Difference between revisions of "Mastermind (Apath)"
(wk) |
m (→Uncanny Dodge (Ex): wk) |
||
Line 20: | Line 20: | ||
=== Uncanny Dodge (Ex) === | === Uncanny Dodge (Ex) === | ||
At 9th level, a rowdy can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rowdy with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. his replaces the bonus feat gained at level 9. | At 9th level, a rowdy can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rowdy with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. his replaces the bonus feat gained at level 9. | ||
+ | |||
+ | == Table: Kingpin == | ||
+ | {|class="wikitable" | ||
+ | |valign="bottom"|'''Level'''||valign="bottom"|'''Base <br>Attack <br>Bonus'''||valign="bottom"|'''Fort <br>Save'''||valign="bottom"|'''Ref <br>Save'''||valign="bottom"|'''Will <br>Save'''||valign="bottom"|'''Special''' ||valign="bottom"|'''Gang Radius''' | ||
+ | |- | ||
+ | |valign="top"| 1st ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| Kingpins' cunning, canny defense, deeds (gang, gang alertness, plots within plots), teamwork feat ||valign="top"| 20 ft. | ||
+ | |- | ||
+ | |valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| Skill trick ||valign="top"| 20 ft. | ||
+ | |- | ||
+ | |valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| Deeds (exemplar of skills, mob flanking, teamwork) ||valign="top"| 30 ft. | ||
+ | |- | ||
+ | |valign="top"| 4th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| Skill trick ||valign="top"| 30 ft. | ||
+ | |- | ||
+ | |valign="top"| 5th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| Teamwork feat ||valign="top"| 30 ft. | ||
+ | |- | ||
+ | |valign="top"| 6th ||valign="top"| +4 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| Skill trick ||valign="top"| 30 ft. | ||
+ | |- | ||
+ | |valign="top"| 7th ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| Deeds (coax self, confidence under stress, uncanny alertness) ||valign="top"| 40 ft. | ||
+ | |- | ||
+ | |valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| Skill trick ||valign="top"| 40 ft. | ||
+ | |- | ||
+ | |valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| Uncanny dodge ||valign="top"| 40 ft. | ||
+ | |- | ||
+ | |valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| Skill trick ||valign="top"| 40 ft. | ||
+ | |- | ||
+ | |valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| Deeds (coax action, hands-on leadership, uncanny coordination) ||valign="top"| 50 ft. | ||
+ | |- | ||
+ | |valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| Skill trick ||valign="top"| 50 ft. | ||
+ | |- | ||
+ | |valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| Teamwork feat ||valign="top"| 50 ft. | ||
+ | |- | ||
+ | |valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| Skill trick ||valign="top"| 50 ft. | ||
+ | |- | ||
+ | |valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| Deeds (coordinate skill tricks, getaway, skill supremacy) ||valign="top"| 60 ft. | ||
+ | |- | ||
+ | |valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| Skill trick ||valign="top"| 60 ft. | ||
+ | |- | ||
+ | |valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| — ||valign="top"| 60 ft. | ||
+ | |- | ||
+ | |valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| Skill trick ||valign="top"| 60 ft. | ||
+ | |- | ||
+ | |valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| Deeds (coax the gang, inspire skill supremacy, team spirit) ||valign="top"| 70 ft. | ||
+ | |- | ||
+ | |valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| Skill trick, supreme mastery ||valign="top"| 70 ft. | ||
+ | |} | ||
== Summary of Lost Class Abilities == | == Summary of Lost Class Abilities == |
Revision as of 09:57, 18 February 2016
Unofficial rules compendium | |
|
A rowdy is a kingpin who fights using fencing. Often seen as more sophisticated, the rowdy really just belongs in martial-arts or swashbuckling settings.
Class Information
This is a martial arts archetype, a kingpin of the way of the mind.
Hit Die: d8
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Features
The rowdy has all the kingpin's class features, except as noted.
Weapon and Armor Proficiency
A rowdy is proficient with all simple and martial weapons but not with any armor or shields.
Canny Defense (Ex)
When wearing light encumbrance and wearing no armor and not using a shield, a rowdy adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a rowdy is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. A rowdy with the Improved Unarmed Combat feat is never considered unarmed. This replaces the bonus feat gained at level 2 and 17.
Uncanny Dodge (Ex)
At 9th level, a rowdy can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rowdy with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. his replaces the bonus feat gained at level 9.
Table: Kingpin
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Gang Radius |
1st | +0 | +0 | +2 | +2 | Kingpins' cunning, canny defense, deeds (gang, gang alertness, plots within plots), teamwork feat | 20 ft. |
2nd | +1 | +0 | +3 | +3 | 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 | Uncanny dodge | 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 | — | 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. |
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Armor Proficiency
- Bonus Feats (level 2, 9, 17)
The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text. |