Kingpin (Apath)
Unofficial rules compendium | |
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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.
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
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class Skills
A kingpins' class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8+ Int per level
Class Features
Weapon and Armor Proficiency
A kingpin is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Grit, luck, cunning, and panache represent different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, cunning, panache, or any other ability equivalent to grit or panache, they pool the resources together into a combined pool. For feats, magic items, and other effects, a panache user can spend and gain points of cunning in place of grit or panache points, and vice versa.
A cunning user counts as both a grit and panache user to satisfy feat prerequisites. |
Kingpins' Cunning (Ex)
At 1st level, a kingpin gains a fluctuating pool of cunning, measuring his ability to anticipate and take command of a situation. At the start of each day, a kingpin has points of cunning equal to his Intelligence modifier (minimum 1). His cunning points go up or down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points or pool size can also grant a kingpin cunning points equal to the amount of grit or panache they grant. A kingpin spends cunning to accomplish deeds (see below), and regains cunning in the following ways.
Clever Play: The kingpin recovers two points of cunning when he and his party avoids a combat and overcomes or bypasses a potential combat situation by other means, typically Diplomacy, Intimidate, or Stealth, but sometimes by more obscure methods such as finding the right bribe or learning a secret password. If the gang bypasses several combat encounters at once the kingpin only gains cunning once.
A kingpin recovers one point of cunning when his party executes a well-played stunt. If a kingpin and his team manage to overcome a task by pure smarts or role-playing, the kingpin recovers a point of cunning. This applies specifically to situations that would normally require skill checks, but where the players described the action so vividly that the GM never called for an actual roll. It does not apply to situations so trivial the GM did not call for a roll because success was automatic.
Rolling a Natural 20 on a Skill Check: When the kingpin or a an ally within his gang radius rolls a natural 20 on a skill check, the kingpin regains one point of cunning. Even skill checks made for mundane reasons (such as normal crafting, socializing, or shopping) restore cunning, but the GM can declare a skill check that seems to have been made for the sake of recovering cunning to be frivolous and deny the gain if he feels the players are using this to excess. Skill checks the GM calls for or makes in secret always count.
Deeds (Ex)
Kingpins spend points of cunning to accomplish deeds. Most deeds grant the kingpin some momentary bonus or effect, but there are some that provide longer-lasting effects. Deeds with a duration of one round take effect immediately and last until just before kingpins' next turn begins. Many deeds, especially those keyed to the gang deed, stay in effect as long as the kingpin has at least 1 point of cunning.
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.
Since the range of the gang ability is counted as movement from the kingpins' space, a kingpin taking up more space gains a slightly larger gang area. A kingpin who is larger than Medium size gains a slightly larger area of control. So does a mounted kingpin, who is considered to occupy his mount's space. |
Gang
At 1st level the kingpin forms a gang around him. As long as he has 1 or more points of cunning, the kingpin can coordinate his gang. Allies within 20 ft. of the kingpin are considered to be in his gang and gain a +1 morale bonus to all their skill checks. This bonus increases by one at level 3 and every four levels thereafter (+2 at third level, +3 at 7th level, +4 at 11th level, +5 at 15th level, and +6 at 19th level).
The range at which the kingpin can coordinate his gang in increases by 10 ft. at 3rd level and every four levels thereafter. Allies need to be aware that the kingpin is there to gain the benefit, but need not actually see him, the gang extends around corners. Figure distance like movement, taking into account turns between the kingpin and his teammates. Ignore all terrain that does not block line of effect. Do not trace diagonals across corners.
Many other deeds affect the kingpins' gang. Unless otherwise noted, all allies benefit when they are within range, even if they were not there when the kingpin activated the ability. If the kingpin is rendered incapable of taking free actions (such as from being unconscious, stunned, or paralyzed) or reduced to zero cunning, the gang ceases to exist and all benefits cease but resume as soon as he is again capable of taking actions. Note that certain deeds and the recovery of cunning from a natural 20 on skill checks use the gang radius as a limitation without requiring the gang deed to be in use.
Gang Alertness
At 1st level, when the kingpin has at least one point of cunning and can act in a surprise round, so can all of the gang.
Plots Within Plots
At 1st level when a member of the gang fails a skill check, the kingpin can allow him to immediately reroll that check at the cost of one point of cunning. The ally must take the second result, even if it is worse. If the ally normally rolls more than one die for a skill check, the reroll is still only made using one die. The cost of this deed can never be reduced.
Exemplar of Skills
At 3rd level, the kingpin becomes an exemplar of skills, guiding his allies to perform tasks they're not trained to do. The gang can use all skills the kingpin is trained in even if the skill normally requires training to use. They use their own skill modifier, including any modifiers such as the morale bonus from the gang deed.
Mob Flanking
At 3rd level, the kingpin can coordinate flanking. Any enemy who is within the reach of two or more of the kingpins' gang is considered to be flanked by all of the gang. The gang can also coordinate so well that gang members no longer provide cover against the attacks of fellow gang members.
Teamwork
At 3rd level the kingpin becomes a master of tactics, guiding his gang to victory. As long as he has at least one point of cunning the kingpin grants any one teamwork feat he knows to his gang. Allies do not need to meet the prerequisites of these bonus feats. At 7th level the kingpin can share two teamwork feats. At 15th level, the kingpin can share three teamwork feats. Changing what teamwork feat(s) he shares with his gang is a standard action.
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
At 7th level, the kingpin can coax himself to action out of sequence. As an immediate action he can take a standard action. Coax self costs one point of cunning. The cost of this deed can never be reduced.
Confidence Under Stress
At 7th level, as long as he has at least one point of cunning, the kingpin can roll twice and take the better result on any check in a skill he is trained in. As a free action that costs a point of cunning, he can share this ability with his gang for one minute.
Uncanny Alertness
At 7th level, the gang become uncannily alert and gains the rogue's uncanny dodge class feature. If a gang member already has this ability, he gains the benefits of the rogue's improved uncanny dodge class feature instead. In addition, gang members in melee with an enemy does not cause other gang members to take a penalty for making ranged attacks into melee.
Coax Action
At 11th level, the kingpin can coax an ally to action. Using coax action is a standard action that 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
At 11th level, the kingpin can instruct all his gang in a specific skill (selected when the kingpin used this deed) so well that gangers can use the kingpins' skill bonus instead of their own. This is a language-dependent ability and targets must be able to hear and understand the kingpin. It is a free action for the kingpin to use this ability, but the only standard or full-round action the kingpin can take during the round is to use the skill he is sharing. The kingpin must have at least one point of cunning to use hands-on leadership and the effect lasts one round. By spending one point of cunning, the kingpin can act freely in the round when he uses hands-on leadership. It is possible to share several skills at once with hands-on leadership by paying cunning for all but the last skill shared.
Uncanny Coordination
At 11th level, as the kingpin has at least one point of cunning, the gang can act with such uncanny coordination that gang members no longer hinder other gang members from charging through their space. In addition, uncanny coordination negates the uncanny dodge abilities of enemies with respect to gang members. A creature with improved uncanny dodge has it's ability reduced to ordinary uncanny dodge. The kingpin can spend one point of cunning to completely negate even improved uncanny dodge for one round.
Coordinate Skill Tricks
At 15th level, the kingpin shares all skill tricks he knows with his gang.
Getaway
At 15th level, the kingpin can coax his gang to retreat in a coordinated manner. Each member of his gang can immediately take the withdraw action as a free action. After all gangers have moved, each ganger who fulfils the conditions of the Stealth skill can try to hide and suffer no penalties on Stealth because of his actions. Getaway is an immediate action that costs one point of cunning.
Skill Supremacy
At 15th level, the kingpin is only content with perfection. When the kingpin has made a skill check and is not satisfied with the result, he can change the result of the die to 20. Using skill supremacy is not an action but costs two points of cunning.
Coax the Gang
At 19th level, the kingpin can coax his entire gang to action. Each member of his gang can take a standard action as an immediate action. Using coax the gang is a standard action that costs three points of cunning.
Inspire Skill Supremacy
At 19th level, the kingpin can inspire skill supremacy. Only content with perfection, the kingpin can make his allies overcome even the most difficult tasks. Gangers may take 20 on any skill even when they would not normally be able to do so and without taking any extra time. Using skill supremacy is a free action, costs two points of cunning, and lasts one round.
Team Spirit
At 19th level, when a ganger fails a saving throw, the kingpin can spend a point of cunning and reroll the saving throw, using his or the ally's save modifier, whichever is best. If this second saving throw fails, the ally suffers the effect of the failed save and the kingpin can choose to either pay an additional point of cunning or suffer the same effect his ally does. If the kingpin chooses to accept the effect and the original effect also included him in its effect, he takes the result he normally would have, or the result the target suffers, whichever is worse. He does not suffer both effects.
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.
[Skill Tricks Skill tricks are listed in their own section, below].
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.
Table: Kingpin
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Gang Radius |
1st | +0 | +0 | +2 | +2 | Kingpins' cunning, deeds (gang, gang alertness, plots within plots), teamwork feat | 20 ft. |
2nd | +1 | +0 | +3 | +3 | Bonus feat, skill trick | 20 ft. |
3rd | +2 | +1 | +3 | +3 | Deeds (exemplar of skills, mob flanking, teamwork) | 30 ft. |
4th | +3 | +1 | +4 | +4 | Skill trick | 30 ft. |
5th | +3 | +1 | +4 | +4 | Teamwork feat | 30 ft. |
6th | +4 | +2 | +5 | +5 | Skill trick | 30 ft. |
7th | +5 | +2 | +5 | +5 | Deeds (coax self, confidence under stress, uncanny alertness) | 40 ft. |
8th | +6/+1 | +2 | +6 | +6 | Skill trick | 40 ft. |
9th | +6/+1 | +3 | +6 | +6 | Bonus feat | 40 ft. |
10th | +7/+2 | +3 | +7 | +7 | Skill trick | 40 ft. |
11th | +8/+3 | +3 | +7 | +7 | Deeds (coax action, hands-on leadership, uncanny coordination) | 50 ft. |
12th | +9/+4 | +4 | +8 | +8 | Skill trick | 50 ft. |
13th | +9/+4 | +4 | +8 | +8 | Teamwork feat | 50 ft. |
14th | +10/+5 | +4 | +9 | +9 | Skill trick | 50 ft. |
15th | +11/+6/+1 | +5 | +9 | +9 | Deeds (coordinate skill tricks, getaway, skill supremacy) | 60 ft. |
16th | +12/+7/+2 | +5 | +10 | +10 | Skill trick | 60 ft. |
17th | +12/+7/+2 | +5 | +10 | +10 | Bonus feat | 60 ft. |
18th | +13/+8/+3 | +6 | +11 | +11 | Skill trick | 60 ft. |
19th | +14/+9/+4 | +6 | +11 | +11 | Deeds (coax the gang, inspire skill supremacy, team spirit) | 70 ft. |
20th | +15/+10/+5 | +6 | +12 | +12 | Skill trick, supreme mastery | 70 ft. |
Feats
The following feat compliments the kingpin. In addition, all Grit and Panache feats are of special interest.
Extra Skill Tricks (General)
Benefit: Gain an additional skill trick from the list available to the kingpin. You must possess 1 rank in the skill the skill trick is related to, and it must be a class skill.
Special: If you already possess a skill trick, you instead gain two new skill tricks. This feat may be taken multiple times, each time gaining new Skill tricks.
Magic Item
Skill trick pendant
Aura moderate transmutation; CL 3rd
Slot neck; Price 6,000 gp; Weight -
DESCRIPTION
This silver necklace is adorned by an embroiled blue pendant. This pendant bestows a great boon for those versed in the art of skill tricks (any character that possesses the skill trick class feature), granting them access to a skill trick they do not possess, even if they don’t possess any ranks in the skill governing the skill trick. This pendant works to a lesser degree for those that do not possess the skill trick class feature, allowing them to use the skill trick, but only three times per day. Each pendant is created with one skill trick, chosen at the time of creation.
CONSTRUCTION
Requirements Craft wondrous item, fox’s cunning, the creator must know the skill trick to be placed in the pendant; Cost 3,000 gp
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