Phlebas
First Post
In my campaign one of the PC's is involved in the thieves guild and has queried wether he can take a prestige class to rise in the ranks. We got thinking over a few beers and decided that a PrC for a crime lord would be a nice touch, especially for NPC's, but also as something to aim for your average thief. The first draft was pronounced too light for a PC, but OK for an NPC, so I added uncanny dodge and improved reactions to make progression more worthwhile. Theres not too much at the higher levels because Reputation and Leadership both have level dependent effects. Anyhow heres the class - I started with an assassin and then ripped out the killing stuff and replaced it with leadership skills so please let me know what you think (I've attached a word doc with all the tables in if you want to read in DMG style)
---------EDIT-----------
For version 2 i removed the spells which no-one seemed to like, added some sneak attack and focussed the new abilities on enhancing the leadership and reputation elements. Some of these might make reasonable feats.....
THE CRIME LORD (VERSION 2 - see attachment for Version 1)
Hit Die: d6.
Requirements
To qualify to become a crime lord, a character must fulfill all the following criteria.
Alignment: Any (normally opposed to the ruling alignment of the society)
Skills: Diplomacy 6 ranks, Intimidate 10 ranks, Disguise 4 Ranks, Perform (Orate) 3 Ranks
Feats: Leadership
Special: The character must be engaged in illegal activity.
Whether an outlaw in the woods, fighting an evil tyrant, or the master criminal in a sprawling city, the leader of the rogues, sneaks and ne’er do wells that make up the criminal elements is a specialist role.
Although a crime lord is a position of respect and garners loyalty, the character must never forget that he is a target for both the authorities and other criminal activities. In order to be able to enjoy the fruits of his labours the crime lord will often have a separate, legitimate identity. It is up to the character which, if any, of these identities is his true one
Class Skills
The crime lord’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Orate), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
BAB - as Rogue, Good reflex saves, poor will & fortitude saves
Special ability table
1 - Connected, Reputation, Bonus Feat*
2 - Inspire Fear, uncanny dodge
3 - Improved Intimidate, Sneak attack +1d6
4 - Inspire Courage, Improved Reaction +2,
5 - Enhanced Reputation, Bonus Feat*
6 - Enhanced Leadership, Sneak attack +2d6
7 - Enhanced Intimidate, Improved uncanny dodge
8 - Faithful followers, Improved Reaction +4, Bonus Feat*
9 - Frightful Reputation, Sneak attack +3d6
Class Features
All of the following are Class Features of the crime lord prestige class.
Weapon and Armour Proficiency: Crime lords are proficient with the crossbow (light), dagger (any type), dart, rapier, sap, short bow (normal and composite), and short sword. Crime lords are proficient with light armour but not with shields.
Connected (Ex): as per the birthright feat. If this Feat is already possessed, (and at 3rd level, and every two levels thereafter) the crime lord can either extend the area affected by this feat, or add another organization he is linked to (e.g. at first level he is connected to the thieves guild, by third he has contacts within the local guild council, by fifth he is linked to the local law enforcement, and by seventh he has contacts at court, at ninth he extends his influence to the entire city and not just the port area).
Reputation (ex): The crime lord adds his crime lord level to checks made against Diplomacy, Gather Information & Sense Motive. He also adds to Intimidate, though this is not effective when in his ‘legitimate’ identity (see text)
Enhanced Reputation (Ex): When on the crime lords business, his followers & cohort can add half the crime lords reputation bonus to their skill rolls
Inspire Courage (Su): A crime lord can use a speech to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the crime lord. The effect lasts for as long as the ally hears the crime lord and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level this bonus increases to +2
Inspire Fear (Su): Instead of inspiring courage in his allies, a crime lord may inspire fear in his enemies. This gives a -1 morale penalty to rolls affected by inspire courage. To be effective the enemy must be able to understand the Crime lord. At 8th level this penalty increases to +2. Note: although the crime lord can only impose one effect each round of talking, he can have both effects in operation simultaneously due to the ‘5 round thereafter’ effect
Improved Intimidate (Ex); The effect of intimidate lasts 1 round plus 1 round for every two crime lord levels above 1st
Enhanced Intimidate (Ex): When intimidating opponents it effects all enemies within a 30’ radius of the crime lord. The effect stacks with improved intimidate
Frightful Reputation (Su): Anyone of lower HD than the crime lord who is capable of recognising him will be shaken (will save DC 15+ Cha bonus) while within 100’. If the opponent is 5HD or more lower than the crime lords level then the opponent will be panicked.
Enhanced Leadership (Ex): The crime lord adds his Crime lord level as a bonus to the ‘leadership’ score (DMG p 106) for the purpose of determining number and level of followers. He also has the option of gaining additional cohorts providing the total levels of his cohorts do not exceed the maximum on the table. The normal restrictions for cohort maximum level apply
Faithful followers (Ex): His followers gain a bonus to fear saves equal to the half the crime lords level when within 100’ of the crime lord. In addition the crime lord no longer takes penalty’s to his leadership score for the death of followers (even if directly caused by the crime lord) & receives new followers in half the time it would otherwise take
Uncanny Dodge (Ex): Starting at 2nd level, a crime lord retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Reaction (Ex): At 4th level, a crime lord gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat
Improved Uncanny Dodge (Ex): A crime lord can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the crime lord. The exception to this defense is that a rogue at least four levels higher than the crime lord can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Bonus Feat: The feat must be taken from the following list: Deceitful, Diligent, Investigator, Negotiator, Persuasive. If all of these feats are possessed then Skill Focus in any class skill may be taken instead
-----------------------------
Connected [Birthright Feat]
You have many connections within an organisation and / or a region
Benefit: Choose a specific Region & Organisation with the agreement of the DM. When within the region or organisation, using the following skills, you can always take twenty providing you have time and ability to consult your contacts. Sense motive, Intimidate, Bluff, Gather Information - It will normally take several hours to find the contacts required unless you have thoroughly prepared.
Sample organisations include Lords Court, Merchants Guild, Thieves Guild, City Guard, Army, Rangers, Arcane Guild
Special: What goes around comes around - to retain these contacts you may be called upon to return the favour - you also gain a reputation as being associated with the organisation involved
----------------------------
The Organisation
When established as a criminal organization, the crime lords activities will bring in an income sufficient to support all his followers / cohort, run (but not build or purchase) a stronghold or hide-away appropriate to the area, and allow the crime lord to maintain a wealthy lifestyle.
The organization is assumed to run itself (providing at least one cohort is left in charge in the characters absence), but certain assumptions about the organization should be made by the character which act as default decisions to avoid role-playing every situation.
1. Leadership style –strong-weak, just-cruel, despotic-populist.
2. Organisation style – Loose, Fractioned, Ruling Council, Autocratic, Democratic, Centralist etc
3. Rules – Rob from rich / outsiders / specific race / organisation only, do not kill / kill for money, spread fear / support poor etc
3. Attitude to other criminal organisations, and to independent operators
The DM will determine the attitude of the law, of merchants or other affected organizations to this organization though the character can attempt to modify this over time.
If the character is taking over an existing organisation, and bringing in a very different leadership style there may be some friction. In the worse case a split could occur between the characters loyal followers and the remaining members of the guild leading to conflict.
Lastly, the organization does require leadership. Although the character may opt to leave a cohort in charge in his absence, prolonged or repeated absence may give rise to alternative leaders emerging (in game terms, a cohort/followers will become independent allowing the crime lord to recruit alternative followers
---------EDIT-----------
For version 2 i removed the spells which no-one seemed to like, added some sneak attack and focussed the new abilities on enhancing the leadership and reputation elements. Some of these might make reasonable feats.....
THE CRIME LORD (VERSION 2 - see attachment for Version 1)
Hit Die: d6.
Requirements
To qualify to become a crime lord, a character must fulfill all the following criteria.
Alignment: Any (normally opposed to the ruling alignment of the society)
Skills: Diplomacy 6 ranks, Intimidate 10 ranks, Disguise 4 Ranks, Perform (Orate) 3 Ranks
Feats: Leadership
Special: The character must be engaged in illegal activity.
Whether an outlaw in the woods, fighting an evil tyrant, or the master criminal in a sprawling city, the leader of the rogues, sneaks and ne’er do wells that make up the criminal elements is a specialist role.
Although a crime lord is a position of respect and garners loyalty, the character must never forget that he is a target for both the authorities and other criminal activities. In order to be able to enjoy the fruits of his labours the crime lord will often have a separate, legitimate identity. It is up to the character which, if any, of these identities is his true one
Class Skills
The crime lord’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Orate), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
BAB - as Rogue, Good reflex saves, poor will & fortitude saves
Special ability table
1 - Connected, Reputation, Bonus Feat*
2 - Inspire Fear, uncanny dodge
3 - Improved Intimidate, Sneak attack +1d6
4 - Inspire Courage, Improved Reaction +2,
5 - Enhanced Reputation, Bonus Feat*
6 - Enhanced Leadership, Sneak attack +2d6
7 - Enhanced Intimidate, Improved uncanny dodge
8 - Faithful followers, Improved Reaction +4, Bonus Feat*
9 - Frightful Reputation, Sneak attack +3d6
Class Features
All of the following are Class Features of the crime lord prestige class.
Weapon and Armour Proficiency: Crime lords are proficient with the crossbow (light), dagger (any type), dart, rapier, sap, short bow (normal and composite), and short sword. Crime lords are proficient with light armour but not with shields.
Connected (Ex): as per the birthright feat. If this Feat is already possessed, (and at 3rd level, and every two levels thereafter) the crime lord can either extend the area affected by this feat, or add another organization he is linked to (e.g. at first level he is connected to the thieves guild, by third he has contacts within the local guild council, by fifth he is linked to the local law enforcement, and by seventh he has contacts at court, at ninth he extends his influence to the entire city and not just the port area).
Reputation (ex): The crime lord adds his crime lord level to checks made against Diplomacy, Gather Information & Sense Motive. He also adds to Intimidate, though this is not effective when in his ‘legitimate’ identity (see text)
Enhanced Reputation (Ex): When on the crime lords business, his followers & cohort can add half the crime lords reputation bonus to their skill rolls
Inspire Courage (Su): A crime lord can use a speech to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the crime lord. The effect lasts for as long as the ally hears the crime lord and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level this bonus increases to +2
Inspire Fear (Su): Instead of inspiring courage in his allies, a crime lord may inspire fear in his enemies. This gives a -1 morale penalty to rolls affected by inspire courage. To be effective the enemy must be able to understand the Crime lord. At 8th level this penalty increases to +2. Note: although the crime lord can only impose one effect each round of talking, he can have both effects in operation simultaneously due to the ‘5 round thereafter’ effect
Improved Intimidate (Ex); The effect of intimidate lasts 1 round plus 1 round for every two crime lord levels above 1st
Enhanced Intimidate (Ex): When intimidating opponents it effects all enemies within a 30’ radius of the crime lord. The effect stacks with improved intimidate
Frightful Reputation (Su): Anyone of lower HD than the crime lord who is capable of recognising him will be shaken (will save DC 15+ Cha bonus) while within 100’. If the opponent is 5HD or more lower than the crime lords level then the opponent will be panicked.
Enhanced Leadership (Ex): The crime lord adds his Crime lord level as a bonus to the ‘leadership’ score (DMG p 106) for the purpose of determining number and level of followers. He also has the option of gaining additional cohorts providing the total levels of his cohorts do not exceed the maximum on the table. The normal restrictions for cohort maximum level apply
Faithful followers (Ex): His followers gain a bonus to fear saves equal to the half the crime lords level when within 100’ of the crime lord. In addition the crime lord no longer takes penalty’s to his leadership score for the death of followers (even if directly caused by the crime lord) & receives new followers in half the time it would otherwise take
Uncanny Dodge (Ex): Starting at 2nd level, a crime lord retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Reaction (Ex): At 4th level, a crime lord gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat
Improved Uncanny Dodge (Ex): A crime lord can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the crime lord. The exception to this defense is that a rogue at least four levels higher than the crime lord can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Bonus Feat: The feat must be taken from the following list: Deceitful, Diligent, Investigator, Negotiator, Persuasive. If all of these feats are possessed then Skill Focus in any class skill may be taken instead
-----------------------------
Connected [Birthright Feat]
You have many connections within an organisation and / or a region
Benefit: Choose a specific Region & Organisation with the agreement of the DM. When within the region or organisation, using the following skills, you can always take twenty providing you have time and ability to consult your contacts. Sense motive, Intimidate, Bluff, Gather Information - It will normally take several hours to find the contacts required unless you have thoroughly prepared.
Sample organisations include Lords Court, Merchants Guild, Thieves Guild, City Guard, Army, Rangers, Arcane Guild
Special: What goes around comes around - to retain these contacts you may be called upon to return the favour - you also gain a reputation as being associated with the organisation involved
----------------------------
The Organisation
When established as a criminal organization, the crime lords activities will bring in an income sufficient to support all his followers / cohort, run (but not build or purchase) a stronghold or hide-away appropriate to the area, and allow the crime lord to maintain a wealthy lifestyle.
The organization is assumed to run itself (providing at least one cohort is left in charge in the characters absence), but certain assumptions about the organization should be made by the character which act as default decisions to avoid role-playing every situation.
1. Leadership style –strong-weak, just-cruel, despotic-populist.
2. Organisation style – Loose, Fractioned, Ruling Council, Autocratic, Democratic, Centralist etc
3. Rules – Rob from rich / outsiders / specific race / organisation only, do not kill / kill for money, spread fear / support poor etc
3. Attitude to other criminal organisations, and to independent operators
The DM will determine the attitude of the law, of merchants or other affected organizations to this organization though the character can attempt to modify this over time.
If the character is taking over an existing organisation, and bringing in a very different leadership style there may be some friction. In the worse case a split could occur between the characters loyal followers and the remaining members of the guild leading to conflict.
Lastly, the organization does require leadership. Although the character may opt to leave a cohort in charge in his absence, prolonged or repeated absence may give rise to alternative leaders emerging (in game terms, a cohort/followers will become independent allowing the crime lord to recruit alternative followers
Attachments
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