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Crime Kingpin

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.

Recall Knowledge - Humanoid (Society): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

Elite | Normal | Weak
Proficiency without Level

Crime KingpinCreature 12

Medium Human Humanoid 
Source NPC Core pg. 24
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 +1 leather armor, +1 striking rapier, moderate potion of healing (2), potion of flying, +1 striking hand crossbow (10 bolts)
AC 32; Fort +23, Ref +23, Will +22
HP 250
Kingpin's Presence (aura, emotion, mental) 30 feet. Allies in the aura gain a +2 status bonus to saving throws against mental effects.Deny Advantage The kingpin isn't off-guard to creatures of 12th level or lower that are hidden, undetected, flanking, or using surprise attack.Reactive Strike [reaction] You'll Pay for That [reaction] (auditory, concentrate, emotion, linguistic, mental) 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.
Speed 25 feet
Melee [one-action] rapier +26 [+21/+16] (deadly d8, disarm, finesse, magical), Damage 2d6+11 piercingMelee [one-action] fist +26 [+22/+18] (agile, finesse, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] hand crossbow +26 [+21/+16] (magical, range increment 60 feet, reload 1), Damage 2d6+8 piercingFencing Brawl [two-actions] 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 [reaction] 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.Kingpin's Command [one-action] (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.

All Monsters in "Criminal"

NameLevel
Assassin8
Bandit2
Bandit Gang7
Burglar4
Charlatan3
Crime Kingpin12
Fence5
Flamboyant Thief15
Grave Robber1
Legbreaker6
Loan Shark2
Master Of Disguise7
Ruffian2

Criminal

Source NPC Core pg. 18
In the underbelly of society, the lawless reign supreme.

Sidebar - Advice and Rules Corruption For Hire

The criminals in this section don't always have to exist in opposition to the PCs. Characters might make use of a corrupt judge to keep a target of their investigations in town while they go about their business or hire a master of disguise to infiltrate a building and map a floor plan before pulling a job. All it takes is coin and a quiet word in the right ear.

Sidebar - Treasure and Rewards Criminal Scams

Common criminal scams include fake collectors for nonexistent charities for the diseased and downtrodden, rigged games of chance at local fairs offering worthless prizes, flashy street performers concealing the work of pickpockets in the audience, and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome daredevil (level 2), halfling smuggler (level 6), leaping thief (level 3)

Sidebar - Additional Lore Fantasy Crimes

While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with spells that charm or control others, falsifying fortunes, violating privacy with scrying, or trespassing via teleportation.

Sidebar - Additional Lore Folk Heroes

Real-world bandits exist in folklore and history as champions of the downtrodden, fighting against their oppressors, robbing the rich, and striking at the powerful from secret dens deep in the wilderness. The gang leader could well be a local legend, someone who the PCs can turn to for mutual aid when the going gets tough.

Sidebar - Additional Lore More Scams

  • Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.
  • Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.
  • Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks.

Sidebar - Additional Lore Protection Rackets

Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. “Protection” includes an implicit assumption that those who pay up are safe from those criminals, and some groups also promise retribution should those who pay them fall afoul of other criminals.

Sidebar - Locations Sanctuary

Adventurers or those they rescue might be able to find sanctuary in sacred places to buy time against pursuers or disappear from those hunting them. These institutions range from simple rural shrines to monasteries to larger estates. The churches of Asmodeus, Cayden Cailean, Iomedae, Irori, Sarenrae, and Shelyn are the most likely to grant sanctuary—though some of these ask much in exchange for their protections.

Sidebar - Additional Lore Walking The Walk

Traveling devotees, such as the pilgrim and traveling priest, are both well-traveled and more than willing to speak to new people. This makes these voyagers a trove of rumors, stories of fabled lands, and wise words for those most in need. Yet, they're also far from home, so their reliance on the largesse of others means they're frequently willing to trade information, travel alongside others, share lodgings, or find other beneficial arrangements. Their companions' patience with the traveler's proselytizing can be another matter...