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CR 5 Gangster

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Look, you're stepping on my turf. And there's only two ways out of this mess.

These guys have more money and more authority than the lower-level gangsters. They rarely visit dangerous areas without enforcers or thugs to back them up. Typical jobs include loan-sharking and arranging protection rackets. In the Mafia, such a character is probably well on his way to being a made man.

A mid-level ganster may occasionally take jobs such as disposing of jobs with chemicals or burning down a business.

Gangster (Charismatic Ordinary 3/Tough Ordinary 3): CR 5; HD 3d6+3d10+12, hp 39, Mas 14; Init +0, Spd 30 ft.; Def 15 (+3 class, +2 undercover shirt); BAB +3, Grap +4; Atk brawl +5 melee (1d6+1 nonlethal) or small pistol +3 ranged (2d6); S/R 5 ft./5 ft.; AL gang; SV Fort +6, Ref +3, Will +1; AP 0, Rep +3; Str 13, Dex 10, Con 14, Int 13, Wis 8, Cha 15.

  • Occupation: Criminal (class skills: Knowledge (streetwise), Sleight of Hand; bonus feat: Brawl)
  • Skills: Bluff +7, Computer Use +2, Craft (chemical) +2, Diplomacy +10, Disable Device +3, Drive +1, Forgery +2, Gamble +1, Gather Information +6, Hide +1, Intimidate +6, Knowledge (business) +4, Knowledge (civics) +2, Knowledge (stretwise) +6, Knowledge (tactics) +2, Listen +0, Move Silently +1, Profession +4, Sense Motive +1, Sleight of Hand +2, Spot +0.
  • Feats: Armor Proficiency (light), Brawl, Personal Firearms Proficiency, Point Blank Shot.


This article is related to
D20 Modern
D20 Modern NPCs
D20_Modern_NPCs_by_Creature_Type
D20 Modern NPCs by Primary Character Class
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