Kingpin (Apath)

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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

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

Hit Die: d8

Class Skills

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

Skill Ranks per Level: 8+ Int per level

Class Features

Weapon and Armor Proficiency

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

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

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

Kingpins' Cunning (Ex)

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

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

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

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

Deeds (Ex)

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

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.

Skill Deeds are listed in their own section, below]].

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 are listed in their own section, below]].

Teamwork Feats (Ex)

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

Bonus Feats (Ex)

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

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

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.

Skill Tricks

The following skill tricks are available to kingpins.

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 which is the most valuable unattended item 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 and 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.


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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