View Full Version : Base class (3.5) The Gangster (Peach)

Baron Faey
2012-08-16, 12:17 PM
So the group I DM for just finished a campain set in 1920's New York. For that campain I wrote three classes: the boxer, the dective, and the gangster. A player (BRC) who played a gangster wanted this class posted to the playground. When he played the class it seemed a bit stronger than I was hoping for, so I nerfed it a bit. Here is the second version of the gangster, I am hoping this is around T3.
Thanks to BRC and Lohj for help on this.

Some notes on the setting
Yagora and Skul: This campain took place in the same world as a previous campain where we had played as part of the inquisition of Yagora (a homebrewed deity). During that campain we befriended and adventured with an orcish mercenary named Krak Yer Skul.
The Rainmen : Rainmen are a humanoid race who emerge from puddles every so often during rainstorms. They are fast learners, although susceptible to enchantment effects.
Change Log
08-18: Changed how infamous workes.

Alignment: Any
Hit Die: d8

Class Skills
The Gangster has the following class skills: Appraise (int), Bluff (cha), Craft (int), Diplomacy (cha), Drive (dex), Hide (dex), Intimidate (cha), Forgery (int), Gather Information (cha), Knowledge (local), Knowledge (government and law), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Search (int), Sense Motive (wis), Sleight of hand (dex), and Spot (wis).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Gangster
{table=head] LV|BAB|Fort|Ref|Wil|Special
1st|+0|+0|+2|+0|Mafioso, Sneak Attack +1d6, Special Talent
2nd|+1|+0|+3|+0 |Mafia knack +2
3rd|+2|+1|+3|+1|Special Talent
4th|+3|+1|+4|+1|Sneak Attack +2d6
5th|+3|+1|+4|+1|Mafioso, Special Talent
6th|+4|+2|+5|+2|The family never dies
7th|+5|+2|+5|+2|Sneak Attack +3d6, Special Talent
8th|+6|+2|+6|+2|Mafia knack +3
9th|+6|+3|+6|+3|Special Talent
10th|+7|+3|+7|+3|Mafioso, Sneak Attack +4d6
11th|+8| +3|+7|+3|Specialty
12th|+9|+4|+8|+4|Wicked Smile
13th|+9|+4|+8|+4|Sneak Attack +5d6, Specialty
14th|+10|+4|+9|+4|Mafia knack +4
15th|+11|+5|+9|+5|Mafioso, Specialty
16th|+12|+5|+10|+5|Sneak Attack +6d6
19th|+14|+6|+11|+6|Sneak Attack +7d6, Expertise
20th|+15|+6|+12|+6|Mafia knack +5, Mafioso

Class features

Weapon and armor proficiencies: A gangster is proficient with light armor, and simple and martial weapons.

Sneak Attack: If a gangster can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The gangsters attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the gangster flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three gangster levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a gangster can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A gangster can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The gangster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A gangster cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Special talents: At the 1st, 3rd, 5th, and 9th, levels, a gangster gains a special talent
A little bird told me…: You gain a familiar as per the sorcerer class feature.
A friend in the car: You gain a loyal driver and one basic automobile (IE a Fjord sedan). Should the driver be killed, you are able to find another in 1d4 days. Should the car be destroyed, usually your supporting mafia will provide another within 2d6 days. The driver is an expert with a level of yours -4 (min 1).
Bribery: You may make a diplomacy check in place of a bluff check. This may be done even if the original bluff failed if the target fails a will save (DC 10+1/2 level + cha). The DC remains the same, although you must pay the target (level^2 x DC/10) in GP for this to work. If you pay twice or more than twice that amount, you gain a +4 bonus on the check.
Forget about it: A target within close range (25+2.5/LV feet) must make a will save (DC 10+1/2 level + cha mod) or forget the last (1/point they failed the DC by) minutes. You may use Forget About It once a day per 4 levels (round up), but a single creature may not be targeted more than once per day.
Forgive me, I’m a clumsy person: Once per day/3 levels (round up), you may cast shatter on one object within 5ft of you. Your effective caster level for this spell is equal to your gangster level.
Hypothetically of course: After making a successful intimidate check to convince someone to help you, you may make a bluff check. The DC is equal to the intimidate result you just made. If you succeed, the target’s attitude does not shift to a lower step after you leave.
Knee breaker: You may make a single attack as a full round action. If this hits, and deals at least 5+5*size modifier to AC (min 1) damage, the creature has its speed reduced by half. This attack may only be done from within 30ft of the target.
Lay low: You learn how to not be found. Whenever you are laying low, any attempts to gather information to find you take a penalty equal to your level. In addition, you gain a SR of 10+LV against any divination spells that would locate you.
Make ‘em an offer they can’t refuse: You may take X on diplomacy checks, where X is equal to 5+1/2 your ranks in intimidate. This does not increase the time it takes to make a diplomacy check. If a creature has a bonus against feat affects, you take a penalty on this check equal to that bonus. If a creature is immune to fear effects, you take a -20 if you use this ability against them.
Molotov: You gain the ability to create molitov cocktails of greater potency than others. Each cocktail costs 20gp to make, and deals 1d6/2lvs (round up) fire damage in a 5 ft (round up) burst. Creatures in the burst may make a reflex save (DC 10+ ½ gangster level+ Int mod) for half damage.
Play the law: You gain a 5%/LV chance of being able to avoid imprisonment for crimes you commit. If a police officer observes you breaking the law, they will likely try to arrest you, but trials will (more often than usual) end with hung juries, mistrials, and/or missing witnesses.
Special skills: You may add two skills to your list of gangster class skills.
Shoulda’ bought fire insurance: You may cast burning hands once every 1d4 rounds. The save is Cha based, and your CL is equal to your gangster level.
Torpedo: You gain a +1 bonus on all attack rolls and damage rolls you make. This can be taken up to 5 times.
Would I lie to ya’? You may make an intimidate check to recover from a failed bluff check. The intimidate check must beat the target’s original sense motive in order for this to work.
What? A law abiding citizen like me? Your alignment now registers as lawful neutral for the purpose of divination magic. In addition, any magic or psionic effects that would make you tell the truth must overcome an SR (equal to your gangster level +15) in order to affect you. This SR has no affect on other spells.

Mafioso: You gain benefits based on what mafia you are in. You gain these benefits at the 1st, 5th, 10th, 15th, and 20th levels. Each mafia normally only accepts members of one or two races. In addition, each mafia has a code. If a gangster breaks that code, they cannot use their mafioso abilities until they are again in good standing with the family (usually doing a job (an adventure) or giving a gift will be sufficient to regain good standing.)

{table=head] Mafia|Description and benefits
Baatorian Guard|Mafia of the Arch-Devil, members learn soul powered magic.
Chapare’s|A Dwarf and Dragon mafia, its members are influential in the banking system.
Followers of the Third|The child of the disbanded Yagorian inquisition.
Freelancer|Non affiliated, learns a variety of skills
Giblin|Gnomish brewers, they have a collection of secret recipes for alcoholic beverages with abnormal effects, and modified molotovs.
Lightfoot Cartel|A Halfling smuggling ring. Their members can get stuff quickly, and move stuff quietly.
Skul|Descendents of the famous Krak Yer Skul. Members learn the secret fighting technique of Skul: hit them harder more.
Stravadi|Elfish mafia. Does not forget and is very patient. Primary law keepers in central park.
Rain Guild|A coalition of Rainmen and supporters who protect Rainmen and teach them skills needed in NY.
Under King’s Court|Dwarf and undead allegiance for keeping order in Under York

Baatorian Guard
Race: Any
Code: All members of the Baatorian Guard must be evil.
Skills: Diplomacy, Intimidate, and Perform
1st: Devil’s body: You gain 4 attribute points which may be spent to improve your attributes however you wish.
5th: Devil’s magic: 1/3 levels (round down) each day you may cast a spell of up 1/3 your level (round down). These spells may be cast from two cleric domains of your choice, one of which must be evil.
10th: Devil’s Soul: You become immune to mind influencing effects except those done by the creature that owns your soul. In addition, you are geased to perform at least one evil act every nine days.
15th: Improved Devil’s magic: You may add a third domain from which you may cast spells when using your Devil’s magic.
20th: Executive Member: You may now collect souls of the fallen by spending a full round action which provokes an attack of opportunity, absorbing it from a target slain within the last round. The target may make a will save (DC 10 + ½ gangster level + cha mod) to negate. If they fail, you gain their soul. While you have their soul, they may not be revived, and you may consume the soul to gain an additional use of Devil’s magic. A creature who has had its soul consumed requires a wish or miracle spell to revive it. You may only possess one soul at a time.

Race: Dwarf or Dragon
Code: Must be lawful. Must never support or engage in unlawful actions (loopholes are perfectly acceptable.)
Skills: appraise, diplomacy, and profession
1st: A debt to settle: Whenever a creature damages you, you gain a +1/5 LVs (round up) bonus on your next attack and damage rolls against them. This bonus lasts until you land a hit, and you may regain the bonus if they damage you again. In addition, if they trick you out of, or steal/damage, your money or property, you gain a +2/5 LVs (round up) bonus on all opposed skill checks against them for 1 day after learning of their action.
5th: A friend in the money business: You gain (500*lv)gp each time you level in gangster as long as you are in good standing with the Chapare family. You gain this money when you first get this ability.
10th: Life Insurance: You may purchase life insurance from a certain friend of the Family. You may have no more than nine policies at any one time. The following policies are available: basic (30,000gp): should you be killed, you are resurrected (to -9HP) one minute later, but receive one negative level; advanced (60,000): should you be killed you are immediately resurrected to full health and do not gain a negative level; Premium (80,000) should you be killed, you are immediately resurrected (as per true resurrection) at a place of your choosing (chosen when the policy is bought). Should you have multiple policies active, you may choose which one to use. You may sell life insurance to people outside the family, but they are requires to pay an additional 10%.
15th: Midas touch: You gain the ability to cause one creature to turn into a gold statue (as per the flesh to stone spell, (CL=gangster lv)). The amount of gold in these statues is equal to 100*2^size modifier to AC. The creature may make a fort save (DC 10 + ½ LV + cha mod) in order to negate this ability. Creatures add their AC size modifier to their saving throw. You may use this ability once per week.
20th: Heart of Gold: You have a golden clockwork heart replace your biological one. This confers the following benefits: you may hold your breath for ten times the normal length; you no longer can become exhausted, you cannot die from old age, and you may use your Midas touch ability once per day instead of once per week.

Followers of the Third
Race: Any (must be a worshipper of Yagora, and follow the teachings of the third prophet)
Code: Must follow Yagora and desire to destroy all heretics.
Skills: Gather Information, Knowledge (religion), and Sense Motive
1st: Religious Scholar: Knowledge (religion) becomes a gangster class skill for you.
Smite infidel: You gain the ability to smite evil and those that the church of Yagora has declared heritics. This allows you to add you charisma to one melee attack roll, and 1d6/lv + cha to the damage roll if it hits. You may smite infidels once a day/four levels (round up.)
5th: The righteous shall triumph: You gain diehard as a bonus feat if you do not already possess it. While at less than 0 HP, you may add ½ your charisma to all attack and damage rolls, and saving throws.
10th: One of Us: You are mentally linked into the Follower’s collective. This allows you to make gather information checks as a standard action (although only once/question in this manner), and allows you to make multiple rolls on any knowledge: religion checks you make (each roll beyond the first as a full round action.) In addition, you are immune to mind influencing effects and any creature which attempts to read your mind must make a will save (DC 10 + ½ level + Cha mod) or be stunned for one round.
15th: Yagora sees all: You can use clairvoyance/clairaudience for a number of minutes each day equal to your gangster level. The time may be split up into increments of no less than one minute. In addition, you gain a permanent true seeing.
20th: Avatar of Yagora: Your type changed to outsider (native). In addition, you are always aware if someone is lying to you, and if they do you may use holy word against them and they are treated as being evil for the purposes of the spell. Also, you may use clairvoyance/clairaudience on any follower of the Third without it counting against your daily use, and they are not allowed a save against the effect.

Race: Any
Code: Any
Skills: Any two (player’s choice)
1st: They call me to…: Choose one skill. Whenever you use that skill you may roll twice and use the higher result.
5th: (Wo)man of many talents: You may learn any Mafia’s 1st or 5th level bonus feature.
10th: I work best alone: Whenever you believe yourself to be unobserved by other creatures, you may roll twice and use the higher result on all skill checks. If you later learn that you were observed when gaining this bonus, the shock causes you to be unable to gain this bonus for one week.
15th: (Wo)man of many talents: You may learn any Mafia’s 10th or 15th level bonus feature.
20th: Factotum: Each day you may decide what abilities your (wo)man of many talents abilities grants you.

Race: Gnome
Code: Must report all activity to head of the Giblin family, must run or assist in the running of a speakeasy or other alcohol selling establishment. This establishment must be profitable, and 10% of its profits go to the family.
Skills: Craft (Alchemy), Profession, and Sense Motive
1st: Brewmaster: You gain the Molotov special talent.
5th: Advanced alchemy: Any poison or alchemical device you use has its DC increased by 1/5 your level (round up). In addition, you no longer risk poisoning yourself whenever you use poisons.
10th: Improved Molotov: You may, by making a alchemy check (DC 20) convert a Molotov cocktail so that it deals either acid(+1/2 damage next round), cold (covers ground with a thin layer of ice, requires balance DC 20 to walk across (DC 10 at half speed, DC 30 at charge or faster), fire (creatures that fail a reflex save are also dazzled), electricity (DC+4 if target has more than 1lb of metal on them, +8 if they are in metal armor), or sonic (targets must make a fort save (same DC as ref save) or become deafened for 1 round/ 2 gangster levels (round up)). Performing this conversion requires a minute of work/cocktail, and the effects last for 8 hour.
15th: Special drink: You gain the ability to brew following mixtures. You may brew 1/day at level 15, 2/day at level 17, and 3/day at level 19. They take 10 minutes to brew.
Distilled ad nauseum: Creatures within 10ft of a bottle of this when its opened (or broken) must make a for save each round (DC 10 + ½ your LV + int mod) or take 1d4 temporary dex and wis damage as they become rapidly inebriated. When their wisdom hits 0, they fall unconscious. Each round after this, they lose 1 point of Con from alcohol poisoning. The mixture remains potent for 1 round/ 2 levels (round down) after being opened. The damage heals at a rate of 1/hour.
Hard liquor: This drink imbues the drinker with a DR of (1/2 your LV(round down))/adamantine for 10 minutes/level.
Mickey's marvelous mixture: The drinker of this gains a pool of luck points equal to one half (round down) your level. These points may be spent to add to any d20 roll that the drinker makes on a 1 to 1 basis. Unspent points disappear at the end of the day.
Mother Molotov: This deals 1d6/level damage in up to a 5ft/level radius (the brewer chooses how big the explosion is when she brew is). Creatures in the blast zone may make a ref save(DC 10 + ½ your LV + int mod) for half damage. This may be delayed up to five rounds, although any source of more than five fire damage will cause it to explode. This may be augmented to deal other types of damage (see improved Molotov), although it still needs fire as its source of ignition.
Sunrise surprise: The drinker of this mixture must make a fort save (DC 10 + ½ your LV + int mod) or fall asleep until they are touched by sunlight.
20th: Immortal brew: You are taught the formula to an elixir of life. As long as you have access to an alchemy lab, you do not age.

Lightfoot Cartel
Race: Hafling
Code: Never let the police find the goods or a warehouse, always get the goods in on time, pay for any goods taken from the cartel.
Skills: Hide, Knowledge Local, Sleight of Hand
1st: Wheelman: You gain the a friend in the car ability. In addition, given sufficient notice (generally a few days) the cartel can provide you with a truck, boat, or more exotic vehicle. The cartel generally will expect the vehicle returned after a few days, and will not lend an expensive vehicle to a lesser known (lower level) member.
5th: Just the Place: You learn the location of several secret storehouses in whatever city you are in. These houses are usually stocked with healing items (potions, scrolls etc), a small cache of masterwork weapons and ammunition, and a variety of illicit goods. If you take any of the items in a store house you are expected to pay for them or replace them by the end of the week.
10th:Lucky’s Pockets: You are given a unique magic item: Lucky’s Pocket’s. These pockets can be sown into any piece of clothing (typically boots or trenchcoats). To most people it looks simply like a pocket. To cartel members, and detectives (the class) at least four levels higher than the gangster, it functions as a portable hole.
15th:Fell off a truck: You gain the ability to pull out cheap items from your Cartel Pocket. This takes a full round action that provokes an attack of opportunity. The cost of any single item cannot exceed 50xLV GP. Each time a gangster retrieves an item this way, they accumulate a debt to the cartel equal to the cost of the item they retrieved. If their debt ever exceeds 50xLVxCharisma modifier GP (min 50xLV GP), the gangster is unable to use this ability. The gangster may pay off debt by dropping money or goods into the pocket. The debt is then reduced by 90% of the money and goods value.
20th: Lucky Heavyfeet: Lucky Lightfoot (the founder and leader of the cartel) once took a bet that he could not smuggle a giant mech into the city without anyone noticing. Lucky took the bet and smuggled in two. The Mechs have been given the names Lucky Rightfoot and Lucky Leftfoot. A 20th level member of the cartel can borrow either for up to two minutes each day. While using one of the heavyfeet, the gangster is treated as though under the effect of a body of war spell (SpC), except one of the arms is a machine gun (4d6, 180ft range) rather than a hammer.

Race: Orc or Half orc
Code: Do not attack followers of Yagora except in self-defense. Always carry a lead pipe.
Skills: Hide, Intimidate, and Move Silently
1st: Family training: you gain exotic weapon proficiency: lead pipe (1h, 1d10, b, x2) and exotic weapon proficiency: large lead pipe (2h, 2d6, b, x2) and weapon focus for both weapons as bonus feats. In addition, your Gangster levels count as fighter levels for the purpose of qualifying for feats, as long as these feats can be applied to using lead pipes.
5th: Family Secret: Hit them More. You may take a -2 on all attack rolls made until the start of your next turn to make an additional attack with a lead pipe or large lead pipe at your highest BAB. This may be done as part of a standard or full attack.
10th: Family Secret: Hit them Harder: Whenever you wield a lead pipe or large lead pipe, you its critical multiplier is x3.
15th: Family Secret: Hit them More More. As Hit them More but you may make two additional attacks as part of a standard or full attack action.
20th: Family Secret: Hit them Harder Harder: As hit them harder but the critical multiplier is x4.

Race: elf
Code: Must fulfill all promises, and repay all debts.
Skills: Listen, Spot, and Sense Motive,
1st: Never forget: Against any foe that has damaged or wronged you, you gain a +1/5 level (round up) on all attack rolls and skill checks. In addition, you may add this bonus to saves against any ability or spell they have used against you before.
5th: Methodical: Whenever you take 10 you may add ½ your int mod to the highest result. Whenever you take 20 you may add your int mod to the highest result.
10th: Patience makes perfect: You may spend twice as long when making a skill checks to roll twice and use the higher result.
15th: Always waiting: you may always act in a surprise round. If you normally could act in the surprise round, this has no effect. In addition, you gain uncanny dodge (as the rogue class feature). If you already have uncanny dodge, you gain improved uncanny dodge instead.
20th: Perfect memory: Your memory sharpens to where you can remember any detail even if you only saw it for a moment. This allows you to take 10 or 20 on any spot, listen, or search checks as if you were in a location you once were. In addition, you may take 20 on any knowledge check you make.

Rain guild
Race: Half Elf or Rainman
Code: Report and “discourage” observed discrimination against Rainmen. Attend at least 3 monthly workshops each year.
Skills: Craft (one), Knowledge (one), and profession (one)
1st: Knowledgeable: You gain the Bardic knowledge class feature.
5th: Smatterings: From the workshops you have attended you have picked up a wide range of knowledge. With all skills in which you do not have ranks, you receive a +(½ your gangster level, round up) competence bonus.
10th: Specialist: Choose one skill. Whenever you make a skill check with that skill you may roll twice and use the higher result.
15th: Oh I see…: If you have observed someone with more ranks than you in a particular skill make a check with that skill, you may roll twice when using that skill for one minute.
20th: Renaissance Man: You may roll an additional time on all skill checks and use the highest result.

Under King’s Court
Race: Dwarf or Undead
Code: Must always obey the Under King and his laws.
Skills: Appraise, Craft, and Sense Motive,
1st: Death’s touch: Once a day/3 levels (round up), as a full round action you may deal 1d8/2 levels (round up) and (1/4 levels (round down)) negative levels with a single melee touch attack.
5th: Lifesense: You may detect life within 60ft by concentrating for one round.
10th: Deathless: You gain immunity to all [death] spells and effects.
15th: Deathbringer: You may cast death knell as an immediate action once per round.
20th: Line between life and death: You are healed by both positive and negative energy. In addition, if you are still living, you do not age. If you are undead, you become immune to turning and rebuking.

Mafia knack (ex): At the indicated levels, you gain a bonus on your mafia’s skills.

The family never dies (ex): Starting at the 6th level, you may add your charisma to all saving throws.

Specialty (sp): At the 11th, 13th, and 15th, levels, a Gangster learns a specialty. They may gain a special talent instead if they so wish. Specialties can only be taken once unless stated otherwise.
A place to call home: The gangster gains a secret base they can operate out of. This grants the gangster the landowner feat (stronghold builder’s guide). Officially, this base either does not exist, or has existed for many years and is owned by an upstanding member of society who has paid all taxes on it (and continues to do so).
Above the law (requires: what? A law abiding citizen like me?): Whenever you are about to be affected by a spell or ability (IE a paladin’s smite) that has effects which vary based on the target’s alignment, you may change what alignment you are for the purpose of being targeted by that spell. This requires an immediate action. You gain an intuitive sense of what the spell does (IE, bad things to good targets, or good things to lawful targets) when the spell is cast or the ability is about to affect you.
Be smart about it: You may substitute intelligence modifier for any gangster class feature uses your charisma modifier.
Dead men tell many tales: You may speak with dead at will.
Don’t mind me (requires lay low): You may cast invisibility at will.
Eavesdropper: You learn how to turn any object you touch into a listening coin (Spc). You may only have one such device active at a time, although you may dismiss and create as many as you want in a single day.
Feat: you may gain a feat instead of a specialty. This may be taken multiple times.
Friends in the neighborhood: You may summon local mafia members who help you for one encounter. This summons: 1 member whose level is equal to yours/2, but you can decrease its level by 2 to summon 1d4 members instead. You may summon lower level members if you wish. You may call your friends in the neighborhood once per day/6 levels (round down)
Let’s all forget about it (Requires: forget about it): When the gangster uses forget about it, she may target a number of creatures up to ½ her level.
Pinch (requires play the law): Once per week, you may call the cops to “pinch” (arrest) a target of your choice. The police arrive in 2d12 minutes, and the target is imprisoned for 2d4 hours until the police realize their “honest” mistake. A creature may flee or fight the cops to avoid imprisonment. 1d4 police (usually detectives or warriors) are summoned to arrest the target. These policemen are the highest level in the city to a maximum of the Gangster’s level.
Really shoulda’ bought fire insurance (requires: shoulda’ bought fire insurance): You may cast fireball (cha based DC) once every 1d6 rounds. Your caster level for this spell is equal to your gangster level.
Someone known for…: You gain 2 attribute points which may be spent any way you wish.

Wicked Smile (ex): Starting at the 12th level, you may add your charisma to all damage rolls you make.

Expertise (sp): At the 17th and 19th, levels, a Gangster learns an Expertise. They may gain a specialty or special talent instead if they so wish.
Blackmail a deity: While generally a bad idea, in this case, it grants you three uses of miracle or wish at no cost to you. This may be taken twice to gain an additional three uses.
Chicago fire (Requires really shoulda’ bought fire insurance): You may cast firestorm (Cha based DC), except with no option to exclude natural vegetation, once every 2d4 rounds. Your caster level for this spell is equal to your gangster level.
Escape plan: You may cast a quickened teleport without error once per day.
Family Reunion (requires: friend in the neighborhood): Once per week you may call a family reunion. This takes 10 minutes and requires a working phone. Once the reunion is called, members of your mafia begin showing up at your location. The highest level member summoned is equal to your gangster level -4. You also summon 1d4 members of level -6, 2d4 members of level -8, 4d4 members of level -10 (etc) to a minimum of level 1. It takes 10d6 minutes for everyone to show up. All individuals summoned this way are treated as being helpful towards you. The individuals will stay around and help you for up to your charisma hours (minimum 1 hour) after they all arrive. After calling a family reunion, you are unable to use it or your friend in the neighborhood ability for one week.
I hear you’re having legal troubles (requires: pinch): As pinch, but the target becomes imprisoned for 1d4+Cha days if they do not fight or flee, and the number of police summoned is 2d4. You may cause the target to be released with a phone call. You may also use this on up to one target/level, but the targets must all be within 100ft of each other when the police arrive.
Make ‘em disappear: You may cast sequester once/day per six levels (round down).
On the Payroll: Once per day as a free action, you may force a creature to make a will save (DC 10+1/2 level + cha mod). If the creature fails, it is on the payroll of your mafia and will assist you for the remainder of the encounter and will remain friendly once the encounter is over. If you attacked the creature during the encounter, it will be indifferent towards you instead. This counts as a non-magical charm effect, and only affects creatures with an intelligence of 3 or higher.
Well, what I remember is… (requires: let’s all forget about it): You may cast modify memory at will. If a creature successfully saves against this ability, you may not use it against them for the next 24 hours.

Infamous (ex): : Starting at level 18, all creatures who live an area where the gangster's mafia has influence, start 1 attitude step above the normal. In addition, all legal authorities and members of rival mafias he comes into contact with who know who he is start 1 attitude steps below the normal.
With individuals who are friendly or better, the gangster may roll twice on all bluff, diplomacy, and gather information checks. With individuals who are unfriendly or worse, the gangster may roll twice on all intimidate checks.

2012-08-16, 03:00 PM
May I say that this is one of the most entertaining and downright EPIC classes I have ever seen? I intend to use it, whenever I play in an urban campaign. Whatever spurious internet rewards I can bestow, you earned them.

Erik Vale
2012-08-16, 06:22 PM
Bookmarked. May you have a cookie and internet.

2012-08-16, 07:35 PM
this is simply sweet, could you post your other classes and races. Heck, you could dm a session online from what i have read. :smallcool:

Love the class:smallbiggrin:

2012-08-16, 11:51 PM
Good sir, if you ever wish to DM a play-by-post here on GITP, please message me. I want in on your genius. Heh, what do you think would happen if your gangster met my Urban Vigilante (www.giantitp.com/forums/showthread.php?t=247475)?

2012-08-17, 12:41 AM

this is insane, this is just so great. so much great fun, so well made. this is brain melting good.

2012-08-17, 12:58 AM
I expected to be doing this.


Instead, I did this.


Peaching times.

Perhaps there ought to be guidelines for making new mafias? I love everything here, but I'd like to adapt this for my own setting, and we have neither dwarves, elves, dragons nor cars. The last bit is easy, replacing the car from Friend in the Car with a carriage or something, but the rest could use some adaption to fit the crime families I have in place.

Baron Faey
2012-08-17, 02:05 PM
@ Silverbit, Erik Vale, and bobthe6th,
Thanks :smallsmile:

@ Scholar 23
I could post them, I think the gangster was the best one though.

@ Lohj
While pbp sound fun, I won't have much free time over the next few weeks.
The urban vigilante looks cool. In the game we just played I wrote up a detective class which had a few of the same abilities as the Vigilante. I like your take on (in)famous. Mind if I give it to the Gangster?

I like the idea of mafia building guidelines, although I am not sure how to go about it...Any ideas? (My method was make stuff up, adjust numbers until they looked right)

2012-08-17, 02:43 PM
@ Lohj
While pbp sound fun, I won't have much free time over the next few weeks.
The urban vigilante looks cool. In the game we just played I wrote up a detective class which had a few of the same abilities as the Vigilante. I like your take on (in)famous. Mind if I give it to the Gangster?

Go right ahead! Making a class great takes a town...

2012-08-17, 06:28 PM
Fantastic! I love all the options here. :smallbiggrin: Very cool blend of skills and magic effects. (I also read BRC's campaign stories, and they were hilarious.) Favorite thing on there is "On the Payroll."

2012-08-18, 04:10 AM
Loving this class but I'm not sure how balanced it is, so I will properly peach it later.

I think that the "blackmailing a god" thing should have more than 3-6 uses/per character though, but he certainly shouldn't get any more free wishes after the first few. I reckon he could get another wish to use after a sizable investment, such as a large amount of money (larger than the normal cost of 3 wishes) or a sizable investment of time/minions/ other resources, because setting up to blackmail a god isn't easy.

Baron Faey
2012-08-18, 07:41 PM
Originally posted by doorhandle
I think that the "blackmailing a god" thing should have more than 3-6 uses/per character though, but he certainly shouldn't get any more free wishes after the first few. I reckon he could get another wish to use after a sizable investment, such as a large amount of money (larger than the normal cost of 3 wishes) or a sizable investment of time/minions/ other resources, because setting up to blackmail a god isn't easy.

On the recharging with money/resources, since the gangster is spending a class feature on it, would you have a problem with it costing the same as a ring of three wishes? If I were playing and a ring cost less, I would just buy the ring rather than more blackmail wishes.
Another idea I had for this, was granting the gangster access to one or two cleric domains, and the ability to cast a spell of each level once per day. What do people think about that?

2012-08-18, 08:45 PM
I'll be bouncing around making new Mafiyas to fit my setting. Want me to post them when I do? There'll be probably about 4-6.

Baron Faey
2012-08-18, 08:59 PM
That'd be lovely. Do you have general themes for these families yet?

2012-08-18, 11:41 PM
On the recharging with money/resources, since the gangster is spending a class feature on it, would you have a problem with it costing the same as a ring of three wishes? If I were playing and a ring cost less, I would just buy the ring rather than more blackmail wishes.
Another idea I had for this, was granting the gangster access to one or two cleric domains, and the ability to cast a spell of each level once per day. What do people think about that?

I rather like it as it stands- three wishes is all right for a class feature. Not exactly standard, but still nice. A cleric domain at full caster level is a lot more powerful, especially for a non-caster class. I'd make the wishes a pre-req (so it's only available at 19th level), or give it reduced caster level so that level 20 gets you access to a 7th level spell.

2012-08-19, 12:29 AM
That'd be lovely. Do you have general themes for these families yet?

Yes, actually! These are all existing organizations in my world (see my signature, its terribly unorganized, but whatever), so I'll just come up with some appropriate abilities for them.

The di Marcianos are a family with plenty of young men who stab first and ask questions later. They make their money from racketeering and coercion, and have a seemingly neverending supply of ballsy young men, each with their own ideas of where the family ought to be going. At it's head is the Don, an elderly man with nine relatively autonomous sons who fight for control of the family's affairs.

The Dimicos hold the docks and several merchant vessels, as well as having ties to many pirate ships. They are rather well-organized, and are far more civilized than the di Marcianos, despite taking "protection" money from legitimate businesses to not have inexplicable and unfortunate accidents involving pirates and fires occur to their property.

The Arbor family is actually pretty legitimate. They maintain Garden districts in each of the major cities of their home country that offers a refuge of the arts, entertainment and pleasure ranging from fine paintings to disreputable hookers, as ones tastes may be. Furthermore, they maintain a near-sacred peace within the borders of their district, where no city guards are allowed, but the patrons somehow seem to get along. They are said to have fey blood, and maintain a force of Thorns that work as bouncers and peacekeepers in the Gardens, as well as ending any venture by the other families that infringes on their monopolies.

There's also some smuggling rings in other countries, stuff like that, but those are the big ones.

2012-08-23, 03:46 PM
Aww, you got rid of the full BaB

Okay, yeah, that's probably a good idea. Full BaB+Sneak Attack is kind of nasty.