Difference between revisions of "Quartermaster (Apath)"

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{{Apath}}
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<noinclude>{{Apath}}</noinclude>
''Now, pay attention, please.''
 
  
Q to James Bond, from the 1964 film Goldfinger.
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''I have a cunning plan! ''
  
A quartermaster is a master of equipment and gear. From packing his own bags to turning magic items into devastating explosions, the quartermaster uses skill and gear to achieve his ends and support his team. A skilled quartermaster loves a cluttered battlefield, seeing traps and terrain as resources rather than hindrances.  
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Baldrick, from the BBC sitcom ''Blackadder ''<br>
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by Richard Curtis and Rowan Atkinson.
  
Quartermasters often look overloaded, with odd items sticking out of their kit in weird places. Items a quartermaster uses and hands out are likely to carry all sorts of modifications, markings, and custom features. Makeshift items he makes may not look pretty, they are often nailed together, with exposed mechanisms that look dangerous to be near, wound with string and wire. But a knowledgeable observer will notice that all gear is in top-notch condition, and that even ad-hoc items are of sound design.
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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.  
  
The quartermaster is a mundane class based on skills, but plays more like a wizard than a rogue. Constantly trying to stay one step ahead, they alter each situation to their own benefit. Quartermasters are very skilled and practiced at what they do. Other characters may be able to perform these stunts, but need to spend minutes rather than move actions and get lesser results. Quartermasters use magical devices more confidently than other mundane characters, but never cast spells or create magic items, they just have a knack for having the needed item at hand and using it for best effect. At the very highest levels the quartermaster gains limited magical abilities, manipulating raw magic for crude but powerful effects.
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{| class="wikitable"
 
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|+'''Kingpins and Party Leadership'''
The list of equipment and equipment tricks is the quartermaster's equivalent of a spellbook—just like a wizard needs to know his selection of spells, a quartermaster must study his equipment to utilize it. The quartermaster may come up with new ways to use items during play, that the GM may or may not allow as circumstances dictate. If your group agrees on a new device or equipment trick, make a note of it to make it useable again.
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|-
 
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|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.
Many of the quartermaster's abilities fudge logistics; the quartermaster is always one step ahead and can pull out just the needed item. This can stretch suspension of disbelief, but in a game where wizards master demons, clerics routinely call on miracles, and fighters cleave dinosaurs, the ability to specify your inventory after the fact is not all that incredible.
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|}
 
 
==Class Information==
 
'''Role:''' The quartermaster is a specialist at using, purchasing, jury-rigging and creatively destroying devices. He turns the battlefield into a trap for the opposition and makes sure his own team is well-supplied and combat ready. A quartermaster is even better at traps than a rogue, but lacks the rogue's scouting abilities.
 
 
 
'''Starting Money:''' 4d6 × 10 gp (average 140 gp). In addition, each character starts with an outfit worth 10 gp or less.
 
  
'''Background:''' The quartermaster is a self-educated class and uses the second age bracket of starting age for their race, like fighters do. Quartermasters come from all walks of life; some climbed through hard work and diligence, others are nobles with grease on their hands.
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== Class Information ==
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'''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. Inventors tend to be free thinkers, those focusing on supply tend towards order.
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'''Alignment:''' Any
  
 
'''Hit Die:''' d8
 
'''Hit Die:''' d8
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'''Starting Wealth:''' 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
 
'''Starting Wealth:''' 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
  
'''Class Skills:''' A quartermasters' class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Int). Disable Device and Use Magic Device have Intelligence as their key ability when used by a quartermaster (see asset mastery below).
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===Class Skills ===
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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:''' 6 + Int per level
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'''Skill Ranks per Level:''' 8+ Int per level
  
==Class Features==
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== Class Features ==
===Weapon and Armor Proficiency  ===
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These are all the class features of the kingpin.
A quartermaster is proficient with all simple and martial weapons, light and medium armor, but not with shields. The quartermaster gains additional proficiencies as he advances in level, see weapon practice.
 
  
{| class="wikitable" align="right"
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=== Weapon and Armor Proficiency ===
|+'''Resources, Grit, and Panache  '''
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A kingpin is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
|-
 
| valign="top" |Grit, resources, 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, resources, panache, or any other ability equivalent to grit or panache, pool these resources together into a combined pool. For feats, magic items, and other effects, a resource user can spend and gain resource points in place of grit or panache points, and vice versa.  
 
  
A resource user counts as both a grit and panache user to satisfy feat prerequisites.
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{| class="wikitable"
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|+'''Cunning, Grit, and Panache '''
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|-
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|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.  
  
When narrating the use of resources, you can describe them as merely great skill and resourcefulness, or as gimmickry. A resourceful strike can be a spring-powered weapon or a spearhead made to break off inside the target to cause extra harm.
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A cunning user counts as both a grit and panache user to satisfy feat prerequisites.
 
|}
 
|}
  
===Resources (Ex)===
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=== Kingpins' Cunning (Ex) ===
At 1st level, a quartermaster gains a fluctuating pool of resources, measuring his preparedness and reserves of resources and resourcefulness. At the start of each day, a quartermaster has resource points equal to his Intelligence modifier (minimum 1). His resource points go up and 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 quartermaster resource points equal to the amount of grit or panache they grant. A quartermaster spends resources to accomplish deeds (see below), and regains resources in the following ways.  
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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.
  
'''Down by Device:''' A creature with hit dice exceeding half the quartermaster's level that is destroyed, prevented from moving, or made blinded, cowering, dazed, dead, disabled, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, prone, sickened, staggered, stunned, or unconscious by the quartermaster or one of his devices restores one of the quartermaster's resource points. A particular creature can only restore one resource point per round to the quartermaster.
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'''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.
  
'''Deeds:''' A quartermaster can recover resources from some deeds, often ones that encourage cooperation or use up a lot of time or consume resources. See the description of each deed.
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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.
  
===Deeds ===
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'''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.
Quartermasters spend resource points to accomplish deeds. Most deeds grant the quartermaster some momentary bonus or effect, but many provide longer-lasting benefits in the form of gear. Deeds with a duration of one round take effect immediately and last until just before quartermasters' next turn begins.  
 
  
The following is the list of quartermasters' deeds. A quartermaster can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple times in the same round, as long as the appropriate amount of resources are spent to perform the deed. Total the resource cost of a deed used several times in a round before applying any reduction in resource point costs. When using deeds to place traps or create danger zones, any one particular square can only hold one danger or trigger one trap. Stacking dangers on top of each other is impossible.
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=== Deeds ===
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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.
  
The quartermaster needs equipment to perform certain deeds. If separated from all his gear, a quartermaster can't use the resourceful strike, thrift, right stuff, repurpose construct, and overcome reality deeds. In the GM may allow the use of these deeds with improvised tools, but the player should then describe what he does in some detail. Even one gp value put into the deep pockets pool restores all these abilities.  
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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.
  
<span style="color:#800000">Titles of deeds are in brown to make them stand out.</span>
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{| class="wikitable"  
 
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|+'''Gang Control And Space'''
====<span style="color:#800000">Field Instruction (Ex)</span> ====
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|-
At first level, by spending one point of resources per item, a quartermaster can hand any number of items at hand to allies within 30 ft. and instruct them in their use. Bundles of identical items like a bandoleer of splash weapons, or sets of items used together like a bow and quiver of arrows, count as one item. This is a move action, regardless of the number of items or allies involved. For the next 5 minutes creatures so instructed are considered proficient with any item handed out that the quartermaster is proficient in and to know any [[Equipment Tricks_(Apath) | equipment trick]]s the quartermaster can use relating to the item and allies can double any bonuses provided by the item as the peak performance deed. At level 3, the quartermaster can hand out any item he prepares with rapid deployment. At level 7 allies gain the benefits of the constant bonus provided by the weapon leverage deed with these items, but cannot spend resources on bonus actions. At level 11 allies gain the benefits from any proficiency or equipment trick the quartermaster temporarily gains from the equipment trick mastery deed. When an ally first uses an item that has been given this way (within the time limit), the quartermaster recovers one point of resources.
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|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.  
{| class="wikitable" align="right"
 
|+Quartermasters and Range
 
|-  
 
|
 
 
 
Many quartermaster abilities have a range of 30 ft. How does this work, is it telekinesis? The answer is that the quartermasters improvises; he uses a ranged weapon to deliver the effect if he has one in hand, a reach weapon if within reach, tosses something if that is an option, or takes a small detour. Even with the exact movement rules in Pathfinder, the position of characters is still something of an abstraction. This is why speed is a limit on the Chaotic Everywhere feat.
 
 
|}
 
|}
  
====<span style="color:#800000">Makeshift Crafting (Ex)</span> ====
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====<span style="color:#800000">Gang (Ex)</span> ====
A quartermaster can quickly make improvised items. He can make makeshift masterwork items, special materials, alchemical items, expendables, and non-magical trap kits but not living creatures, spell components, crafting components, food, drink, holy water, or magic of any kind. Make a Disable Device check for each hour spent making makeshift items; the quartermaster makes items with a total cost in gold pieces equal to his class level squared times the result of the roll. The Disable Device check also needs to beat the Craft check DC of each item created. Creating an expensive item can take several hours and the duration is counted from when it is completed. If the quartermaster re-crafts the same item before the 8 hours are up, the duration is reset to 8 hours (important for makeshift boats and the like). The quartermaster recovers one point of resources per hour spent makeshift crafting.  
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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).
  
Makeshift items are never as good as the real thing, but work with some limitations. A makeshift weapon has the fragile quality. Only a quartermaster and someone he gives the items to using the field instruction deed can use a makeshift item, and after 8 hours it deteriorates into worthless scrap.  
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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.  
  
Makeshift crafting has no monetary cost. It is generally possible to salvage the materials needed for makeshift crafting from gear, nature, or from the scrap and detritus that litters a city, dungeon, or battlefield. Parts are stored with the deep pockets ability.
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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.
  
====<span style="color:#800000">Peak Performance (Ex)</span> ====
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====<span style="color:#800000"> Gang Alertness (Ex)</span> ====
At 1st level, as long as he has at least one point of resources, a quartermaster can ignore the broken condition when using any item or vehicle. Bonuses provided by equipment, such as masterwork kits or compasses, are doubled when the item is used by a quartermaster. This does not apply to alchemical bonuses, bonuses from Equipment Trick, or magical bonuses. The quartermaster ignores any penalties inflicted by equipment used or worn, except that he is still subject to attack penalties, armor check penalties, and arcane spell failure. A quartermaster never does harm when using equipment that has a chance to fail or backfire, but may trigger a trap he is attempting to disable.  
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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.  
  
By spending one point of resources as a free action, the quartermaster can grant this ability to an ally within 30 ft. or ignore the fact that an item or vehicle he himself is using is destroyed, either use lasts five minutes. By spending one point of resources, the quartermaster can coax a last use out of an item that ran out within the last minute—this includes limited-use items like consumables, ammunition, magic items with daily uses, wands, potions, and scrolls. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component.  
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====<span style="color:#800000"> Plots Within Plots (Ex)</span> ====
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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.
  
====<span style="color:#800000">Rapid Deployment (Ex)</span> ====
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====<span style="color:#800000"> Exemplar of Skills (Ex)</span> ====
At third level it becomes a free action for the quartermaster to draw or ready any piece of equipment, including weapons, potions, scrolls, wands, and gear in a pack or extra-dimensional space. He can also reload any weapon as a free action. A quartermaster with the inspection ability can access gear carried by an adjacent creature or vehicle he has inspected. A quartermaster can also stow or sheathe equipment on his person as a free action.  
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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.  
  
When using or repairing equipment in the field, a quartermaster can do what normally takes one minute as a move action. Most equipment that is normally used out of combat but have no time given can be used as a move action.  
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====<span style="color:#800000"> Mob Flanking (Ex)</span> ====
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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.  
  
''Examples:'' Setting up a collapsible bathtub normally takes 10 minutes; a quartermaster can do it in 10 move actions, possibly in as little as 5 rounds. Escaping a net is normally a full-round action, a quartermaster can try to do so as a move action. A quartermaster can spend a move action per minute normally required to don (or help another don) armor.''
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====<span style="color:#800000"> Teamwork (Ex)</span> ====
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At first level the kingpin is already 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.
  
A quartermaster can spread things that are normally placed in a single 5 ft. square, such as blankets, caltrops, marbles, or oil over an area extremely effectively. As a move action, the quartermaster can cover any six squares within 30 ft. This works with equipment tricks that normally cover a single 5 ft. square.
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{| class="wikitable"
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|+'''Coaxing the Action Economy'''
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|-
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|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.  
  
A quartermaster can use rapid deployment as long as he has at least one point of resources. He can perform additional rapid deployment move actions in a round at a cost in resources equal to the number of extra move actions. These move actions cannot be spent on anything else, such as movement. Rapid deployment does not apply to direct attacks of any kind, but can set up traps and devices that attack by themselves.  
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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.  
  
{| class="wikitable" align="right"
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Note that the kingpin can use coax self to coax himself into using another deed, such as coax action. The cunning cost will make this an unusual tactic.
|+Example Combat Turn For A Quartermaster
 
|-
 
|
 
Wong is a 3rd level quartermaster with maximum and current resources of 5 driving a supply cart along a road. He and his team of four friends are about to be charged by hobgoblin cavalry. On his turn Wong uses deep pockets to procure 5 makeshift longspears from his wagon (free action, reduces deep pockets pool by 25 sp, paying 1/10 the price because the items are makeshift), then uses field instruction as a move action to hand out four longspears to his friends, all of whom are within 30 ft. (this costs 4 resources) and tells his friends to brace for impact. Hopefully his friends will have time to ready actions to receive the charge. As soon as a friend uses a longspear for the first time, Wong will get a resource point back, but for now he is down to one resource point. He then procures six sets of makeshift huge caltrops from his deep pockets (free action, 24 sp) and then uses a move action with rapid deployment to spread them in six squares within 30 ft. The caltrops will do 2d6 damage because of their size and Wong's dangerous devices ability, they also get a +1 bonus on their attack rolls and require a Heal check of 16 to negate because of dangerous devices. Medium or smaller creatures can ignore huge caltrops—they will harm the horses, but not his allies or dismounted hobgoblins. The stage is set. If the hobgoblins are wise they will dismount and not charge. Wong has spent 4 resource points (just a single point left) and 29 sp of deep pockets, which he will have to pay to re-supply back in town. If he had used makeshift crafting to actually create these things in the morning, he would not have had to pay the gp cost. Such is the price of being ill prepared.
 
 
|}
 
|}
  
====<span style="color:#800000">Resourceful Strike (Ex)</span> ====
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====<span style="color:#800000"> Coax Self (Ex)</span> ====
At 3rd level the quartermaster learns to make a resourceful strike. One weapon attack he makes gains the bonuses of the dangerous devices ability. Using this costs one point of resources; this point is spent before the attack is made and is lost if the attack misses. As long as he has at least one point of resources remaining the quartermaster can use resourceful strike against constructs and objects without spending resource points.
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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.
  
Using resourceful strike is a part of the attack and not an action in itself. The cost of this deed cannot be reduced.  
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====<span style="color:#800000"> Confidence Under Stress (Ex)</span> ====
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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.  
  
A limit on resourceful strike is that dangerous devices can only harm a particular creature once each turn. It is possible to harm several different creatures in the same turn. See the dangerous devices ability for details.
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====<span style="color:#800000"> Uncanny Alertness (Ex)</span> ====
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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.
  
====<span style="color:#800000">Trap Master (Ex)</span> ====
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====<span style="color:#800000"> Coax Action (Ex)</span> ====
As a move action, a third level quartermaster can make a Disable Device check against the Perception difficulty of each trap within 30 ft.; on a success he spots the trap. As an immediate action, the quartermaster can control a trap within 30 ft., either to trigger the trap or to prevent it from triggering for one round. This requires a Disable Device check against the disarm DC of the trap. If the quartermaster has previously set, disarmed, or re-purposed the trap, success is automatic.  
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At 11th level, the kingpin can coax an ally to action. Using coax action is a standard action that can be used as long as he has at least one point of cunning. The ally can take a standard action as an immediate action.
  
A quartermaster that possesses an trap kit (see the equipment section) can deploy that trap in one move action per 5 ft. square the trap is to either affect or trigger in. Non-magical trap kits can be built using makeshift crafting, and all kinds of trap kits can be pulled out of deep pockets. Deploying a trap with a challenge rating less than or equal to the quartermaster's class level is automatic; deploying a trap of a higher CR requires a Disable Device check, DC 10 + 2 x CR of trap.
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====<span style="color:#800000"> Hands-On Leadership (Ex)</span> ====
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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.
  
The quartermaster can use this deed with a known trap as long as he has any resources; a trap that surprises the quartermaster can be prevented from triggering at the cost of two resource points. A trap set to trigger in or affect a large area, all of which is within 30 ft. of the quartermaster, can be set as a single move action at the cost of two resource points. All uses of trap master triggers attacks of opportunity.
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====<span style="color:#800000"> Uncanny Coordination (Ex)</span> ====
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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.  
 +
====<span style="color:#800000"> Coordinate Skill Tricks (Ex)</span> ====
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At 15th level, the kingpin shares all skill tricks he knows with his gang.  
  
{| class="wikitable" align="right"
+
====<span style="color:#800000"> Getaway (Ex)</span> ====
|+Who Sees a Trap?
+
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 one point of cunning.  
|-
 
| valign="top" |
 
Many of the quartermaster's traps have low Perception DCs, but that does not mean they are automatically spotted. To spot a trap, a creature has to spend a move action to make a Perception check. It then gets a chance to spot each trap as long as it can see either the trap or its trigger. On a success it knows the type of trap, its location, and the location of it's trigger. Perception checks to spot traps suffer the usual range and distraction penalties. Someone who sees the quartermaster plant a trap knows something is there, but not what and not exactly where. Some creatures have abilities that automatically sense nearby traps, such as the rogue talent trap spotter.
 
|}
 
  
====<span style="color:#800000">Repurpose Mechanism (Ex)</span> ====
+
====<span style="color:#800000"> Skill Supremacy (Ex)</span> ====
At 7th level the quartermaster can repurpose adjacent mechanisms, usually to create traps. The quartermaster can turn any door, vehicle, device, or machinery of up to one square per class level into a trap, as described below. Examples include causing a fireplace or still to explode, a door to swing wildly or fall over victims, a vehicle to tip, a scarecrow to rotate and strike out, a drawbridge or portcullis to fall, a sewer gate to flood back, a millstone to spin lose, a chandelier to fall, a stairway to turn into a slide, and so on. The GM is the final arbiter of what counts as machinery. Repurposed machinery must be repaired before it can be used for its original purpose.
+
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.  
  
{| class="wikitable" align="right"
+
====<span style="color:#800000"> Coax the Gang (Ex)</span> ====
|+Repurposed Mechanism Trap
+
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.
|-
 
| valign="top" |
 
'''Type''' mechanical; Perception DC 5; Disable Device DC 15
 
  
'''EFFECTS'''
+
====<span style="color:#800000"> Inspire Skill Supremacy (Ex)</span> ====
 +
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.
  
'''Trigger''' proximity; ''Reset'' repair. ''Effect'' 1d6 damage per square of machinery, damage type depends on the type of machine but is usually bludgeoning; ''Atk'' +15 melee; multiple targets (all targets in a reach of 5 ft. plus 5 ft. per 8 squares of machinery.)
+
====<span style="color:#800000"> Team Spirit (Ex)</span> ====
|}
+
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.  
  
The quartermaster can also repurpose any weapon as a trap, including alchemical weapons. This works as a one-square repurposed mechanism dealing the same damage type the weapon does; alchemist fire repurposed to a trap does fire damage, and so on. Sometimes a mechanism can be repurposed for other uses, often to perform as a ram or ramp, which generally gives a bonus on relevant tasks of +4 per square of machinery repurposed.  
+
=== 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.
  
An disarmed trap can be repurposed, moving the trigger up to 30 ft., the type of trigger remains the same but the stimuli it triggers on can change. A trap set to be triggered by detect evil can be changed to trigger by detect good, a 100 lb. location trigger can be set to 1 lb. or 500 lbs., and so on. It is also possible to re-target the trap within reason; a trap that causes a cone, line, or physical attack can be pointed in another direction, magic that blasts lawful creatures can be repurposed to blast evil creatures, and so on.  
+
=== 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.  
  
Using repurpose mechanism triggers attacks of opportunity. It takes one move action per square of machinery or trap to use repurpose mechanism; this time can be reduced to a single move action at the cost of two resource points. After 8 hours, the repurposed device breaks down.
+
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.
  
====<span style="color:#800000">Thrift (Ex)</span> ====
+
=== <span style="color:#800000"> Skill Tricks (Ex) ===
At 7th level, when using an item that has limited uses or items he carries at least 3 of, such as 3 sets of caltrops, a healing kit with 10 charges, or a necklace of fireballs, the quartermaster can expend resource points to avoid spending uses, charges, or expend the item. For mundane equipment this is free as long as the quartermaster has any resources left. For a magic item with charges or daily uses, this costs one point of resources per charge or use saved. For a one-use magic item this costs two points of resources. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component. The quartermaster does not actually create items, he merely uses them more efficiently; this cannot be used as a money machine but it can certainly save on expenses.
+
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.
  
====<span style="color:#800000">Weapon Leverage (Ex)</span> ====
+
==== Acrobatic Skill Tricks </span> ====
At seventh level a quartermaster learns to use the advantages of odd weapons. When using a weapon of a listed type or with one of the listed weapon qualities, he gains the corresponding constant bonus (often a bonus feat usable only with that weapon) ignoring all prerequisites. By spending one point of resources and a swift action, he can perform the listed bonus action using this weapon. Some bonus actions are immediate actions rather than swift actions, as noted. A weapon that fits several categories gains all the bonuses of each category. See Table: Weapon Leverage.
+
''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.<br>
{|class="wikitable"
+
''Coming Through'' Do not increase the DC to move through an opponent’s space. This normally increases the DC by +5.
|+Table: Weapon Leverage 
 
|-
 
| valign="top" | '''Weapon Type or Quality''' || valign="top" |  '''Constant Bonus''' || valign="top" |  '''Bonus Action'''
 
|-
 
| valign="top" | Any chain, flail, net, nunchaku, scarf, or whip || valign="top" |  Improved RepositionAPG || valign="top" |  Make a reposition combat maneuver
 
|-
 
| valign="top" | Any firearm || valign="top" |  Dazzling Display  || valign="top" |  Use Dazzling Display when firing firearm
 
|-
 
| valign="top" | Any light melee weapon || valign="top" |  Improved StealAPG || valign="top" |  Make a steal combat maneuver
 
|-
 
| valign="top" | Any repeating weapon || valign="top" |  Rapid Shot || valign="top" |  Make a ranged attack
 
|-
 
| valign="top" | Any shield without spikes || valign="top" |  Improved Overrun || valign="top" |  Make an overrun combat maneuver while moving
 
|-
 
| valign="top" | Any spiked shield || valign="top" |  Improved Bull Rush  || valign="top" |  Make a bull rush combat maneuver
 
|-
 
| valign="top" | Blocking || valign="top" |  Add +1/5 levels to shield bonus || valign="top" |  Total defense against a single attack (immediate)
 
|-
 
| valign="top" | Brace  || valign="top" |  Improved BraceNew || valign="top" |  Attack a charging enemy for double damage (immediate)
 
|-
 
| valign="top" | Deadly  || valign="top" |  Improved Critical  || valign="top" |  Coup-de-grace a helpless creature
 
|-
 
| valign="top" | Disarm  || valign="top" |  Improved Disarm  || valign="top" |  Make a disarm combat maneuver
 
|-
 
| valign="top" | Distracting  || valign="top" |  Improved Feint || valign="top" |  Make a Bluff check to feint
 
|-
 
| valign="top" | Double || valign="top" |  Two-Weapon Fighting || valign="top" |  Make a melee attack
 
|-
 
| valign="top" | Fragile  || valign="top" |  Disposable WeaponUC || valign="top" |  Make a Bluff check to feint
 
|-
 
| valign="top" | Grapple || valign="top" |  Improved DragAPG || valign="top" |  Make a drag combat maneuver
 
|-
 
| valign="top" | Non-lethal  || valign="top" |  EnforcerAPG || valign="top" |  Coup-de-grace a helpless creature
 
|-
 
| valign="top" | Performance  || valign="top" |  Improved Dirty TrickAPG || valign="top" |  Make a dirty trick maneuver
 
|-
 
| valign="top" | Reach  || valign="top" |  Combat Reflexes || valign="top" |  Force one target hit by attack of opportunity to stop moving (immediate)
 
|-
 
| valign="top" | Sunder  || valign="top" |  Improved Sunder  || valign="top" |  Make a sunder combat maneuver
 
|-
 
| valign="top" | Trip  || valign="top" |  Improved Trip  || valign="top" |  Make a trip combat maneuver
 
|}
 
 
 
====<span style="color:#800000">Assign Equipment (Ex)</span> ====
 
At 11th level, the quartermaster can assign equipment to allies ahead of time. This is the same as the field instruction deed, except that assign equipment costs 2 resource points, takes 5 minutes, and the effect lasts for one week. The quartermaster only regains resources if he sees his assigned equipment being used. A quartermaster can only have a number of items assigned equal to his maximum resources at any one time; it does not matter if the item is used or not, the wait is always one week.
 
 
 
====<span style="color:#800000">Equipment Trick Mastery (Ex)</span> ====
 
At 11th level a quartermaster can use [[Equipment Tricks_(Apath) | equipment trick]]s with any type of item, as if he had learnt it using the equipment trick class feature. If the item requires proficiency to use, the quartermaster also becomes proficient in its use. This lasts 5 minutes a cost of one resource point. The quartermaster need not use this deed when using an equipment trick he actually knows.
 
 
 
====<span style="color:#800000">Right Stuff (Ex)</span> ====
 
An 11th level quartermaster can imbue a weapon, trap, set of caltrops, and other similar items with qualities that help penetrate resistances and trigger vulnerabilities. The amount of damage done does not change, but it penetrates DR and energy resistances better and can trigger vulnerabilities. Add the imbued qualities to those the weapon already has. Count the attack as the best of all its qualities to determine how much damage it does. Using right stuff is a free action that triggers attacks of opportunity and costs one point of resources per two qualities imbued (A single quality is free as long as the quartermaster has any resources remaining). The quartermaster can share these imbuements with allies within 30 ft. at a cost of a point or resources per ally. The effect lasts 5 minutes or until the item is again affected by this ability.
 
  
An 11th level quartermaster can imbue with an alignment, bludgeoning, piercing, slashing, magic, or any material except admantine. At 15th level, the quartermaster adds acid, admantine, cold, electricity, fire, force, and sonic to the qualities he can imbue. At 19th level, he can imbue qualities into energy attacks, including energy attacks made by spells. Picking admantine gives the advantage that material has against Hardness, adding force gives that energy type's advantages against incorporeal foes. The features of other materials are not emulated; right stuff only ignores resistances and triggers vulnerabilities as if it was of the material duplicated.
+
==== <span style="color:#800000"> Appraise Skill Tricks </span> ====
 +
''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.<br>
 +
''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.
  
====<span style="color:#800000">Cool Under Stress (Ex)</span> ====
+
==== <span style="color:#800000"> Bluff Skill Tricks </span> ====
At 15th level, the quartermaster can take 10 on any skill check, even in combat or other stressful situations. He can use this with skills that have Intelligence as a key attribute (including those gained from asset mastery) as long as he has any resource points remaining; using it with any other skill costs one resource point per skill check.
+
''Improved Feint'' You gain Improved Feint as a bonus feat, you do not need to meet the prerequisites of the feat.<br>
 +
''Lingo'' Your ad your gang automatically deciphers secret messages. Delivering simple messages is not an action for you or your gang, and delivering complex messages is a free action.
  
====<span style="color:#800000">Release Magic (Sp)</span> ====
+
==== <span style="color:#800000"> Climb Sill Tricks </span> ====
At 15th level, as a standard action that triggers attacks of opportunity, a quartermaster can destroy a magic item to gain a benefit. This must be an item he (and only he) is holding that costs 500 gp or more. The effect depends on the item's caster level, price, and school of magic. In general, the effect spreads into one square per 100 gp the item is worth. Each square must be adjacent to the quartermaster or an earlier square of the effect. The quartermaster controls the exact area and need not use all of it. The caster level is the item's caster level. An item destroyed this way cannot be used again with the peak performance deed or saved by the thrift deed. The quartermaster can destroy a cursed item, and the curse along with it. Artifacts are immune to this ability. Release magic does not benefit from the dangerous devices ability. Finally, using release magic restores one resource point.
+
''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.<br>
* ''Abjuration:'' This has the effect of dispel magic against every magical item or effect in the area, at the destroyed item's caster level. This is an instant effect. This can be used as countermagic with a readied action.
+
''Safe Climber'' The DC to catch yourself when falling off a wall or slope is not increased. This normally increases the DC by +10.  
* ''Conjuration:'' Any extra-dimensional creatures in the area must save or suffer banishment, Will negates (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's level). For one day per 100 gp of value, any calling, summoning, or teleportation magic to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
 
* ''Divination:'' Each divination spell in the area may be removed as by dispel magic. For one day per 100 gp of value, any divination spell to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
 
* ''Enchantment:'' Any creature in the area must save (Will negates DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level) or suffer charm person, regardless of its creature type.  
 
* ''Evocation:'' The area is filled with destructive energy of the type the item inflicts; if the item does no damage this is force. Damage is 1d6 per caster level, Reflex half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect.
 
* ''Illusion:'' The area is filled with confusing kaleidoscopic images and sounds. Creatures whose space is completely covered by the area gain concealment but are blinded (this also affects blindsense, blindsight, tremorsense, and similar substitutes for sight) with no save or spell resistance, but regain all senses as soon as they exit the area. The quartermaster can concentrate to maintain the effect up to one round per caster level and can reshape the area each round.
 
* ''Necromancy:'' Any living or undead creature in the area takes 1d6 damage per caster level, Will half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect that does full damage to ethereal and incorporeal creatures.  
 
* ''Transmutation:'' This has no area or physical effect, instead it refills the quartermaster's deep pockets budget by half the value of the destroyed magic item. If this exceeds the maximum budget of the deep pockets ability, any excess must be spent within one hour, or it is lost. During this hour the quartermaster can expend 100 gp of excess value to restore one resource point.
 
* ''Universal:'' Each creature and object in the area is healed of one hit point of damage per caster level. The area is left in pristine condition.
 
  
====<span style="color:#800000">Repurpose Construct (Ex)</span> ====
+
==== <span style="color:#800000"> Craft Skill Tricks </span> ====
A 15h level quartermaster with any remaining resource points can make weapon attacks on a construct that inflict non-lethal damage. Constructs can't use their immunity to non-lethal damage against this ability, all other resistances apply normally (see the right stuff deed for ways to bypass resistances). A construct damaged by this ability must take a Fort save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) or be dazed for one round. A particular construct need not save against this ability more than once per round.
+
''Craft tricks apply to all crafts you are skilled in.<br>
 +
''Labor Master'' You craft items at twice the normal rate. <br>
 +
''Master Crafter'' Reduce the DC to create any item by 5.
  
A quartermaster can repurpose an adjacent, mindless, helpless construct as a standard action at the cost of two points of resources. This also removes any non-lethal damage the construct may have taken. A repurposed construct can be commanded (as if the quartermaster had just created the construct) for 5 minutes and thereafter does nothing. By spending two resource points the quartermaster can command a construct he has previously repurposed for another five minutes. A controlled construct does not gain the benefits of the dangerous devices ability.
+
==== <span style="color:#800000"> Diplomacy Skill Tricks </span> ====
 +
''Gossip'' Gathering information takes only an hour and does not cost any money.<br>
 +
''Silver Tongue'' On a successful Diplomacy check to influence attitude you increase the target’s attitude by an additional step.
  
====<span style="color:#800000">Animate Objects (Sp)</span> ====
+
==== <span style="color:#800000"> Disable Device Skill Tricks </span> ====
At 19th level, a quartermaster can make objects within 30 ft. move under his direction. This works as animate objects. To find the caster level, make a Disable Device check and subtract 20, this can exceed the quartermaster's level. A creature wearing or operating an item to be animated is allowed a Will save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) to negate the effect. Magical objects are immune.
+
''Traceless'' You leave no trace of your tampering without increasing the DC by 5.<br>
 +
''Trap Magic'' You may attempt to disable magical traps.
  
This is a standard action that costs one point of resources, but only lasts a single round. The quartermaster can do this as a free action at a cost of 3 resources per round. The cost cannot be reduced to less than one resource point per round. Animated objects do not benefit from dangerous devices.
+
==== <span style="color:#800000"> Disguise Skill Tricks </span> ====
 +
''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. <br>
 +
''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.
  
A quartermaster will often use this to make a cargo load itself, a gate to shut and bar itself, a building to move or collapse, a ship to turn in place, and other non-combat actions. In these cases, there is no need to classify large constructions as animated objects. Instead, a Disable Device check with a DC equal to the surface area of the object in squares is required (ignore the height unless the object is very tall; in such cases use the area of its largest side for the DC).
+
==== <span style="color:#800000"> Escape artist Skill Tricks </span> ====
 +
''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.
  
====<span style="color:#800000">Overcome Reality (Su)</span> ====
+
==== <span style="color:#800000"> Handle Animal Skill Tricks </span> ====
At 19th level, a quartermaster can temporarily overcome the limits of physical reality. This makes the quartermaster and allies incorporeal, with no change in strength, armor class, or attack ability. Any physical attacks made against creatures on the material plane are incorporeal touch attacks. While incorporeal, the quartermaster and allies have a fly speed equal to their land speed (perfect maneuverability). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Using this ability is a free action that costs two points of resources plus one point for each ally to be affected to initiate and one point of resources per round to maintain; the maintenance cost cannot be reduced. Allies must end their turns within 30 ft. of the quartermaster or lose the benefits.
+
''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 (an opposed roll against the Handle Animal of its handler, or 10 + twice the Will save bonus of a wild animal, whichever is higher).<br>
 +
''Master Tamer'' You may use Handle Animal on creatures that are not animals without increasing the DC of the check by 5.
  
====<span style="color:#800000">Wonders of Magic (Sp)</span> ====
+
==== <span style="color:#800000"> Heal Skill Tricks </span> ====
A 19th level quartermaster using the release magic deed can treat any item as if it was of the transmutation school. Additionally the quartermaster can use '''wish''' as a standard action at the cost of one point of resources and 25,000 gp from his deep pockets pool.
+
''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. <br>
 +
''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
  
===Asset Mastery (Ex)===
+
==== <span style="color:#800000"> Intimidate Skill Tricks </span> ====
The quartermaster is a master of creating, repairing, manipulating, and evaluating objects. He can use the Disable Device skill to disarm magic traps (as the rogue's trapfinding ability) and does not destroy a trap he disarms; he can re-arm a trap he has disarmed as a move action. He can use Appraise as if it was Perception to find hidden valuables and to identify magic items as if using Spellcraft combined with detect magic. He adds half his class level to Appraise, Craft, Disable Device, and Use Magic Device checks, and all these skills have Intelligence as their key ability when used by a Quartermaster.
+
''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.<br>
 +
''Size Doesn’t Matter'' You no longer take a penalty to your intimidate checks if you are smaller than your target.
  
===Deep Pockets (Ex)===
+
==== <span style="color:#800000"> Knowledge (Any) Skill Tricks </span> ====
A quartermaster collects items, picking up small amounts of this or that throughout his travels. The quartermaster may carry unspecified equipment worth up to 50 gp times his class level squared. As a move action the quartermaster may dig through his pack to retrieve an item he specifies at that time, deducting its value from the allocated amount of cost. This becomes a free action with the rapid deployment deed at level 3. The item can be one made with the makeshift crafting deed, but makeshift items are not free in this case, they cost 1/10 of their normal price. When the total remaining cost reaches 0, the quartermaster can retrieve no more items. He can refill his deep pockets by spending a few hours at a marketplace spending an amount of gold equal to the value of the equipment provided thus far.  
+
''These skill tricks apply to all variants of the knowledge skill.<br>
 +
''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.<br>
 +
''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.  
  
The quartermaster is assumed to have been carrying around what he pulls out of his deep pockets, and can only take out what he could reasonably carry. This stuff can be carried on the quartermaster's person, in extra-dimensional containers, on pack animals, or in vehicles; sometimes the quartermaster will need to go back to his pack animal or vehicle to find a particularly large object. This is meant more as a role-playing opportunity than a book-keeping frustration, as long as withdrawals make sense they should pass.
+
==== <span style="color:#800000"> Knowledge (Arcana) Skill Tricks </span> ====
 +
''Arcane Spell Knowledge'' You can use Knowledge (Arcana) to identify arcane spells and spell effects as if it was Spellcraft. This also applies to the supernatural and spell-like abilities of all creatures except outsiders and undead. The DC for the later ability is 15 + the creature's CR.
  
A quartermaster can withdraw most mundane and magical items from his deep pockets. Retrieving an item specifically fitted to the quartermaster's current situation—such as keys fitting a lock just encountered, a list of passwords, or a letter with a vital clue, is not possible.  
+
==== <span style="color:#800000"> Knowledge (Dungeoneering) Skill Tricks </span> ====
 +
''Hazard Spotter'' Decrease the DC to identify an underground hazard by 5.
  
A quartermaster separated from his gear cannot use deep pockets until he refills his capacity with at least 1 gp. A quartermaster that loses all his gear still needs to replace only what he actually spent.
+
==== <span style="color:#800000"> Knowledge (Engineering) Skill Tricks </span> ====
 +
''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.
  
===Dangerous Devices (Ex)===
+
==== <span style="color:#800000"> Knowledge (Geography) Skill Tricks </span> ====
At 2nd level, any piece of equipment that is not a weapon the quartermaster uses to inflict harm and any trap the quartermaster deliberately triggers or has worked on within the last 24 hours gains an increased effect. This includes alchemical weapons but not magic items. Dangerous devices always apply when using the resourceful strike, trap master, and repurpose mechanism deeds. It also applies to any equipment trick that affects an enemy except those that work as weapons.  
+
''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 one mile.
  
Dangerous devices gives a +1 bonus on any DC to spot or disable the device, on the DC of any saving throws, and on any skill checks called for to escape the device's effects. The item inflicts an additional 1d6 hit points of damage of the same kind it normally inflicts. If the device makes an attack with an attack bonus of its own (not using the quartermaster's base attack bonus), that attack gains a +1 bonus. These bonuses increase by one point or die at level 4 and every 2 levels thereafter, to a maximum of +10 and +10d6 at level 20.
+
==== <span style="color:#800000"> Knowledge (History) Skill Tricks </span> ====
 +
''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.
  
This additional damage is not multiplied on a critical hit, but it applies to targets immune to sneak attack or critical hits. The additional damage is inflicted whenever the target takes damage, is hit, falls prone, or fails a saving throw, and is of the same type as the damage the device normally inflicts. With an item used to attack that doesn't normally inflict damage, such as a tanglefoot bag, the additional damage is non-lethal.  
+
==== <span style="color:#800000"> Knowledge (Local) Skill Tricks </span> ====
 +
''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.<br>
 +
''Determine Trade'' With a successful DC 20 Knowledge Local check, you may determine a creature’s class and archetype.
  
Any particular target can only take additional damage from dangerous devices once on each creature's turn. This applies separately to each creature, including the quartermaster himself. This limits a quartermaster to one resourceful strike per opponent on his own turn, and prevents dangerous devices damage from applying more than once to a creature that walks into a series of the quartermaster's traps during its own turn. A creature can still suffer a resourceful strike on the quartermaster's turn and a trap on it's own turn in the same round, and an area-effect trap that resets instantly can potentially get the damage bonus once on the turn of each creature that moves in the area. Only damage is reduced this way; the other benefits of dangerous devices always apply.
+
==== <span style="color:#800000"> Knowledge (Nature) Skill Tricks </span> ====
 +
''Hazard Spotter'' Decrease the DC to identify a natural hazard by 5.
  
===Equipment Trick ===
+
==== <span style="color:#800000"> Knowledge (Nobility) Skill Tricks </span> ====
A quartermaster gains Equipment Trick as a bonus feat at level 2 and again every 2 levels thereafter. A quartermaster and anyone he instructs using the field instruction or assign equipment deeds can use all tricks available to an item, ignoring prerequisites besides the feat itself. If an equipment trick has a magical prerequisite, or requires a specific subset of item, the quartermaster must fulfill that prerequisite but can use an item to do so. [[Equipment Tricks_(Apath) | Equipment trick]]s are described in the appendix.
+
''Identify Nobility'' With a successful DC 20 Knowledge Nobility check, you can identify if any creature within 30 feet of you is upper class. This bypasses any disguise.
  
===Pack Rat (Ex)===
+
==== <span style="color:#800000"> Knowledge (Religion) Skill Tricks </span> ====
A 2nd level quartermaster carrying medium encumbrance or wearing medium armor counts as carrying light encumbrance and wearing light armor for purposes of movement. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers him less than the same amount of weight normally would.  
+
''Divine Spell Knowledge'' You can use Knowledge (Religion) to identify divine spells and spell effects as if it was the Spellcraft skill. This also applies to the supernatural and spell-like abilities of outsiders and undead. The DC for the later ability is 15 + the creature's CR.
  
===Demolition (Ex)===
+
==== <span style="color:#800000"> Linguistics Skill Tricks </span> ====
A 3rd level quartermaster can very effectively demolish items and constructions. Always add the dangerous devices bonus when attacking an object, including sunder attacks and when striking a door, wall or other object. Use the Disable Device skill modifier instead of the Strength bonus on checks to beak or burst an item, force a door, and similar tasks.
+
''Master Linguist'' Every time you put a rank in linguistics you learn to speak and read two new languages instead of one.<br>
 +
''Meister'' You can read, decipher writings, and spot forgeries in ¼ the usual time. In addition, you automatically succeed in any check to avoid drawing a false conclusion about a text.
  
===Jury-Rig (Ex)===
+
==== <span style="color:#800000"> Perception Skill Tricks </span> ====
At 3rd level, the quartermaster becomes very skilled at quick fixes. He can substitute his Disable Device skill bonus and skill ranks for those of whatever Craft skill would normally apply to using or repairing an item. This does not apply to crafting a permanent item the normal way.
+
''Fast Scan'' You can perform an intentional perception check as a swift action instead of a move action.
  
===Generic Weapon Training===
+
==== <span style="color:#800000"> Perform Skill Tricks </span> ====
At 4th level the quartermaster sees the potential in all weapons. When a quartermaster learns a feat that applies to a single weapon of his choice, such as Weapon Focus or Improved Critical, he can use that feat with any weapon he is proficient with. This does not apply to feats gained from the weapon leverage deed.
+
''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.
  
===Connections (Ex)===
+
==== <span style="color:#800000"> Profession Skill Tricks </span> ====
At 5th level the quartermaster develops connections for acquiring gear when it would normally be unavailable. Any settlement is considered one size larger for the purpose of what the quartermaster can trade there. For every four levels after level 5, the effective size of a settlement increase by another category. There is no benefit for modifying the size of a settlement beyond metropolis.  
+
''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.
  
===Evasion (Ex)===
+
==== <span style="color:#800000"> Ride Skill Tricks </span> ====
At 5th level, a quartermaster can avoid damage from many area-effect attacks. If a quartermaster succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a quartermaster is wearing light armor, medium armor, or no armor. A helpless quartermaster does not gain the benefit of evasion.
+
''Barebacking'' You no longer take any penalties to your Ride checks for riding a creature without a saddle.<br>
 +
''Monster Rider'' You no longer take any penalties to your Ride checks for riding a creature that is ill suited as a mount.
  
===Inspection (Ex)===
+
==== <span style="color:#800000"> Sense Motive Skill Tricks </span> ====
By spending a full-round action inspecting and adjusting the gear of a creature standing at attention, a 5th level quartermaster confers the pack rat ability to that creature for the rest of the day. This can also be applied to vehicles (one full-round action square), increasing load capacity by 50%. The rapid deployment deed can access gear carried by any inspected creature or vehicle.  
+
''Gut Feeling'' You can sense enchantment or get a hunch about someone as a full-round action.<br>
 +
''Unravel Messages'' As soon as you discern a secret message, you know what it is conveying. You never misinterpret a secret message.  
  
===Weapon Practice===
+
==== <span style="color:#800000"> Sleight of Hand Skill Tricks </span> ====
A quartermaster needs to be able to instruct others with all kinds of gear, and gains wide proficiencies. At 5th level, and every odd level thereafter: 7, 9, etc, the quartermaster can select one of the following things to become proficient in, until he runs out of options to select.
+
''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.
* All exotic melee weapons
 
* All exotic ranged weapons
 
* All firearms
 
* All shields (including tower shields)
 
* All siege weapons
 
* Heavy armor
 
  
===Bye in Bulk (Ex)===
+
==== <span style="color:#800000"> Stealth Skill Tricks </span> ====
When a 9th level quartermaster buys 10 or more identical items at once, he gets all the items at half price. This is done with the understanding that the items are not to be resold on the open market; if they are sold within the month, the quartermaster is blacklisted and loses the bye in bulk and connections abilities for a month. Items given away or sold to comrades do not trigger this restriction.
+
''Bushwhacker'' If you attack after successfully using Stealth, your target is flat-footed against your attacks until the end of your turn.
  
===Improved Evasion (Ex)===
+
==== <span style="color:#800000"> Survival Skill Tricks </span> ====
At 13th level, a quartermaster's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless quartermaster does not gain the benefit of improved evasion.
+
''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.<br>
 +
''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.
  
===Trap Evasion (Ex)===
+
==== <span style="color:#800000"> Swim Skill Tricks </span> ====
At 17th level, a quartermaster's evasion ability improves again. When attacked by a trap, the quartermaster can use his Reflex save bonus, regardless of what kind of save would normally apply. This allows the quartermaster to always use evasion and improved evasion against traps. Trap evasion only applies to the initial attack made by a trap, not to any continuous effects (such as the later rounds of a poison). Additionally, he automatically succeeds on any saving throw against a trap known to him, including traps he placed. A helpless quartermaster does not gain the benefit of trap evasion.
+
''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.<br>
 
+
''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.
== Table: Quartermaster ==
 
{|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'''
 
|-
 
|v valign="top" | 1st || valign="top" |  +0 || valign="top" |  +0 || valign="top" |  +2 || valign="top" |  +2 || valign="top" |  Asset mastery, deeds (field instruction, makeshift crafting, peak performance), deep pockets
 
|-
 
| valign="top" | 2nd || valign="top" |  +1 || valign="top" |  +0 || valign="top" |  +3 || valign="top" |  +3 || valign="top" |  Dangerous devices 1d6, equipment trick, pack rat
 
|-
 
| valign="top" | 3rd || valign="top" |  +2 || valign="top" |  +1 || valign="top" |  +3 || valign="top" |  +3 || valign="top" |  Deeds (rapid deployment, resourceful strike, trap master), demolition, jury rig
 
|-
 
| valign="top" | 4th || valign="top" |  +3 || valign="top" |  +1 || valign="top" |  +4 || valign="top" |  +4 || valign="top" |  Dangerous devices 2d6, equipment trick, generic weapon training
 
|-
 
| valign="top" | 5th || valign="top" |  +3 || valign="top" |  +1 || valign="top" |  +4 || valign="top" |  +4 || valign="top" |  Connections, evasion, inspection, weapon practice
 
|-
 
| valign="top" | 6th || valign="top" |  +4 || valign="top" |  +2 || valign="top" |  +5 || valign="top" |  +5 || valign="top" |  Dangerous devices 3d6, equipment trick
 
|-
 
| valign="top" | 7th || valign="top" |  +5 || valign="top" |  +2 || valign="top" |  +5 || valign="top" |  +5 || valign="top" |  Deeds (repurpose mechanism, thrift, weapon leverage)
 
|-
 
| valign="top" | 8th || valign="top" |  +6/+1 || valign="top" |  +2 || valign="top" |  +6 || valign="top" |  +6 || valign="top" |  Dangerous devices 4d6, equipment trick
 
|-
 
| valign="top" | 9th || valign="top" |  +6/+1 || valign="top" |  +3 || valign="top" |  +6 || valign="top" |  +6 || valign="top" |  Buy in bulk, connections (+2 sizes)
 
|-
 
| valign="top" | 10th || valign="top" |  +7/+2 || valign="top" |  +3 || valign="top" |  +7 || valign="top" |  +7 || valign="top" |  Dangerous devices 5d6, equipment trick
 
|-
 
| valign="top" | 11th || valign="top" |  +8/+3 || valign="top" |  +3 || valign="top" |  +7 || valign="top" |  +7 || valign="top" |  Deeds (assign equipment, equipment trick mastery, right stuff)
 
|-
 
| valign="top" | 12th || valign="top" |  +9/+4 || valign="top" |  +4 || valign="top" |  +8 || valign="top" |  +8 || valign="top" |  Dangerous devices 6d6, equipment trick
 
|-
 
| valign="top" | 13th || valign="top" |  +9/+4 || valign="top" |  +4 || valign="top" |  +8 || valign="top" |  +8 || valign="top" |  Connections (+3 sizes), improved evasion
 
|-
 
| valign="top" | 14th || valign="top" |  +10/+5 || valign="top" |  +4 || valign="top" |  +9 || valign="top" |  +9 || valign="top" |  Dangerous devices 7d6, equipment trick
 
|-
 
| valign="top" | 15th || valign="top" |  +11/+6/+1 || valign="top" |  +5 || valign="top" |  +9 || valign="top" |  +9 || valign="top" |  Deeds (cool under stress, release magic, repurpose construct)
 
|-
 
| valign="top" | 16th || valign="top" |  +12/+7/+2 || valign="top" |  +5 || valign="top" |  +10 || valign="top" |  +10 || valign="top" |  Dangerous devices 8d6, equipment trick
 
|-
 
| valign="top" | 17th || valign="top" |  +12/+7/+2 || valign="top" |  +5 || valign="top" |  +10 || valign="top" |  +10 || valign="top" |  Connections (+4 sizes), trap evasion
 
|-
 
| valign="top" | 18th || valign="top" |  +13/+8/+3 || valign="top" |  +6 || valign="top" |  +11 || valign="top" |  +11 || valign="top" |  Dangerous devices 9d6, equipment trick
 
|-
 
| valign="top" | 19th || valign="top" |  +14/+9/+4 || valign="top" |  +6 || valign="top" |  +11 || valign="top" |  +11 || valign="top" |  Deeds (animate objects, overcome reality, wonders of magic)
 
|-
 
| valign="top" | 20th || valign="top" |  +15/+10/+5 || valign="top" |  +6 || valign="top" |  +12 || valign="top" |  +12 || valign="top" |  Dangerous devices 10d6, equipment trick
 
|}
 
  
==Favored Class Bonuses==
+
==== <span style="color:#800000"> Use Magic Device Skill Tricks </span> ====
Instead of receiving an additional skill rank or hit point whenever he gains a level of quartermaster, the following races have the option of choosing an alternate bonus depending on their race.
+
''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.<br>
* '''Dwarf:''' Add 1/2 point to the starting and maximum points in the quartermasters resource pool.
+
''Identification Trick'' When you successfully use a magic device, you learn all its properties, command words, and other pertinent information.
* '''Elf (including drow and other variants):''' Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the resourceful strike, weapon leverage, repurpose mechanism, release magic, and wonders of magic deeds. For every two effective levels after level 20, the resource cost of one of these deeds is reduced by one. This does not stack with the Advanced Deed feat.
 
* '''Gnome:''' Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the trap master, equipment trick master, assign equipment, repurpose construct, and animate objects deeds. For every two effective levels after level 20, the resource cost of one of these deeds is reduced by one. This does not stack with the Advanced Deed feat.
 
* '''Half-Elf:''' Add 1/2 of a new class skill to the quartermaster's list of class skills.
 
* '''Half-Orc:''' Add 1/2 level to the quartermaster's effective level when using dangerous devices. For every two effective levels after level 20, add 1d6 to the damage bonus of dangerous devices.
 
* '''Halfling:''' Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the rapid deployment, thrift, right stuff, cool under stress, and overcome reality deeds. For every 4 effective levels after level 20, the resource cost of one of these deeds is reduced by one. This does not stack with the Advanced Deed feat.
 
* '''Human:''' Gain 1/4 of the Advanced Deed feat, ignoring prerequisites.
 
* '''Goblin:''' Gain 1/4 of the Chaotic Everywhere feat.
 
* '''Hobgoblin:''' When affecting allies, add 1/4 of an additional ally at no additional cost.
 
* '''Kitsune:''' Add 1/2 to the Use Magic Device skill bonus.
 
* '''Kobold:''' When calculating the time to craft or makeshift a trap or trap kit, reduce the effective cost by 200 gp, but never to less than 10% of the original cost.  
 
  
== Feats ==
+
===Supreme Mastery (Ex): ===
The following feats compliment the quartermaster. "Resource" is a new feat type that function the same way as grit feats, but are geared at quaretermasters.
+
At 20th level, the kingpin picks two skills. The kingpin may always use these skills with the skill supremacy deed, and lets his gang to use these skills with the confidence under stress deed, without any cunning cost.
{{Apath}}
+
<noinclude>{{OGL}}</noinclude}}
{{ : Advanced Deed (Apath) }}{{ : Chaotic Everywhere(Apath) }}{{ : Equipment Trick (Apath) }}{{ : Extra Resources (Apath) }}{{ : Multiclass Deed (Apath) }}
 
== See Also ==
 
* [[Equipment (Apath) | Equipment]]
 
* [[Equipment Tricks_(Apath) | Equipment Tricks]]
 
* [[Rules_(Apath)|General Apath Rules]]
 
* [[Feats_(D%26D)|3.5 Feats]]
 
<!-- OGL -->
 
<noinclude>{{OGL}}</noinclude>
 

Revision as of 15:14, 4 February 2016

ApathApath Logo
Unofficial rules compendium

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

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

Hit Die: d8

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

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

These are all the class features of the kingpin.

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

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.

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 (Ex)

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 (Ex)

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.

Plots Within Plots (Ex)

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 (Ex)

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 (Ex)

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 (Ex)

At first level the kingpin is already 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 cunning cost will make this an unusual tactic.

Coax Self (Ex)

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 (Ex)

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 (Ex)

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 (Ex)

At 11th level, the kingpin can coax an ally to action. Using coax action is a standard action that can be used as long as he has at least one point of cunning. The ally can take a standard action as an immediate action.

Hands-On Leadership (Ex)

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 (Ex)

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 (Ex)

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

Getaway (Ex)

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 one point of cunning.

Skill Supremacy (Ex)

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 (Ex)

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 (Ex)

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 (Ex)

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.

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.

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

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.
Coming Through Do not increase the DC to move through an opponent’s space. This normally increases the DC by +5.

Appraise Skill Tricks

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.
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

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

Climb Sill Tricks

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

Diplomacy Skill Tricks

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

Disable Device Skill Tricks

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

Disguise Skill Tricks

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.
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

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

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 (an opposed roll against the Handle Animal of its handler, or 10 + twice the Will save bonus of a wild animal, whichever is higher).
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

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.
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

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.
Size Doesn’t Matter You no longer take a penalty to your intimidate checks if you are smaller than your target.

Knowledge (Any) Skill Tricks

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

Arcane Spell Knowledge You can use Knowledge (Arcana) to identify arcane spells and spell effects as if it was Spellcraft. This also applies to the supernatural and spell-like abilities of all creatures except outsiders and undead. The DC for the later ability is 15 + the creature's CR.

Knowledge (Dungeoneering) Skill Tricks

Hazard Spotter Decrease the DC to identify an underground hazard by 5.

Knowledge (Engineering) Skill Tricks

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.

Knowledge (Geography) Skill Tricks

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 one mile.

Knowledge (History) Skill Tricks

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

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.
Determine Trade With a successful DC 20 Knowledge Local check, you may determine a creature’s class and archetype.

Knowledge (Nature) Skill Tricks

Hazard Spotter Decrease the DC to identify a natural hazard by 5.

Knowledge (Nobility) Skill Tricks

Identify Nobility With a successful DC 20 Knowledge Nobility check, you can identify if any creature within 30 feet of you is upper class. This bypasses any disguise.

Knowledge (Religion) Skill Tricks

Divine Spell Knowledge You can use Knowledge (Religion) to identify divine spells and spell effects as if it was the Spellcraft skill. This also applies to the supernatural and spell-like abilities of outsiders and undead. The DC for the later ability is 15 + the creature's CR.

Linguistics Skill Tricks

Master Linguist Every time you put a rank in linguistics you learn to speak and read two new languages instead of one.
Meister You can read, decipher writings, and spot forgeries in ¼ the usual time. In addition, you automatically succeed in any check to avoid drawing a false conclusion about a text.

Perception Skill Tricks

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

Perform Skill Tricks

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

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

Barebacking You no longer take any penalties to your Ride checks for riding a creature without a saddle.
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

Gut Feeling You can sense enchantment or get a hunch about someone as a full-round action.
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

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

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

Survival Skill Tricks

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.
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

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.
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.

Use Magic Device Skill Tricks

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.
Identification Trick When you successfully use a magic device, you learn all its properties, command words, and other pertinent information.

Supreme Mastery (Ex):

At 20th level, the kingpin picks two skills. The kingpin may always use these skills with the skill supremacy deed, and lets his gang to use these skills with the confidence under stress deed, without any cunning cost.

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