Mascot (Apath)

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Unofficial rules compendium

A class clown or team pet, the mascot is a charming creature who might not be personally impressive, but inspires those around him to greater deeds. Mascots are often of a race unusual in their setting or otherwise distinctively unusual. Many mascots have a masked professional identity, using a clown mask or animal costume while in the act, giving their normal identity some anonymity. This is a self-imposed limit, the mascot can turn on his cunning charm at any time, in costume or not.

Class Information

Alignment: Any

Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8

Class Skills

The mascot's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8+ Int per level

Class Features

The mascot has all the kingpin's class features, except as noted.

Weapon and Armor Proficiency

The mascot is proficient with all simple weapons and with the lasso, net, sap and whip. He is proficient in light armor, but not with shields.

Cunning Charm (Ex)

The mascot has a cunning pool based on Charisma instead of a intelligence. It is otherwise identical to the kingpins' cunning ability and the two can be used interchangeably.

Deeds (Ex)

The following deeds replace some of the kingpins' deeds.

Distraction (Ex)

From 3rd level, the mascot can put on a charming comedy performance that attracts attention and puts others at ease. This is a mind-affecting charm effect. Each creature to be affected must be within the area of the mascot's gang ability and able to see the mascot. A Will save (DC of 10 + 1/2 the mascot's class level + his Charisma modifier) is allowed to negate the effect, but since it is not magic, dispel magic and similar remedies have no effect. Once a creature succeeds at a save against distraction, it cannot be affected by this ability from this mascot for 24 hours. Activating this ability is a standard action that costs two points of cunning. It requires a move action each round to maintain the effect. Victims are fascinated and will take no actions except to follow the mascot at their normal speed if he moves, maintaining their approximate relative position. If those affected end their turn outside the area, the effect on them ends. If onlookers come into the area, they must save or be affected. The Distraction of a nearby combat or other danger negates fascination. Allies that know the mascot from before are immune. This replaces the exemplar of skills deed.

Luck of Fools (Ex)

At 11th level, the mascot can distract opponent's just when they need to be focused and focus allies just when they need to react. When a creature within the mascot's gang radius rolls a Reflex or Will saving throw, after the result is announced, the mascot can spend an immediate action and three points of cunning to make that creature to reroll its saving throw. The new result applies, whether it is better or worse. This replaces the hands-on leadership deed.

Path of Life Defense (Ex)

When not wearing armor or using a shield and with light encumbrance, the mascot adds his Charisma bonus (if positive) as a dodge modifier to armor class and CMD. In addition, a mascot gains a +1 to this bonus at 5th level. This bonus increases by 1 for every five mascot levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses this bonus when denied his Dexterity bonus to armor class.

Table: Mascot

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Gang Radius
1st +0 +0 +2 +2 Cunning charm, deeds (gang, gang alertness, plots within plots), path of life, teamwork feat 20 ft.
2nd +1 +0 +3 +3 Bonus feat, skill trick 20 ft.
3rd +2 +1 +3 +3 Deeds (distraction, mob flanking, teamwork) 30 ft.
4th +3 +1 +4 +4 Skill trick 30 ft.
5th +3 +1 +4 +4 Path of life +1, 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 Path of life +2, skill trick 40 ft.
11th +8/+3 +3 +7 +7 Deeds (coax action, luck of fools, 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), path of life +3 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 Path of life +4, skill trick, supreme mastery 70 ft.
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