Caporegime (3.5e Alternate Class Feature)

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Author: Leziad (talk)
Date Created: 31st July 2021
Status: Complete
Editing: Clarity edits only please
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Caporegime

Caporegimes are captains amongst crime syndicates, leading unruly mobs of common thieves and muggers to cadre of professional made-men. They are socially skilled and possess refined talents, allowing them to operate mostly openly in society.

Class: Rogue or Unchained Rogue

Level: 1st-20th

Replaces: Sneak Attack, Rogue Talents (Altered), Debilitating Injury (Unchained Rogue Only), Master Strike

Benefit: A caporegime gain the following class features:

Teamwork Feat: At 1st level, 3rd level and each 3 levels thereafter, a caporegime gains a teamwork feat she meets the prerequisites for. As a standard action, the caporegime can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the caporegime loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A caporegime can change her most recent teamwork feat a number of times per day equal to her Intelligence modifier. This ability replaces sneak attack.

Criminal Tactician (Ex): As a standard action, the caporegime can grant one teamwork feat she has to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 1 minute plus 1 minute for every two levels the caporegime possesses. Allies do not need to meet the prerequisites of these bonus feats. The caporegime can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 4 levels thereafter.

Rogue Talents: The caporegime can select the combat trick, minor magic, and major magic rogue talents as many times as she likes, and she can select the Skill Focus feat as a rogue talent, also as many times as she likes. Finally, she can select a vigilante social talent instead of a rogue talent. For the purpose of vigilante social talents, a caporegime does not have a vigilante identity and is always considered to be in her social identity.

All for One (Ex): At 3rd level, all of the caporegime’s allies are treated as if they possessed the same teamwork feats as the caporegime for the purpose of determining whether the caporegime receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the caporegime to receive the listed bonus.

Combat Tactics (Ex): When a 4th level caporegime uses her tactician ability, she grants a +1 morale bonus to attack roll and a +1 dodge bonus to AC to all allies within range, including herself if she wishes so, for the duration of the effect. This bonus increases by +1 at 9th level and each 5 levels thereafter. This replaces debilitating injury and only applies to the unchained rogue.

Greater Tactician (Ex): At 9th level, a caporegime can use her tactician ability as a swift action.

Master Tactician (Ex): At 17th level, a caporegime can grant two teamwork feats when she uses her tactician ability.

Criminal Mastermind (Ex): At 20th level, the caporegime is a maestro of the battlefield, commanding and moving troops like so many game pieces. The caporegime gains a bonus teamwork feat, can grant up to three bonus feats with tactician, and increases the range of tactician by 90 feet.



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Leziad's Homebrew (4427 Articles)
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AuthorLeziad +
ClassRogue or Unchained Rogue +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryCaporegimes are captains amongst crime syndicates, leading unruly mobs of common thieves and muggers to cadre of professional made-men. They are socially skilled and possess refined talents, allowing them to operate mostly openly in society. +
TitleCaporegime +