Crime Kingpin
Level 12Attacks
Abilities
The crime kingpin isn't Off-Guard to creatures of 12th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.
30 feet.
Allies in the aura gain a +2 status bonus to saving throws against mental effects.
Trigger An enemy damages the kingpin
Effect The kingpin issues a vendetta against the enemy. Each of the kingpin's allies who hears the command gains a +5 status bonus to their next damage roll against that enemy.
Effect: You'll Pay for That
The kingpin attempts a rapier Strike followed by a or attempt against the same enemy. These count as one attack for the kingpin's multiple attack penalty, and the penalty doesn't increase until after both attacks.
Trigger The kingpin knocks an item out of a creature's grasp using Disarm
Effect The kingpin kicks the weapon up to 20 feet in any direction. If the kingpin kicks the weapon into an ally's square, that ally can catch the weapon as a free action, Releasing anything else they're holding if necessary.
The crime kingpin shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Kingpin's Command for 24 hours.
The crime kingpin deals an additional 3d6 precision damage to Off-Guard creatures.
Kingpins build empires from the shadows, ruling their territory ruthlessly and keeping their business private. Most forge connections with the rich and powerful, doing dirty work for politicians and minor nobles in return for influence and favors that can be called in at any time.
In the underbelly of society, the lawless reign supreme.