Mobster (3.5e Class)

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Mobster[edit]

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Mobsters are a unique and dynamic class, drawing inspiration from the gritty world of organized crime. These characters are more than just brawlers; they’re the strategists and masterminds who thrive on loyalty and influence. Picture a figure who commands respect and fear, someone who navigates the underworld with both cunning and charisma. A Mobster isn't just a lone wolf—they build a "family" of trusted allies who amplify their power and presence on the battlefield. Their combat skills are honed by the need to protect their own and assert dominance, making them formidable opponents. Outside of combat, they excel in negotiation, intimidation, and persuasion, leveraging their reputation to get what they want. Mobsters are also adept at handling illegal goods, making deals, and sniffing out traitors. They have a knack for avoiding danger and turning the tides of fate in their favor. As they rise in levels, their influence grows, culminating in the ability to call upon their family members in times of need.

Making a Mobster[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Charisma is the backbone of the class being used for intimidation and diplomacy.

Races: Any race.

Alignment: Mobsters tend towards the Lawful Evil alignment, having their own sets of rules to abide by while committing evil deeds.

Starting Gold: 4d4×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Simple.

Table: The Mobster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Cosa Nostra, Coded Message, Indoctrinate
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3 Negotiator, I'm Walkin' 'ere
4th +3 +1 +1 +4 Mama Mia, Persuasive
5th +3 +1 +1 +4
6th +4 +2 +2 +5 Prohibition,
7th +5 +2 +2 +5 What A Schmuck,
8th +6/+1 +2 +2 +6 I Smell A Rat
9th +6/+1 +3 +3 +6 I've Seen Some Things
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7 Goodfella
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8 Doesn't Matter Pay Me,
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10 Breakin' My Balls,
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11 Fugget About It
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Godfather

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Profession (Gangster), Search, Sense Motive, Sleight of Hand.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the Mobster.

Weapon and Armor Proficiency: Simple Weapons, Repeating Crossbows, Light and Medium Armor.

Indoctrinate: A Mobster may add a new member to his "family". Doing so involves a short ceremony. A mobster's family may contain a number of members up to 3/4s of his total character level.

Cosa Nostra: A Mobster is more adept at fighting while his family is nearby. When fighting alongside 1-3 of his family members a Mobster gets +2 to attack and damage rolls. This bonus increases to +4 when fighting near 4-6 members, and +6 when near 7 or more members. At level 10 this bonus extends to his family members as well.

Coded Message: A Mobster's threats are more likely than most to come to fruition. When making a diplomacy or intimidate check while obviously armed a Mobster gains +2 to that check. This bonus increases by 2 at levels 4, 7, 13, and 16.

Negotiator: The smooth-talking con artist. At 3rd level a Mobster gains the Negotiator feat even if he doesn't meet the prerequisites for it.

I'm Walkin' 'ere: The art of nonchalance. Once per combat, while leaving the threat range of an enemy, a Mobster may prevent that enemy from getting an attack of opportunity on him.

Mama Mia: Mobsters are stubborn enough to not refuse the results of their actions and change them. Once per week, at 4th level, a Mobster may reroll a single roll and take the better result. This ability decreases by one day every even level thereafter. At level 20 A mobster may use this ability twice in one day.

Persuasive: A silver tongue and a charming smile. At 4th level a Mobster gains the Persuasive feat.

Prohibition: The underworld's top salesman. Starting at 6th level Mobsters gain a +2 to their Diplomacy checks when attempting to sell illegal goods. This bonus increases by +2 every 3rd level thereafter.

What a Schmuck: Turning the tables on your enemies. At 7th level a Mobster gains +4 on attack rolls against enemies that target them in current or previous round of combat.

I smell A Rat: A sixth sense for treachery. When a Mobster is suspicious that someone may have "snitched" he gets a +4 on sense motive checks against that person.

I've Seen Some Things: Calloused by a life of crime. Mobsters become immune to fear effects as well as intimidate attempts.

Goodfella: The local legend. Mobsters gain a +6 to Knowledge (Local) and Gather Information checks.

Doesn't Matter, Pay Me: A debt collector with no equal. As a standard action a Mobster may make an Intimidate check against a target that owes him money. If this check succeeds the target pays, to the best of their ability, the full amount they owe.

Breakin' My Balls: Adrenaline-fueled rage. The first time you take damage in combat you gain a +5 to AC for half your level in rounds.

Fugget About It: Wiping the slate clean. Starting at 18th level a Mobster may erase the last 5 minutes of social interaction with up to 6 targets twice per day. DC=lvl+cha mod+10

Godfather: The family leader. Once per day a Mobster may call in up to 3 of his family members to assist him in combat. 2 of the family members that arrive are chosen by the DM and one is chosen by the Mobster.

Campaign Information[edit]

Playing a Mobster[edit]

Religion: Mobsters are practical and often pragmatic in their approach to religion. While they may not be devout, they often adhere to the faiths and traditions of their cultural backgrounds. Common deities include those associated with protection, luck, and prosperity, such as Olidammara, the god of rogues, or Boccob, the god of magic and foresight. Some may even pay homage to more ruthless or vengeful gods, reflecting the harsh realities of their criminal lives. However, it's not unheard of for a Mobster to have a personal code or honor system that replaces formal religion.

Other Classes: Mobsters tend to get along well with Rogues and Bards, who share their appreciation for subtlety and charm. They often find common ground with Fighters and Barbarians, respecting their strength and combat prowess. Clerics and Paladins might view Mobsters with suspicion or disdain due to their criminal activities, but some alliances can form based on mutual benefits. Wizards and Sorcerers might be wary of Mobsters, but a clever spellcaster can find their underworld connections invaluable.

Combat: In combat, Mobsters excel at directing their "family" and leveraging their allies' strengths. They are adept at manipulating the battlefield, using tactics and coordination to gain the upper hand. Their abilities to intimidate and control their enemies make them valuable in both direct confrontations and more subtle engagements. A Mobster often takes on the role of a battlefield commander, ensuring that their allies are in the right place at the right time.

Advancement: As Mobsters progress, they often become more influential and connected within their criminal networks. Desirable multiclass options include Rogue, for increased sneakiness and skill proficiency, or Bard, for enhanced social manipulation and spellcasting abilities. Some Mobsters may even dabble in Fighter or Barbarian to bolster their combat capabilities. At higher levels, a Mobster's abilities to command their "family" and intimidate foes become truly formidable, solidifying their role as both a leader and a fearsome opponent.

Mobsters in the World[edit]

A friend should always underestimate your virtues and an enemy overestimate your faults
—Mario Puzo, Human Mobster

Mobsters typically operate in urban environments where their influence can be felt throughout the city's underworld. They can be found running protection rackets, gambling dens, and smuggling operations. In a d20 world, Mobsters often serve as power brokers, information dealers, and enforcers for larger criminal organizations. Their presence adds a layer of intrigue and danger to any city or town.

Daily Life: A day in the life of a Mobster is a mix of business and danger. They start their day by collecting protection money and making sure their operations are running smoothly. Throughout the day, they meet with informants, plan heists, and negotiate deals. Evenings are often spent in smoky back rooms of bars and clubs, keeping an eye on their territory and dealing with any threats or challenges. Always alert, Mobsters must be ready to defend their interests at a moment's notice.

Notables: Notable NPC Mobsters might include "Tony 'The Shark' Marino," a ruthless enforcer known for his brutal tactics and unwavering loyalty to his family. "Don Vincenzo," the wise and cunning leader of one of the largest crime syndicates, commands respect and fear in equal measure. "Luca 'The Fox' Moretti," a master negotiator and diplomat, able to broker peace or incite war with his words. Another prominent figure is "Mario Puzo," a human mobster renowned for his strategic mind and ability to manipulate both allies and enemies to achieve his goals. Puzo is a legend in the underworld, with tales of his exploits spreading far and wide.

Organizations: Mobsters often belong to tightly-knit families or syndicates that operate with a strict hierarchy. These organizations congregate in hidden lairs, exclusive clubs, or fortified compounds. Regular meetings are held to discuss business, settle disputes, and plan future endeavors. Rituals and ceremonies are conducted to initiate new members and solidify bonds within the family.

NPC Reactions: NPCs react to Mobsters with a mix of fear, respect, and caution. Law-abiding citizens may avoid them, while those in the underworld might seek their protection or favor. Authorities view Mobsters as a dangerous nuisance and will often try to undermine their operations. Adventurers might find themselves either opposing or working with Mobsters, depending on their goals and alignments.

Mobster Lore[edit]

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

Knowledge (Local) or Gather Information
DC Result
5 Mobsters are organized criminals who operate in tight-knit groups known as families. They're known for their strong ties to the community and their ability to influence local affairs.
10 Mobsters often run protection rackets, gambling operations, and smuggling rings. They wield significant power through intimidation and have a reputation for being both dangerous and resourceful.
15 A Mobster's loyalty to their family is paramount, and they often have a code of honor that, while criminal in nature, is strictly adhered to. They are skilled negotiators and can be very persuasive, whether through charm or threats.
20 The highest-ranking Mobsters, often referred to as Godfathers, can call upon their family members for assistance in combat and other endeavors. They have a network of connections and informants that allow them to stay one step ahead of the law and rivals.

Mobster in the Game[edit]

Mobsters can serve as both intriguing player characters and challenging NPCs. As PCs, they bring a unique blend of combat prowess and social manipulation, making them valuable in both combat and role-playing scenarios. They can operate as leaders within the party, using their abilities to command and influence others. As NPCs, Mobsters can act as crime lords, informants, or adversaries that players must navigate around or confront. Their network of connections and family members can add depth to any campaign

Adaptation:

Law Enforcement Mobster: Instead of operating as a criminal, this variant works within the law enforcement system, perhaps as a corrupt officer or detective. They use their connections and influence to maintain control over the criminal underworld from within the system.

Reformed Mobster: A character who has left their life of crime behind and now seeks redemption. They might work as a private investigator or bodyguard, using their skills to protect others and right past wrongs.

Fantasy Mobster: Adapted for a high-fantasy setting, this Mobster could be a member of a thieves' guild or a powerful syndicate of magical criminals, using both physical prowess and arcane tricks.

Sample Encounter: A typical encounter with a Mobster NPC might involve the characters stumbling upon an illegal operation in progress, such as a smuggling ring or an underground gambling den. The Mobster, aware of the party's intrusion, attempts to negotiate or intimidate them into leaving, or prepares for a confrontation if the party chooses to interfere.



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