The power of the pimp lays in the Ho Stable. Seek out stronger ho’s with better and greater effects, keep your Bottom Bitch happy, network and market properly and rake in the cash!
Make ya money with exclusive gear, ring sets, and magical effects to help keep your Pimp Hand strong.
The most expensive of the jorbs, the Pimp can wade into battle with a strong offense or play as support, even minor healing, in order to aid the team.
Don’t forget to play nice with the Fraternal Order of Pimps! Keep your allies safe, your friends tough, and ya ho’s strollin’.
Hit Dice: d6
Starting Skills: (4 + Int Modifier) x4
Skills: 4 + Int Modifier
Starting Golds: 2d20 x Cha Modifier
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal: Ho (Cha), Hide (Dex), Intimidate (Cha), Knowledge: Local (Int), Knowledge: Pimp Lore (Int), Knowledge: Streetwise (Int), Pickpocket (Dex), Profession: Pimp (Wis), Read Lips (Int), Ride (Dex), Sleight of Hand (Dex), Use Rope (Dex), Diplomacy (Cha), Knowledge: Business (Int), Medical (Wis)
Note: Pimps gain 6 points energy per level, instead of the usual 2 points. This remains even as one gains Dynamic Sorcery levels.
Class basic abilities: Rings, Light Armor Proficiency, Ranged Weapon Proficiency (small sidearms), Simple Weapon Proficiency, Pimp Gear Proficiency, Exotic Weapons Proficiency (Pimp Cane)
Rings - Pimps are not DnD restricted to only 2 rings, but 10 rings (4 per hand + thumb ring per hand) or 4 rings (1 knuckle ring + 1 thumbring per hand)
Ho Engage - as a Pimp acquires Hoes, they are expected to take care of them even as the ho's take care of the pimp. By stabling (housing) and paying for daily upkeep, the ho's give the Pimp their daily cash. As the Pimp grows in experience, though, they may "Engage" a Ho in order to tap into their true power. All ho's come with passive benefits, but the Pimp can only have a certain amount (up to 5) active, giving the Pimp their passive benefits even while not around.
Gold Experience - depending on amount of bling, the pimp can shield or outright deflect light-based attacks or effects, but also has a small bonus for magic resistance. The amounts are determined by the GM, just ask first.
Pimp Gear Proficiency - allows for the Pimp to wield Pimp-only gear. This is extended to, but doesn't end, at: bling, feathered hats, zoot suits and pimp outfits, pimp canes, ropes, and more!
Ranged Weapon Proficiency - small sidearms, the more blinged-out and chromed-up, the better.
Pimp Hand - Stunning slap (enemy must pass a DC15 check or be stunned 1 round), upon successful hit check is made with a +3DC each time. Can be upgraded with baby powder or The Shaft. Does no damage unless baby powder is added. Once added, Baby Powder allows Pimp Hand to do Unarmed Damage + Cha Mod as well as Stun. Can only be used 1/combat.
Luck - the Pimp is an explicably lucky bastard, and may once per game session reroll a crit failure. This works on the Doom Die as well. Upon getting at least two Luck feats, they may apply one of them to any one roll (of theirs) during a game session. This must be declared BEFORE the dice are rolled.
Baby Powder - by applying the Pimp item "Baby Powder," Pimp's can upgrade the Pimp Hand to allow for damage. Grants the Pimp an immediate +5 Unarmed Attack (To Hit) bonus. Takes up a standard action to apply, lasts until the Pimp's next round.
Improved Pimp Hand - Stunning slap that affects multiple targets. Pimp Hand now hits any and all approved targets in a 30 foot range up to the Pimp's Dexterity modifier so long as the Pimp is not flat-footed or has lost their Dexterity modifier.
Massive Damage (Pimp Hand) - allows Pimp Hand to do even more damage so long as baby powder has been applied.
Bottom Bitch - this represents the Pimp's very first ho, their "number one employee." The title of "best seller" and "second in command" goes to the Bottom Bitch, who can act in one's place while the pimp is out on an adventure. Be warned: choose your Bottom Bitch carefully. Some have their own motives and may be out to steal your stable! You may have only one Bottom Bitch chosen, and if you choose more than twice you may suffer penalties and blonuses alike, especially from the F.O.P.'s.
Ultimo Bitch - at level 20, the Pimp can upgrade the Bottom Bitch to Ultimo status, allowing them to join them in battle as well as allowing them to double their passive bonuses. The Ultimo Bitch can now catch ho's without the Pimp being around, and all ho's caught by the Ultimo Bitch are at max tier level (all four benefits unlocked).
Pimp Cane/Pimp Wardrobe - pimp gear is a very specialized set of weapons and armors, and none insomuch as the Pimp Cane and the pimp's Wardrobe. Within the Wardrobe itself is various types of bling, feathered hats, bolas, and more, each with their own effects and abilities. The Pimp Cane is also a weapon usable only by Pimps, can only rarely be handmade but must otherwise be bought at Pimpin' World, always with blank slots. The Pimp Cane is counted as a magitek weapon, and as such is bought with completely empty slots: it's up to the Pimp to find someone to add the various effects.
Intro to Pimp Fu/Pimp Fu - Intro to Pimp Fu does nothing but enable a Pimp to go down the road of martial arts study known as Pimp Fu. With each level of Pimp Fu added, a Pimp learns a new improvised pimp weapon usable only by practitioners of this mystical martial art: Belt, Boots, Wallet Chain, Pocket Watch, Frying Pan, Wire Hangar, Kitchen Utensils, Chair Leg/Table Leg, Garbage Can Lid, Brick, and the two ultimate arts known only by the highest levels of Pimp Fu. If a practitioner of Pimp Fu uses a weapon from the approved list of "pimp weapon items," than they can add their Charisma modifier on top of the normal modifiers to unarmed attack rolls. Having acquired even one Pimp Fu weapon, they are considered armed at all times so long as the Pimp Fu weapon is on their person, following the same rules as unarmed martial artists.
Ultimate Pimp Fu notes:
· Rope - 1d4 + Strength Modifier + Use Rope skill, "Improved Trip" so long as they are using rope.
· Whatever's Closest - 1d6 + Charisma Modifier + Strength Modifier, can be thrown regardless of weight up to 40 feet with no negative penalty.)
Immunity (Precious Metals) - At 10th level, a Pimp has worn so much bling that they have gained an immunity to most precious metals. This ranges from cold steel and diamonds to onyx and quartz. GM discretion is advised.
Pimp Ride - a pimp needs have a ride. Here's where they can get it, sometimes at a discounted price. In a Pimp ride, a Pimp can find an immediate compartment to hide from anything but the highest-level of search, it can be decked out with all sorts of hidden abilities and options, and (above all) it's gotta be always clean and shiny so the ho's can see their reflections.
Pimp Compartment - all pimps have the extra-dimensional ability to find the best places to hide. This usually works in cars, but certain situations might be favorable to a Pimp finding a compartment.
Mind Control (Ho's) - all pimps have the ability to contact their ho's when they least expect it. Pimp's gain a +10 competence check when dealing directly with their ho's.
Hodar - a spiritual and mental connection has formed between the pimp and the ho, and the Pimp can always, ALWAYS take a moment, concentrate and find out where his ho's are.
Force Stop (fleeing ho) - Against a ho who's running away from her Pimp, the Pimp gains Force Stop until the ho has been caught.
The Shaft - an exclusive item to the Pimps, The Shaft is a lucky bar that connects to their cane. Grants the following:
· +5 bonus damage to Pimp Hand
· Pimp Hand can now ignore Elan
· Ultimo Bitch+1 (can upgrade one more ho to Ultimo Bitch status)
· Cha Mod doubled during any and all Charisma checks
· No longer requires application of Baby Powder - considered to always be Powdered so long as they wield a Pimp Cane.
These bonuses only work while the Pimp has their cane equipped.
Prestidigitation - alongside the aforementioned bling, a Pimp can also use "razzle dazzle" to pull off effects and abilities. Counts as a "dynamic sorcerer" in energy usage and such. The "+1" determines the caster level of the spell.