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| Mephibosheth10-06-05, 03:44 PM | I've also posted this on www.giantitp.com, so feel free to disregard if you've seen it there. Anyway... I have came up with the idea to design a Mafia-based PrC yesterday that capitalizes on some seldom-used (at least in my limited experience) abilities provided by D&D rules, specifically, the ability to demoralize your opponent in combat, the rules for garrote attacks found in “Song and Silence,” and the Leadership feat. These abilities correlate relatively well to three major Mafia roles: the guy who delivers threats, the guy who follows through on threats, and the mind behind the mob (i.e. Don Vito and the like). Thus, I have created the Mouth, Mind, and Muscle Mafiosi PrC’s. This post and the following two contain the traits as they stand. I would welcome any constructive criticism/suggestions/rants/etc. THE MAFIOSI Mafiosi come in three forms: mouth, mind, and muscle. Mouth Mafiosi serve as intimidators and persuaders for organized crime syndicates, Muscle Mafiosi serve as enforcers, and Mind Mafiosi organize the syndicate and direct the other members. General Traits Level Special 1 The Family +2 2 3 4 5 The Family +4 6 7 8 9 The Family +6 10 Special Abilities The Family – Mafiosi work better in groups. Any time a Mafiosi of any type is working in conjunction with at least one other Mafiosi, they both gain a bonus of +2 at 1st level, +4 at 5th level, and +6 at 9th level on a certain skill. Mouth Mafiosi gain a bonus on intimidate checks, Muscle Mafiosi gain the bonus on grapple checks, and Mind Mafiosi gain the bonus on diplomacy checks. MOUTH MAFIOSI Hit Die: d8 Requirements Alignment: any non-good Skills: Intimidate 8 ranks, Bluff 5 ranks, Forgery 5 ranks, Gather Information 3 ranks Feats: Persuasive Special: The character must have been formally inducted into a criminal organization of some sort. Examples include a thief’s guild, a secret society, a gang, and an organized crime ring. Class Skills The Mouth Mafiosi’s class skills are: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Slight of Hand, Spot, Tumble, and Use Rope. Skill Points per Level: 4 + intelligence modifier BAB: as Cleric Fort: poor Ref and Will: good Level Special 1 Calling Card, Offer You Can’t Refuse 2 Hey, You Over There! +5ft 3 Fast Intimidate (move) 4 Sneak Attack +1d6, I Can Have That Effect on People (frightened) 5 Hey, You Over There! +10ft 6 Fast Intimidate (free), Blackmail 7 Hey, You Over There! +15ft 8 Sneak Attack +2d6, I Can Have That Effect on People (panicked) 9 Hey, You Over There! +20ft 10 I Can Have That Effect on People (paralyzed) Special Abilities Calling Card – Beginning at level 1, a Mafiosi cultivates a unique identity, known as a calling card. This identity should be determined by the player and subject to the veto of the DM. Calling Cards are visual or behavioral quirks that reveal the identity of the Mafiosi to those familiar with the calling card (for example, a Mafiosi may be seen always eating lemon drops, may wield a distinctive weapon or have a unique style, or may have a prominent scar/facial feature that identifies him). Any humanoid that sees the Mafiosi automatically makes a Knowledge (local) check to recognize the Mafiosi. The DC for this check is 25 – the Mafiosi’s class levels (thus, a 5th level Mafiosi can be identified on a DC 20 Knowledge check) for characters who are not from the Mafiosi’s home country, 20 – the Mafiosi’s class levels for characters who are from the Mafiosi’s country but not from his hometown or territory, and 15 – the Mafiosi’s class levels for residents of the Mafiosi’s hometown or territory. In the case of a Mouth Mafiosi, when attempting to demoralize any character that has successfully identified him/he, instead of only lasting a single round, a Mouth Mafiosi’s demoralized opponents are shaken for a number of rounds equal to the Mouth Mafiosi’s class levels. Offer You Can’t Refuse – When making a diplomacy check for a character that has successfully identified him/her, a Mouth Mafiosi adds his ½ of his intimidate modifier to the check. Hey, You Over There! – Beginning at 2nd level, a Mouth Mafiosi can demoralize opponents at greater distances than normal. The range of a Mouth Mafiosi’s demoralization ability increases by 5 feet at 2nd level, and increases again at 5th level and every two levels thereafter. Fast Intimidate – Beginning at 3rd level, a Mouth Mafiosi can make an intimidate check to demoralize an opponent as a move action instead of a standard action. At 6th level, the Mouth Mafiosi can demoralize an opponent as a free action. I Can Have That Effect on People – Starting at 4th level, a Mouth Mafiosi has the ability to produce greater fear than normal in demoralized opponents. At 4th level, number of times per day equal to his/her charisma modifier, a Mouth Mafiosi can render an opponent Frightened (as if affected by a Cause Fear spell). At 8th level, the Mafiosi can render the opponent panicked (as if affected by a Fear spell), and at 10th level, the Mouth Mafiosi can render an opponent paralyzed. With the exception of paralysis (which lasts for 1 round), these effects last 1 round per Mafiosi level. Blackmail – Beginning at 6th level, a Mouth Mafiosi can combine the Forgery skill and the Intimidate skill to intimidate an opponent at long distances. The Mouth Mafiosi must attempt a Forgery check against the target. If the Mouth Mafiosi succeeds, he/she may make an intimidate check as normal, regardless of the distance between the two people (this represents the Mouth Mafiosi sending the target a threatening letter or other means of written/symbolic communication). If successful, determine the results as if it had been a standard intimidate check. |
| Mephibosheth10-06-05, 03:45 PM | MUSCLE MAFIOSI Hit Die: d10 Requirements: Alignment: any non-good Base Attack Bonus: +5 Skills: Hide 4 ranks, Move Silently 4 ranks Feats: Improved Unarmed Strike, Exotic Weapon Proficiency (cord garrote, wire garrote, locking garrote), Combat Expertise Special: Sneak Attack/Sudden Strike +1d6 Class Skills: The Muscle Mafiosi’s class skills are: Bluff, Climb, Craft, Disguise, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Search, Slight of Hand, Spot, and Tumble. Skill Points Per Level: 2 + intelligence modifier BAB: as Cleric Fort and Ref: good Will: poor Level Special 1 Calling Card, Improved Grapple 2 Garrote Focus +1 3 Sneak Attack +1d6 4 Improved Disarm 5 Improved Garrote (first round), Garrote Focus +2 6 Sneak Attack +2d6 7 Improved Trip 8 Deft Grappling 9 Sneak Attack +3d6, Garrote Focus +3 10 Improved Garrote (continuous) Special Abilities Calling Card – Beginning at level 1, a Mafiosi cultivates a unique identity, known as a calling card. This identity should be determined by the player and subject to the veto of the DM. Calling Cards are visual or behavioral quirks that reveal the identity of the Mafiosi to those familiar with the calling card (for example, a Mafiosi may be seen always eating lemon drops, may wield a distinctive weapon or have a unique style, or may have a prominent scar/facial feature that identifies him). Any humanoid that sees the Mafiosi automatically makes a Knowledge (local) check to recognize the Mafiosi. The DC for this check is 25 – the Mafiosi’s class levels (thus, a 5th level Mafiosi can be identified on a DC 20 Knowledge check) for characters who are not from the Mafiosi’s home country, 20 – the Mafiosi’s class levels for characters who are from the Mafiosi’s country but not from his hometown or territory, and 15 – the Mafiosi’s class levels for residents of the Mafiosi’s hometown or territory. In the case of the Muscle Mafiosi, all foes who recognize the Muscle Mafiosi take a -1 penalty on attack roles against the Muscle Mafiosi as long as they are in a space threatened by the Muscle Mafiosi. This aspect of the calling card is not in effect the Muscle Mafiosi is Flat-Footed or otherwise denied his/her dex bonus to AC. Garrote Focus – Beginning at 2nd level, a Muscle Mafiosi becomes more adept than most at garroting foes. He/She gains a bonus of +1 to damage while attempting to garrote a foe. This bonus increases to +2 at 5th level and +3 at 9th level Improved Garrote – Beginning at 5th level, when a Muscle Mafiosi successfully initiates a garrote against an opponent who cannot apply his dex bonus to AC, he/she deals sneak attack damage in addition to the normal damage for the first turn of the garrote. Beginning at 10th level, the Muscle Mafiosi is able to deal sneak attack damage for every round of the garrote. Deft Grappling – Beginning at 8th level, a Muscle Mafiosi may attempt to either trip or disarm at no penalty while engaged in a grapple. |
| Mephibosheth10-06-05, 03:45 PM | MIND MAFIOSI Hit Die: d6 Requirements: Alignment: any non-good Skills: Bluff 10 ranks, Intimidate 10 ranks, Diplomacy 10 ranks Feats: Leadership Special: The Family +4 Class Skills The Mind Mafiosi’s class skills are: Appraise, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Search, Sense Motive, Slight of Hand, Speak Language, Spot Skill Points per Level: 6 + intelligence modifier BAB: as Cleric Fort and Ref: Poor Will: Good Level Special 1 Calling Card, Improved Leadership (+2) 2 Offer You Can’t Refuse 3 The Day of My Daughter’s Wedding 4 Diplomatic Efficiency 5 Improved Leadership (1 level lower) Special Abilities Calling Card – Beginning at level 1, a Mafiosi cultivates a unique identity, known as a calling card. This identity should be determined by the player and subject to the veto of the DM. Calling Cards are visual or behavioral quirks that reveal the identity of the Mafiosi to those familiar with the calling card (for example, a Mafiosi may be seen always eating lemon drops, may wield a distinctive weapon or have a unique style, or may have a prominent scar/facial feature that identifies him). Any humanoid that sees the Mafiosi automatically makes a Knowledge (local) check to recognize the Mafiosi. The DC for this check is 25 – the Mafiosi’s class levels (thus, a 5th level Mafiosi can be identified on a DC 20 Knowledge check) for characters who are not from the Mafiosi’s home country, 20 – the Mafiosi’s class levels for characters who are from the Mafiosi’s country but not from his hometown or territory, and 15 – the Mafiosi’s class levels for residents of the Mafiosi’s hometown or territory. In the case of the Mind Mafiosi, add together all levels in any Mafiosi prestige class for determining the modifier on the Knowledge (local) check. Additionally, when attempting to attract a cohort within one step of his/her alignment, the Mouth Mafiosi’s reputation score is not affected by having caused the s of previous cohorts as long as the prospective cohort successfully recognizes the Mafiosi. Improved Leadership – Beginning at 1st level, a Mind Mafiosi gains a +2 bonus to his/her reputation score for the purpose of attracting cohorts or followers. Additionally, beginning at 5th level, he/she gains the ability to attract a cohort one level lower than his/her own, instead of the normal restriction of two levels lower. Offer You Can’t Refuse – Beginning at 2nd level, a Mind Mafiosi may add ½ of his/her intimidate modifier to diplomacy checks. This ability is identical to the ability of the Mouth Mafiosi. If the Mind Mafiosi already has this ability, the bonus increases to ¾ of his/her intimidate modifier. The Day of My Daughter’s Wedding – Beginning at 3rd level, a Mind Mafiosi begins to collect favors owed from members of the community. At any given time, a Mind Mafiosi may be owed a number of favors equal to his/her class level plus his/her charisma modifier. In order to accumulate favors, the Mind Mafiosi must perform some service to the individual, who will then be indebted to the Mind Mafiosi. To call in a favor, the Mind Mafiosi must either be able to talk to the target or communicate via intermediaries, spells, letters, or any other means of communication. In person, calling in a favor counts as a full-round action that provokes an attack of opportunity. The duration for calling in a favor in any other circumstances varies at the discretion of the DM. A favor may be granted willingly, or may be taken forcefully. An unwilling target may make a will save (DC 10 + the Mind Mafiosi’s intimidate modifier) to avoid returning the favor. If a target successfully avoids returning a favor, the Mind Mafiosi must take some sort of punitive action or seek recompense (a promise of another favor in the future, a formal apology, broken knees, etc). For every week that the Mind Mafiosi does not act on an unfulfilled favor, his/her reputation score decreases by 1. If and when he/she is successful in seeking recompense, his/her reputation score returns to normal. Diplomatic Efficiency – Beginning at 4th level, a Mind Mafiosi gains the ability to influence a person’s behavior with very little effort. When attempting a diplomacy check against any individual who has successfully identified a Mind Mafiosi, the Mind Mafiosi may make the diplomacy check as a full round action at no penalty. |
| JesteroftheDeep10-06-05, 06:07 PM | Cool THe thing is, there is no better word to discribe these classes other than ,just, COOL |