise noted, each skill trick may only be taken once. The list includes skills the kingpin does not have as class skills, these choices only become available if the kingpin somehow acquires that skill as a class skill.

Acrobatic Skill Tricks

  1. Cat Fall When you fall any distance, a DC 15 Acrobatics skill check allows you to ignore the first 20 feet fallen. In addition, on a successful check you fall on your feet, even if you took damage from the fall.
  2. Coming Through Do not increase the DC to move through an opponent’s space. This normally increases the DC by +5.

Appraise Skill Tricks

  1. Appraising the Hoard As a standard action you can determine the most valuable item laying about in your gang radius. In addition, you learn the approximate value (within 10%) of all treasure in the area.
  2. Magical Appraisal If you successfully determine whether or not an item has magical properties, you may gain knowledge of one magical ability the item possesses for every 5 by which you beat the DC.

Bluff Skill Tricks

  1. Improved Feint You gain Improved Feint as a bonus feat, you do not need to meet the prerequisites of the feat.
  2. Lingo Your and your gang automatically decipher secret messages between yourselves. Delivering simple messages is not an action for you or your gang, and delivering complex messages is a free action.

Climb Skill Tricks

  1. Elite Climber You no longer takes a -5 penalty to climb checks when attempting to move at half speed while climbing. You also keep your Dexterity bonus to AC while climbing.
  2. Safe Climber The DC to catch yourself when falling off a wall or slope is not increased. This normally increases the DC by +10.

Craft Skill Tricks

Craft tricks apply to all crafts you are skilled in.

  1. Labor Master You craft items at twice the normal rate.
  2. Master Crafter Reduce the DC to create any item by 5.

Diplomacy Skill Tricks

  1. Gossip Gathering information takes only an hour and does not cost any money.
  2. Silver Tongue On a successful Diplomacy check to influence attitude you increase the target’s attitude by an additional step per 5 points of success margin.

Disable Device Skill Tricks

  1. Traceless You leave no trace of your tampering without increasing the DC by 5.
  2. Trap Magic You may attempt to disable magical traps.

Disguise Skill Tricks

  1. Prepared Persona You can prepare a specific disguise ahead of time. Preparation consumes 2 charges from a disguise kit, takes 4 hours and the kit you make weighs 4 lbs. and fills a small bag. Putting on such a prepared disguise is a mere full-round action.
  2. Turncoat You can disguise yourself as someone else, without imitating a specific person, as a full-round action. This is generally a generic role, like a mendicant priest, street peddler, or city guard You need simple facsimiles of the clothes and gear of the role you are assuming.

Escape artist Skill Tricks

  1. Relax Muscles By taking ten minutes to relax your muscles, you can get a +10 bonus on a single Escape Artist check. You can take 20 doing this, but doing so takes almost four hours.

Handle Animal Skill Tricks

  1. Animal Whisperer You instantly know what tricks an animal knows. You may make an animal perform any trick under your direction with a Handle Animal check (DC 10 or as an opposed roll against the Handle Animal of its handler if present).
  2. Master Tamer You may use Handle Animal on creatures that are not animals without increasing the DC of the check by 5.

Heal Skill Tricks

  1. Fast Aid Providing first aid, treating wounds, or treating poison is a move action. Treating a disease or tending to a creature wounded by caltrops, spike growth, spike stones or a similar effect takes a standard action. Treating deadly wounds takes 1 full-round action.
  2. Healing Hands Ignore all penalties for not using a healer's kit. If you do use a healer's kit, bonuses accrue normally, but you do not consume any charges from the kit

Intimidate Skill Tricks

  1. Demoralizer If your check to demoralize your opponent succeeds by 10 or more your target becomes frightened instead of shaken. The frightened condition lasts for 1 round. The target remains shaken for any additional rounds the target would be demoralized.
  2. Size Doesn’t Matter You no longer take a penalty to your intimidate checks if you are smaller than your target.

Knowledge Skill Tricks

These skill tricks apply to all variants of the knowledge skill.

  1. Consider Facts As a standard action you can retry any Knowledge check. You can only do this once for each knowledge check. You recall the information uncovered by both checks, which may be wholly or partly the same.
  2. Monster Knowledge For every 5 points by which you beat the DC to determine a creature’s abilities, you recall two pieces of information instead of one.
Knowledge (arcana) Skill Tricks
  1. Arcane Ability Understanding You can use Knowledge (arcana) to identify arcane and psychic spells and spell effects as if it was Spellcraft. You can identify the exceptional and supernatural abilities of constructs, dragons, and magical beasts, DC 15 + 1/2 the creature's CR.
Knowledge (dungeoneering) Skill Tricks
  1. Alien Ability Understanding You can use Knowledge (dungeoneering) to identify the exceptional, spell-like, and supernatural abilities of aberrations. DC 15 + 1/2 the creature's CR.
  2. Hazard Spotter Decrease the DC to identify an underground hazard by 5.
Knowledge (engineering) Skill Tricks
  1. Find Secret Passages You can attempt a DC 20 Knowledge (engineering) check to determine if there is a secret passage or room within your gang radius, or if there is a collapsible wall or a weakness in the structure that would lead you to another area. This is a standard action.
  2. Mechanical Ability Understanding You can use Knowledge (engineering) to identify the exceptional, spell-like, and supernatural abilities of constructs of the clockwork and robot subtypes. The DC is 15 + 1/2 the creature's CR.
Knowledge (geography) Skill Tricks
  1. Find Hidden Terrain You can attempt a DC 30 Knowledge Geography check to find hidden terrain. This can detect hidden caves, trails, glens, passages, secret entrances, and similar hidden features. Using this ability takes 10 minutes and examines all the terrain you can see up to a range of five miles.
Knowledge (history) Skill Tricks
  1. Future History With a successful DC 25 Knowledge (History) check, you may determine the likely large-scale consequences of an act. This does not work with trivial or small-scale acts, only acts on a dramatic scale like pillaging a village or killing a major monster. The GM gives a reasonable account of the possible repercussions, but the actions of unpredictable individuals are not accounted for. Example The player succeeds at considering the future consequences of killing a troll guarding a bridge. The GM tells him it will increase trade, but also let bandits raid further afield. The GM does not tell him that the troll has a sibling who is eager to take over the job.
Knowledge (local) Skill Tricks
  1. Rumor Monger With a successful DC 20 Knowledge (local) check, you may spread a rumor in a neighborhood. This takes 1-4 hours of talking to locals. Within a day, the rumor will be considered reliable news by most.
  2. Determine Trade With a successful DC 20 Knowledge Local check, you may determine a creature’s class and archetype.
Knowledge (nature) Skill Tricks
  1. Hazard Spotter Decrease the DC to identify a natural hazard by 5.
  2. Natural Ability Understanding You can use Knowledge (nature) to identify the exceptional, spell-like, and supernatural abilities of animals, fey, monstrous humanoids, plants, and vermin. DC 15 + 1/2 the creature's CR.
Knowledge (nobility) Skill Tricks
  1. Identify Nobility With a successful Knowledge Nobility check (DC 10 + 2 x the creature's Will save bonus against mind reading), you can identify if any creature within 30 feet of you is upper class. This bypasses any disguise.
Knowledge (planes) Skill Tricks
  1. Planar Ability Understanding You can use Knowledge (planes) to identify the exceptional, spell-like, and supernatural abilities of outsiders. DC 15 + 1/2 the creature's CR.
Knowledge (religion) Skill Tricks
  1. Religious Ability Understanding You can use Knowledge (religion) to identify divine spells and spell effects as if it was Spellcraft. You can identify the exceptional and supernatural abilities of undead, DC 15 + 1/2 the creature's CR.

Linguistics Skill Tricks

  1. Master Linguist For every rank you have in Linguistics, you speak and read two languages instead of one.
  2. Meister You can read, decipher writings, and spot forgeries in ¼ the usual time. You never draw a false conclusion about a text.
  3. World Citizen When you encounter people whose language you know (magic does not count), they start with an initial attitude one better than normal, to a maximum of friendly.

Perception Skill Tricks

  1. Fast Scan You can perform an intentional perception check as a swift action instead of a move action.

Perform Skill Tricks

  1. Multitalented Select one form of performance. You can use half your skill ranks in the selected area in all other forms of performance. You do not actually gain a skill in the other fields, so this does not work with abilities like the bard's versatile performance.

Profession Skill Tricks

  1. Work Ethic You work twice as fast as a normal character in your profession, and if you are self-employed or can bargain you earn double pay. This skill trick applies to all Profession skills.

Ride Skill Tricks

  1. Barebacking You no longer take any penalties to your Ride checks for riding a creature without a saddle.
  2. Monster Rider You no longer take any penalties to your Ride checks for riding a creature that is ill suited as a mount.

Sense Motive Skill Tricks

  1. Gut Feeling You can sense enchantment or get a hunch about someone as a full-round action.
  2. Unravel Messages As soon as you discern a secret message, you know what it is conveying. You never misinterpret a secret message.

Sleight of Hand Skill Tricks

  1. Weapon Twirl You can draw and sheathe a weapon as a free action. You can draw or sheathe a concealed weapon as a swift action.

Stealth Skill Tricks

  1. Bushwhacker If you attack after successfully using Stealth, your targets are flat-footed against your attacks until the end of your turn.

Survival Skill Tricks

  1. Fast Tracking You no longer take a -5 penalty to your Survival check when following tracks at your normal speed. You can follow tracks at twice your speed at a -10 penalty instead of a -20 penalty.
  2. Identify Tracks When you examine a creature's tracks, you can make a Knowledge check to know information about the creature as if you were seeing it firsthand.

Swim Skill Tricks

  1. Diver You can use your Swim skill bonus in place of your Constitution bonus for checks to hold your breath and to avoid fatigue, pressure sickness, and exposure underwater.
  2. Fast Swimmer On a successful Swim check you may swim half your speed as a move action or your full speed as a full-round action.
  3. Natural Swimmer Your unarmed and natural attacks ignore attack penalties for being underwater.

Use Magic Device Skill Tricks

  1. Activation Trick You never suffer mishaps when using Use Magic Device, nor are you ever prohibited from using the device because of a previous bad roll.
  2. Identification Trick When you successfully Use Magic Device on anitem, you learn all its properties, command words, and other pertinent information.

Feats

The following feat compliments the kingpin. In addition, all Grit and Panache feats are of special interest.

Extra Skill Tricks (General)

Benefit: Gain an additional skill trick from the list available to the kingpin. You must possess 1 rank in the skill the skill trick is related to, and it must be a class skill.

Special: If you already possess a skill trick, you instead gain two new skill tricks. This feat may be taken multiple times, each time gaining new Skill tricks.

Magic Item

Skill trick pendant

Aura moderate transmutation; CL 3rd
Slot neck; Price 6,000 gp; Weight -

DESCRIPTION

This silver necklace is adorned by an embroiled blue pendant. This pendant bestows a great boon for those versed in the art of skill tricks (any character that possesses the skill trick class feature), granting them access to a skill trick they do not possess, even if they don’t possess any ranks in the skill governing the skill trick. This pendant works to a lesser degree for those that do not possess the skill trick class feature, allowing them to use the skill trick, but only three times per day. Each pendant is created with one skill trick, chosen at the time of creation.

CONSTRUCTION

Requirements Craft wondrous item, fox’s cunning, the creator must know the skill trick to be placed in the pendant; Cost 3,000 gp


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