Pimp (Pathfinder Class)
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The pimp considers himself a typical businessman, the fact that his business is the buying and selling of sex makes no difference to him. The pimp is a master of prostitutes, peddling them to both the high class and commoners. Sometimes a pimp was himself a prostitute before rising to power, though often those that never were are the most crafty, and violent, of them all. Bards and rogues are drawn to the pimp because of the class’s need for interpersonal skills and the opportunity to exploit the position for great personal wealth. Other classes are not as often drawn to becoming pimps, though any individual that desires personal power over others, regardless of individual class, can easily undertake the path of the pimp.
Making a Pimp
Abilities: Cha and Wis are key.
Starting Gold: 6d6*10.
Starting Age: "Simple".
|2nd||+1||+0||+2||+3||Bitch slap +1d6|
|4th||+2||+1||+2||+4||Whatever you need|
|5th||+2||+1||+3||+4||Bitch slap +2d6|
|7th||+3||+2||+4||+5||A Fine Stable|
|8th||+4||+2||+4||+6||Bitch slap +3d6|
|10th||+5||+3||+5||+7||Pimpin’ Ain’t Easy|
|11th||+5||+3||+5||+7||Bitch slap +4d6|
|14th||+7||+4||+6||+9||Bitch slap +5d6|
|17th||+8||+5||+8||+10||Bitch slap +6d6|
|19th||+9||+6||+8||+11||Slave To The Life|
|20th||+10||+6||+9||+12||Bitch slap +7d6|
Class Skills 6+ Int modifier per level.
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
All of the following are class features of the Pimp.
Weapon and Armor Proficiency:proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields..
Streetwise (Ex): A pimp rapidly earns a degree from the school of hard knocks, learning their way around the streets: how to act, how to behave and who not to mess with. This gives the pimp a +2 bonus on Bluff, Diplomacy, Intimidate and Sense Motive checks in a street life situation.
Stable (Su): Can use summon sexual partner a number of times per day equal to 3 + half his level + Cha mod, but can only use summon sexual partners spells that are no more then half his level, for example a level 8 pimp could use summon sexual partner IV and at level ten could use summon sexual partner V. his caster level for this is treated as equal to his level for the spells and last for 1 min per level or one sexual encounter.
Bitch Slap (Ex): Beginning at 2nd level, The pimp is especially skilled at landing humiliating or intimidating blows without seriously wounding the target of his anger. Whenever the pimp deals subdual damage, the extra damage listed for this ability is added to the total damage. The extra damage is +1d6 starting at 2nd level and increasing every third level thereafter (5th and 8th levels). Should the pimp score a critical hit with a subdual attack, this extra damage is not multiplied.
Minions (Ex): Beginning at 3rd level, a pimp can add his pimp levels to his leadership score. A pimp’s cohorts and followers will always be prostitutes, though they may be of any class.
Whatever You Need (Ex): Beginning at 4th level, a pimp can tell exactly what a mark wants just by looking at them. The pimp makes a Sense Motive check (DC 10 + targets hit dice) and the level of success determines what information is gleaned. If the pimp beats the DC by 5 or less, all he is able to determine is the mark’s sexuality (straight, bi-sexual, homosexual, etc.). If the pimp beats the DC by between 6 and 10 points, he is also able to determine the mark’s main sexual kink or fetish and if he beats the DC by 11 or more points he gains an insight into how to pitch an irresistible deal to the mark. This grants the pimp a +2 competence bonus to any skill checks he is required to make within the next three hours, but only for the purpose of acquiring the mark’s custom. Every 3 levels after he learns one other personal bit of information when he beats the DC by 11+. This ability is invaluable in procuring a viable customer base for the pimp’s services and enables them to make an extremely grand living once they have snared a few rich people or rarefied or perverted tastes.
Resource Access (Ex): Beginning at 6th level, the pimp has made enough contacts and is entrenched enough in his occupation that he has access to an array of resources. Once per week, the pimp may make a Diplomacy check to use those resources. The value of the resources gained equals the pimp’s level times the result of the Diplomacy check times 20. Thus, a 6th-level pimp who rolled a 17 would gain (6 x 17 x 20) 2040 gp worth of resources. These resources can take virtually any form the pimp chooses (within reason), and are his to do with as he pleases - he may keep them, use them, give them away, or sell them as he sees fit. The resources arrive in the pimp’s possession 1d6 hours after he makes the check. Note that these resources must be reasonably (though not necessarily commonly) available when and where he chooses to make the check.
A Fine Stable (Ex): After a while of providing for their clientele with regular summonings and the odd captured creature, the pimp begins to supplement their magical stable with permanent employees from their summon sexual partner. Occasionally those creatures summoned will welcome the work and offer to stay permanently. Once the pimp builds up a reputation this happens more and more frequently. Beginning at 7th level, the pimp can begin to form a permanent selection of creatures to offer their clientele. A pimp may have no more than three times his level in permanent employees at any one time. The pimp can change their selection (by hiring new employees and firing old ones).
Exceptional Minions (Ex): Beginning at 9th level, all cohorts followers, and employees have trained in the art of seduction conferring a +4 Cha and +4 Wis to them.
Pimpin’ Ain’t Easy (Ex): Beginning at 10th level, living on the streets is tough, very tough, even for a pimp surrounded by fly honeys and dripping with gold. Upon achieving 10th level the pimp gains Alertness and Endurance as bonus feats.
Understanding (Ex): Beginning at 12th level The studies of the pimp commence by gaining a thorough and working understanding of the walking paradox and bundle of neuroses that constitute humanity. They work feverishly at understanding why people have fetishes, what the differences between men and women are (besides the obvious) and anything else they can lay their hands on that will assist them in manipulating people. The practical upshot of all this is that the pimp gains a bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus begins at +6 for a 12th level pimp, and increases by two for every other level he gains after 12th level.
Trustworthy (Ex): Beginning at 13th level Through their steadily increasing understanding of body language, gesture and other aspects of human behavior, the pimp learns how to make themselves trustworthy in the eyes of others. Unless proven to be a cheat and a liar, the pimp will tend to be regarded as a trustworthy and good individual by those they meet. The initial attitude of any non-player character encountered by the pimp will be either friendly or helpful unless they have had the pimp's dishonesty proven to them.
Confidence (Ex): Beginning at 15th level With a heart to heart talk and a few pieces of advice the pimp is able to instill confidence in those they talk to. Spending a minimum of fifteen minutes with someone giving them advice and words of encouragement allows the pimp to confer a +2 morale bonus to all of the recipients Will saves for the next hour. In addition, the pimp can engage in conversation with people to try and get them to let slip a piece of personal information. Nodding and making understanding noises, the pimp worms their way into the subjects good books, requiring the target to make a successful Will save (DC 10 + half class level + Charisma modifier) to resist blurting something out. How the pimp chooses to use this information is up to them. The information will always be something of a personal nature rather than something directly useful to a quest (for example, ‘I like dressing up in my wife’s clothes’ is a more likely outburst than ‘The switch to open the secret door? It’s right behind that painting.’).
Unquestioned (Ex): Beginning at 16th level, the pimp is so good at gaining people’s confidence and seeming like a friendly and trustworthy individual that people will follow his advice without thinking it through properly. The process is the same as with the confidence ability. The target must make a successful Will save (DC 10 + half class level + Charisma modifier) or they will follow the advice they are given without thought,provided it does not directly and immediately threaten life and limb. The advice must be solicited but need not have anything to do with the problem originally presented to the pimp. They could advise a phobic to face their fear of spiders by venturing into the spider cave with a sword to ‘battle the manifestation of their fear,’ but could not advise someone to jump off a cliff. Once they have followed the advice, or been enchanted and had it wear off, the target is fully aware of what a crock they have been sold and will probably be extremely angry.
Blameless (Ex): Beginning at 18th level, the pimp appears to be such a nice person and so trustworthy that they could not possibly bear those who take them into their confidence any ill will whatsoever. If the pimp is implicated in a crime (or other illegal act), any other suspects that there may be are always investigated first with a distinct bias in the pimp's favor. If no other suspects are immediately apparent, there will always be a detailed investigation that will turn at least one possibility up before the pimp is ever investigated. This usually allows for the pimp time to arrange an alibi, or make a suitable exit from town.
Slave To The Life (Su): Beginning at 19th level, Once you have tasted a pimps backhand you never go back. Their touch is addictive. Once a pimp has successfully bitch slap a target the target must make a will save (DC 10 + leadership score) or they become an enslaved love monkey, and will even offer to whore them self out for the pimp. The target is permanently affected as though by a charm monster spell. Pimps can use this a number of times per day equal to 3 + cha mod.
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