Crime Kingpin
Creature 12 — human, humanoid
FlankerWeaverLAND
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.
Source: pathfinder-npc-core
Perception +22; (+24 to Sense Motive)
Languages common
Skills athletics +25, deception +24, diplomacy +22, intimidation +28, society +24, stealth +23, thievery +24, Underworld Lore +24
Str
+3
Dex
+5
Con
+3
Int
+2
Wis
+2
Cha
+6
Items Hand Crossbow, Rapier, Leather Armor, Potion of Flying (Standard), Healing Potion (Moderate) (2)
AC 32
Fort +23
Ref +23
Will +22
HP 250
Speed 25 feet
Offense
Melee Rapier (deadly-d8, disarm, finesse, magical) +26, Damage 2d6+11 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +26, Damage 1d4+11 bludgeoning
Ranged Hand Crossbow (magical, reload-1) +26, range increment 60 feet, Damage 2d6+8 piercing
Abilities
+2 to Sense Motive —
Deny Advantage — The crime kingpin isn't Off-Guard to creatures of 12th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.
Kingpin's Presence (aura, emotion, mental) — 30 feet.
Allies in the aura gain a +2 status bonus to saving throws against mental effects.
Allies in the aura gain a +2 status bonus to saving throws against mental effects.
Reactive Strike —
You'll Pay for That (auditory, concentrate, emotion, linguistic, mental) —
Fencing Brawl — The kingpin attempts a rapier Strike followed by a Disarm or Grapple 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.
Kick Away —
Kingpin's Command (auditory, concentrate, linguistic, mental) — 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.
Sneak Attack — The crime kingpin deals an additional 3d6 precision damage to Off-Guard creatures.
WORKS WELL WITH
AnvilLANDAn anvil holds enemy attention while the flanker maneuvers for sneak attack, solving positioning tension.
SniperLANDKingpin's Command moves a sniper into position for a free strike, solving tempo tension.
MenderLANDA mender patches the flanker through dangerous repositioning, solving durability tension.
PUNISHES
✖ flanking✖ movement in melee
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Crime Kingpin in the encounter builder — free, no install.
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