Mob Leader (3.5e Prestige Class)

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Author: Eiji-kun (talk)
Date Created: 3-24-23
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You are actually five kobolds in a trenchcoat! Become the master of mobs, having several minions to assist you in your goals. 10 5 Moderate Poor Good Poor Other Partial


Mob Leader[edit]

No one expects five kobolds in a trenchcoat! It is the perfect disguise!
—Tiamata, Kobold Mob Leader, The Five Mini-Dragons

Your kind is usually seen as a trash mob, be you a kobold, a goblin, or even maybe something else like a slime. Well, why not embrace it. Lead your people to victory via victory in numbers!

Becoming a Mob Leader[edit]

Entry Requirements
Race: Goblin, Kobold, or similar "mob" races.
Skills: Diplomacy 8 ranks or Intimidate 8 ranks.
Special: Cha 13 or higher.

Table: The Mob Leader

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Class Advancement
Fort Ref Will
1st +0 +0 +2 +0 Leader of Mobs, Partial Scaling, Mobling +1 (1), Mob Tactics
2nd +1 +0 +3 +0 Group Alertness, Mob Assist (Skills) +1 class level
3rd +2 +1 +3 +1 Evasion
4th +3 +1 +4 +1 Mobling +1 (2) +1 class level
5th +3 +1 +4 +1 Mob Assist (Attack or Defense), Share Buffs
6th +4 +2 +5 +2 Mob Telepathy +1 class level
7th +5 +2 +5 +2 Mobling +1 (3)
8th +6 +2 +6 +2 Group Awareness, Mob Assist (Other) +1 class level
9th +6 +3 +6 +3 Improved Evasion
10th +7 +3 +7 +3 Mobling +1 (4) +1 class level

Class Skills (6 + Int modifier per level.)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (each knowledge taken seperately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mob Leader.

Leader of Mobs: The character entering this class is considered the Leader of Mobs. They gain the followers of the Leadership feat and are considered to have the feat for the purpose of pre-requisites. Rather than cohorts, they obtain Moblings (see below), and the penalty for getting cohorts killed is temporary, lifting after 1 week has past.

Partial Scaling: While the mob leader only gains half progression to a previous class (per Class Advancement), their existing abilities continue to scale with the full class level. For example a Fighter 2/Sorcerer 3 with three Mob Leader levels has an effective fighter level of 5, and a caster level of 8. However their feats, spells, and other class features gained are still only advanced via class advancement. Partial Scaling overlaps with Class Advancement, it does not stack.

Mobling: The mob leader gains more of their kind as a type of cohort, obtaining one at 1st level and an additional one at 4th, 7th, and 10th levels. The mobling is the same race and class as the leader of mobs (though they have their own appearance, name, or personality), the same feats and skills, and same level as the mobling is extraordinarily empowered to share the leader's abilities. However they only have 1/2 of their hp and do not come with any base equipment. The leader of mobs must equip their mobling. Moblings are loyal to the leader of mobs (treat as Helpful) but not mindlessly suicidal, so any clearly fatal commands are ignored unless a diplomacy check can bring them from Helpful to Fanatic (and even then, only for 1 minute). Moblings have certain restrictions on their action. They share initiative with the Leader of Mobs. The leader of mobs treat moblings as part of themselves as if they were familiars.

If a mobling dies, the leader of mobs can supernaturally call more minions to join his cause to replace them. Doing so is part of 8 hours of rest, and they must make a Leadership check against DC 15. Doing so will guide a new replacement mobling to the leader of mobs. When the mob leader has the ability to gain multiple moblings, they can call an additional mobling during their rest by increasing the DC by +10. A failed check means a new mobling does not arrive at the end of their rest.

When the leader of mobs act, the mobling has a few options beyond move and standard action attacks based on the actions of the leader of mobs.

  • The leader of mob makes an attack: With a standard action moblings within threatened reach harass a target, granting the leader of mobs a cumulative +1 circumstance bonus to one attack roll. If using ranged weapon, they may do this within 30 ft using ammo as if they fired a shot.
  • The leader of mobs uses a special ability, spell, or spell-like ability that does damage: With a standard action moblings use lesser versions of the same attack, which functionally adds a cumulative +1d6 of the appropriate damage type to one target, so long as they would be in range to use it.
  • The leader of mobs uses a special ability, spell, or spell-like ability that has a saving throw: With a standard action moblings use lesser versions of the same attack, which functionally adds a cumulative +1 bonus to the DC of the effect one target, so long as they would be in range to use it.

These lesser assists don't consume any resources beyond its initial use, and merely represent a strengthening of the initial attack made.

Mob Tactics: While they have their own move and standard actions, the leader of mobs and moblings all share swift, immediate, and full round actions. They also share any limited use class features such as smite attempts or spells. Only one member out of the leader of mobs or moblings can use a class feature at any one time in a round such as casting a spell or using a maneuver. However they always have the option to simply attack as a standard action. Moblings provide the usual benefits of having an ally, such as being able to flank opponents. They also gain additional options through the Mob Assist class feature.

Class Advancement: At 2nd level and every level beyond, you gain all the class features of a previous class as if you were leveling in your previous class.

Group Alertness (Ex): At 2nd level, as long as the moblings and leader of mobs are within 60 ft of each other they gain a +2 circumstance bonus on Listen, Search, and Spot checks.

Mob Assist (Ex): At 2nd level the mob leader can employ their moblings to assist them in the use of skills. If within 10 ft of the leader of mobs (and being able to communicate between moblings and leaders), the leader of mobs gains a +1 bonus to any ability or skill check they make just by virtual of them being there per mobling (maximum +4). Alternatively the leader can grant this bonus to a mobling making the check instead for the round. This is a non-action. In addition, the moblings can choose to adopt the d20 result of a skill check made by the leader of mobs as their own, allowing them to all benefit from a high roll from the leader.

At 5th level, they may now assist either attack rolls or as a dodge bonus to AC, chosen at the start of their turn and lasting 1 round.

At 8th level, the leader of mobs may instead grant this bonus to willing allies as if they were the leader of mobs, so long as their moblings are within range of the ally.

Evasion (Ex): The 3rd level mob leader gains evasion as a rogue. If they already have evasion, it becomes Improved Evasion.

Share Buffs (Su): The 5th level mob leader shares his benefits with his minions. So long as the leader of mobs and moblings are within 5 ft of each other, they may have any ability which affects one of them affect all of them as if they were under affinity field. The ability persists after they move away from each other. For effects with a non-instantaneous duration they can only benefit from one shared effect at a time.

Mob Telepathy (Su): At 6th level, the mob leader and his moblings share a group telepathy with each other when within 1 mile of each other. Even when out of range, the mob leader has a general awareness of if his moblings are alive and well, wounded, bloodied (under 50% hp), or dead.

Group Awareness (Ex): At 8th level, as long as the moblings and leader of mobs are within 60 ft of each other as long as one of them is aware, all are aware for the purpose of surprise rounds and being flatfooted. (They can still be flanked as normal.)

Improved Evasion (Ex): The 9th level mob leader gains Improved Evasion as a rogue. If they already have improved evasion, they gain "Death Defying Evasion". Once per day, if struck by an attack that would bring them to 0 hp or less they can survive with 1 hp remaining. This applies to anything that deals hp damage, but not effects which kill by other means.

Campaign Information[edit]

Playing a Mob Leader[edit]

Combat: Mob leaders can be a party of their own, and while their options are limited

Resources: Mob leaders often lean into the leadership roll hard, becoming field commanders of mass units.

Mob Leaders in the World[edit]

Here is plan-goal! I talk-chat to them as a decoy, and then you sneak up and stab-kill!
—Leader-Master Killsneak, Nezumi Mob Leader

NPC Reactions: AAARRRGH SO MANY GOBLINS! MY FACE!!!

Mob Leader Lore[edit]

Characters with ranks in Knowledge Local can research Mob Leaders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 Mob leaders command mobs of seemingly unimpressive troops, but who all share the leader's talents, if not their dashing good looks and skills.
15 Mob leaders can coordinate with their mobs to make their own attacks hit more accurately, deal more damage, or make them harder to resist.
20 Mob leaders may be weak to area effects due to using the power of numbers, but they are evasive and tricky, and a good leader will have their mobs retreat if need be.
30 This result can learn about specific mob leaders, their abilities, motives, and number of allies.

Mob Leaders in the Game[edit]

Adaptation: While designed to be for goblins and kobolds, not only can this be expanded to other races but you could lift the need to be the same species to allow a human to be a master of goblins.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
Racial RestrictionsGoblin + and Kobold +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryYou are actually five kobolds in a trenchcoat! Become the master of mobs, having several minions to assist you in your goals. +
TitleMob Leader +
Will Save ProgressionPoor +