Article-At-A-Glance
- The Criminal Lord[1] is a versatile combatant blending Totemist, Monk, and Yakuza skills.
- Mastery of natural weapons and unarmed strikes provides tactical adaptability in battle.
- Strategic equipment choices greatly enhance defensive capabilities and combat versatility.
- Roleplaying potential includes urban cunning, streetwise tactics, and dynamic character development.

Click on the level for more information
The Criminal Lord[1] character starts strong with a deep blend of hand-to-hand combat and social maneuverability. Leveraging Monk abilities, the player has reliable unarmed combat skills like Flurry of Blows. With high Bluff and Gather Information skills, this character excels at espionage and blending into urban settings.
Stat Block Level 1:
Criminal Lord[1]: male, Human Monk 1; CR 1; Medium humanoid (human); HD 1d8+0; hp 10; Init +2; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +3; Atk Unarmed Strike +3 melee (1d6+3) or Dart +2 ranged (1d4); Full Atk Unarmed Strike +3 melee (1d6+3); SA Flurry of Blows; SQ AC bonus (Wis); AL Neutral; SV Fort +2, Ref +2, Will +2; Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Bluff +6, Gather Information +6, Hide +3; City Slicker, Cosmopolitan (Bluff), Able Learner, Endurance, Improved Unarmed Strike, Improved Grapple.
Special Attacks and Qualities:
Flurry of Blows, AC bonus from Wisdom.
Possessions: Darts, Shortsword.
At Level 5, the Totemist Criminal Lord[1] is a flexible fighter and adept social manipulator. Combining Totemist and Monk skills with Yakuza’s defensive attributes, this character excels in both melee and ranged combat. Employing soulmelds and chakra binds enhances their combat proficiency, while their talents make them outstanding scouts and gatherers of information.
Stat Block Level 5:
Totemist Criminal Lord[1]: female, Human Totemist 5; CR 5; Medium humanoid; HD 5d8+14; hp 39; Init +2; Spd 30 ft.; AC 18, touch 15, flat-footed 15; Base Atk +3; Grp +6; Atk Shortsword +6 melee (1d6+3) or Dart +5 ranged (1d4+3); Full Atk Shortsword +6 melee (1d6+3) or Dart +5 ranged (1d4+3); SA Flurry of Blows, Totem Chakra Bind, Totem’s Protection; SQ Wild Empathy, Chakra Binds (Crown, Feet, Hands); AL Chaotic Neutral; SV Fort +6, Ref +4, Will +1; Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Bluff 10, Gather Information 10, Hide 7, Knowledge(Religion) 8; City Slicker, Cosmopolitan (Bluff), Able Learner, Endurance, Improved Unarmed Strike, Improved Grapple, Dodge.
Special Attacks and Qualities:
Flurry of Blows allows for additional attacks, Totem Chakra Bind increases combat versatility, and Totem’s Protection offers defensive bonuses.
Possessions: Darts, a Shortsword.
At level 10, this Totemist-Monk-Yakuza combo shines as a versatile combatant and information specialist. With a blend of Monk agility and Totemist natural weaponry, this character moves effortlessly through the battlefield, wielding unarmed strikes alongside soulmelds. Defensive features from the Yakuza class bolster survivability, while the ability to gather and leverage information makes this build valuable both in reconnaissance and social situations.
Stat Block Level 10:
Criminal Lord[1]: male, Human Totemist 5/Monk 1/Yakuza 4; CR 10; Medium Humanoid (Human); HD 5d8+5 plus 1d8+1 plus 4d6+4; hp 54; Init +2; Spd 40 ft.; AC 21, touch 15, flat-footed 19; Base Atk +7; Grp +10; Atk Unarmed Strike +10 (1d8+3) or Shortsword +10 (1d6+3); Full Atk Unarmed Strike +10/+5 (1d8+3) or Shortsword +10/+5 (1d6+3); SA Improved Unarmed Strike, Flurry of Blows; SQ Uncanny Dodge, Defensive Roll, Yakuza Knowledge, Totem’s Protection; AL Neutral; SV Fort +9, Ref +9, Will +7; Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Bluff +10, Gather Information +10, Hide +7, Knowledge (Religion) +8; City Slicker, Cosmopolitan (Bluff), Able Learner, Endurance, Improved Unarmed Strike, Improved Grapple, Dodge, Superior Unarmed Strike, Mobility.
Special Attacks and Qualities:
Flurry of Blows allows additional attacks in a full attack action; Yakuza Knowledge grants insight into the local underworld; Uncanny Dodge evades traps and surprise attacks; Defensive Roll mitigates potential lethal damage.
Possessions: Darts, Shortsword.
The Criminal Lord[1] at level 15 is a diverse force to be reckoned with. By merging the skills of the Totemist, Monk, Yakuza, and Tattooed Monk classes, this character thrives in combat adaptability. The combination of Tattoos and Soulmelds with Unarmed Strikes enables flexibility. On the defensive side, Yakuza skills improve survival rates, whereas their offensive capabilities arise from enhancements in Unarmed Attacks and unique abilities such as the Centipede Tattoo.
Stat Block Level 15:
Criminal Lord[1]: female, human Totemist 5/Monk 1/Yakuza 4/Tattooed Monk 5; CR 15; Medium humanoid (human); HD 15d8+2; hp 90; Init +2; Spd 60 ft.; AC 22, touch 18, flat-footed 20; Base Atk +10; Grp +12; Atk +14 Unarmed Strike (2d6+3) or +12 Shortsword (1d6+3); Full Atk +14/+9 Unarmed Strike (2d6+3) or +12 Shortsword (1d6+3); SA Flurry of Blows, Stunning Attack; SQ Monk Abilities, Uncanny Dodge, Improved Uncanny Dodge, Yakuza Knowledge, Defensive Roll, Evasion, Improved Evasion, Tattoos (White Mask, Tiger, Centipede), Chakra Binds (Crown, Feet, Hands); AL Neutral; SV Fort +10, Ref +10, Will +7; Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Bluff +10, Gather Information +10, Hide +7, Knowledge (Religion) +8; City Slicker, Cosmopolitan (Bluff), Able Learner, Endurance, Dodge, Mobility, Spring Attack, Superior Unarmed Strike, Multiattack, Elusive Target. Tattoos and Soulmelds: White Mask (disguise+stealth), Tiger (aggression), Centipede (speed); Totem Chakra Bind (+1 Capacity); Totem’s Protection for defensive boosts.
Possessions: Darts, a Shortsword, various stolen trinkets.
This build combines the Totemist’s and Monk’s natural weapon and unarmed strike prowess with Yakuza’s defensive abilities and Tattooed Monk’s versatile tattoos. At level 20, the character excels in both melee and ranged combat, skirmishing, skill usage, and has strong social influence. With tattoos and soulmelds providing unique abilities, the character is effective in diverse scenarios,”embodying a true jack-of-all-trades.”),
Stat Block Level 20:
“Criminal Lord[1]: female, human Totemist 5/Monk 1/Yakuza 4/Tattooed Monk 10; CR 20; Medium Humanoid; HD 19d8 + 24; hp 152; Init +3; Spd 60 ft.; AC 27, touch 24, flat-footed 23; Base Atk +16/+11/+6/+1; Grp +21; Atk unarmed strike (2d6+3) or dart (1d4+2); Full Atk unarmed strike (2d6+3) or dart (1d4+2); SA Improved Unarmed Strike, Flurry of Blows, Superior Unarmed Strike; SQ Wild Empathy, Uncanny Dodge, Improved Evasion, Yakuza Knowledge, Enhanced Tattoos (+1 AC, +10 Speed, etc.); AL Chaotic Neutral; SV Fort +16, Ref +18, Will +10; Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Bluff +13, Gather Information +13, Hide +10, Knowledge (Religion) +11; City Slicker, Cosmopolitan (Bluff), Able Learner, Endurance, Improved Grapple, Dodge, Mobility, Spring Attack, Multiattack, Elusive Target.
Special Attacks and Qualities:
The character has an array of tattoos augmenting combat and skills, such as White Mask, Tiger, Centipede, Phoenix, and Chameleon Tattoos, each adding unique combat perks and defenses.
Possessions: Darts, Shortsword, various enchanted tattoos providing additional bonuses.”
Milestones Of Character Development
- Levels 1-5: By laying a groundwork, we combine Monk’s combat skill with Totemist’s innate abilities. The Monk level provides skills in unarmed fighting along with characteristics such as Flurry of Blows and Enhanced Grapple. Totemist tiers amplify this with soulmelds and chakra binds, providing access to both defensive and offensive abilities.
- Levels 6-10: Transition is key. Incorporating the Yakuza’s uncanny dodge and defensive roll, coupled with Monk and Totemist skills, makes this character highly adaptable and provides superior mobility. The addition of Chakra Binds further evolves combat tactics with new soulmelds while Superior Unarmed Strike improves damage output.
- Levels 11-15: The integration of more Tattooed Monk skills witnesses an increase in speed, attacks, and the introduction of tattoos like Tiger and Centipede, boosting specific combat strategic options. Multiattack complements the broadened unarmed strike progressions, enhancing melee versatility.
- Levels 16-20: Mastery is achieved as the character gains Elusive Target and tattoos like Phoenix and Chameleon, providing incredible combat resilience and adaptability. The culmination of speed enhancements, improved unarmed strike to 2d6, and AC bonuses hallmark the character as a formidable combatant capable of tackling a variety of encounters effectively.
Core Abilities & Features
The foundation begins with the Totemist’s natural weaponry expertise. Utilizing Soulmelds, which grant access to supernatural abilities, the Totemist excels in melee combat. Binding Soulmelds to Totem Chakras unleashes even greater potential. A +1 capacity to the Totem Chakra Bind increases power and flexibility, enhancing the character’s adaptability in combat.
Transitioning to Monk gives proficiency in unarmed strikes, amplified by Superior Unarmed Strike feats. This character is no stranger to agile tactics, as demonstrated by the combination of Martial arts and Chakra abilities. When the Yakuza’s uncanny defensive abilities are added, the Criminal Lord[1] can skillfully navigate both melee and ranged encounters. Uncanny Dodge and Improved Evasion make them a formidable defensive force, dodging and evading attacks with ease.
As a Tattooed Monk, combat prowess increases further. Tattoos like the White Mask and Phoenix augment stealth and resilience. The increase in unarmed strike damage, along with speed boosts, makes the character quick and unpredictable. Multiattack and Elusive Target ensure their role as a skirmisher remains unparalleled. Each feature, each ability coalesces into a versatile, powerful figure, adept at tackling any adversary.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Masterwork Shortsword | Improves attack rolls due to better craftsmanship; preferred for swift, agile melee attacks. |
| L1-5 | Bracers of Armor +1 | Gives a bonus to armor class, augmenting defenses at early levels without limiting monk abilities. |
| L6-10 | Amulet of Natural Armor +1 | Boosts armor class with natural effectiveness; crucial for dodging ranged and melee attacks. |
| L6-10 | Cloak of Resistance +1 | Enhances saving throws, extremely valuable against spellcasters or trap effects. |
| L11-15 | Monk’s Belt | Enhances unarmed strike damage, scales based on level; vital for increasing melee potential. |
| L11-15 | Boots of Striding and Springing | Increases movement speed; reinforces mobility and flexibility on the battlefield. |
| L16-20 | Ring of Protection +3 | Adds significant armor class bonus, crucial for survival against high-level threats. |
| L16-20 | Belt of Battle | Provides combat flexibility; can manipulate turn order or increase available actions to capitalize on openings. |
Combat Scenarios
- Dungeon Crawls:
- With heightened senses from the Murky Eyed flaw, exploit tight corridors to ambush adversaries. Utilize tattoos and Chakra Binds for enhanced stealth and surprise attacks.
- Open Fields:
- The combination of superior unarmed strikes and speed boosts gives an edge. Engage foes with swift hit-and-run tactics, making use of the vast space for strategic positioning.
- Ambushes:
- When ambushed, rely on uncanny dodge and defensive rollover protection. Counterattack effectively with flurry of blows enhanced by Soulmelds for effective retaliation.
- Defensive Stands:
- Take advantage of improved evasion and resilience from Yakuza evasions. Form an impenetrable defensive wall by leveraging mobility and intelligent use of terrain to outlast attackers.
- Urban Encounters:
- In the congested urban landscape, merge agility and deception. Use bluff expertly to mislead foes, coupled with Yakuza knowledge for exploiting urban settings ingeniously for advantage.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Intelligence and Wisdom | Utilize equipment like Headband of Intellect (+2 to Int) and Periapt of Wisdom (+2 to Wis) to compensate. |
| Flaws: Inattentive, Murky Eyed | Gain the Alertness feat to offset Inattentive and use Goggles of Night to assist with vision issues from Murky Eyed. |
| Limited Armor Class without Armor | Focus on increasing Dexterity with Gloves of Dexterity (+2 to Dex) and AC bonus via Monk abilities. Also, consider Bracelets of Defense (+2 AC). |
| Vulnerability to high-damage spells | Invest in Cloak of Resistance (+1 to +5 bonus to all saving throws) to improve resilience against spell effects. |
| Limited ranged options | Equip with returning weapon property on darts. Train in archery skills if possible for diversity. |
Roleplaying the Criminal Lord
The Criminal Lord[1] Totemist brings the essence of urban cunning into the mystical. Imagine blending the ancient, spiritual powers with streetwise tactics. Your character, in the vibrant tattooed Monk attire, might saunter through the alleys of a bustling city, projecting an aura of confidence and authority. You’ll play a character who manipulates underworld contacts as effortlessly as you manipulate your chakra binds. Embrace this duality, flaunting tattoos not just as emblems but as tools of power, each representing a mastery of a different aspect of combat and social strategy.
Capitalizing on the underworld’s knowledge is paramount. When in social situations, approach them with a roguish flair. Your skills in Bluff and Gather Information allow you to weave tales, perhaps even fabricating stories about your escapades involving the feared Yakuza’s defensive tactics. Leverage your monk and Yakuza abilities to play both protector and predator, switching roles as needed. Consider the complexities of loyalty and rivalry in the criminal world. Your character might align with common goals only to serve a hidden agenda, creating rich narrative possibilities.

FAQ
What makes the Criminal Lord[1] Totemist build unique in D&D 3.5?
The Criminal Lord[1] Totemist build excels in melee through natural weapons. It combines Totemist’s Soulmelds with Monk, Yakuza, and Tattooed Monk abilities. This versatility allows for high adaptability in combat. Utilizing Chakra Binds enhances combat potential, diversifying abilities. Moreover, Yakuza’s defensive skills fortify the build even more. This blend creates a tactically superior character, effective across combat scenarios.
Which classes contribute to the Criminal Lord[1] Totemist’s combat effectiveness?
The Totemist provides natural weaponry and chakra abilities for melee prowess. Adding Monk grants strong unarmed strike capabilities and agility. Yakuza offers uncanny dodge and improved evasion for defense. Tattooed Monk further boosts combat with unique tattoos. Each class complements the others, creating versatile combat options. Together, these classes enable diverse strategies during encounters.
How does the Criminal Lord[1] handle weaknesses in combat?
To counter low wisdom, use a Periapt of Wisdom. Murky Eyed flaw can be managed with Goggles of Night. For low Armor Class, rely on Monk’s dexterity bonuses. Equip a Cloak of Resistance to withstand high-damage spells. Enhance ranged combat with returning property on darts. This combination of equipment and abilities helps resolve key weaknesses.
What’s a typical playstyle for the Criminal Lord[1] in combat?
Maneuver swiftly to exploit speed advantages in open spaces. In dungeons, use tight spaces for strategic ambushes. Capitalize on hit-and-run tactics to disrupt foes effectively. When ambushed, rely on uncanny dodge and defensive rolls. Respond with Flurry of Blows amplified by Soulmelds. The overarching strategy is agile and multi-faceted across various terrains.
What makes Chakra Binds essential for the Criminal Lord[1] Totemist build?
Chakra Binds grant access to powerful supernatural abilities. They significantly increase combat flexibility and adaptability. With Totem Chakra Bind, power scales with character growth. Offers enhanced melee options and improved defense. Augments base abilities from each class intertwined in the build. Chakra Binds ensure a unique edge in challenging encounters.
Join us at Stellar Dragons!
Try building a Crime Lord Totemist character in your next game. Could this be D&D 3.5’s best build? Join discussions on our Stellar Dragons Discord server: https://discord.gg/uAPvgEq6Z7.
Criminal Lord
The two sisters argued in a corner of the room while the two brothers sat in silence. Each observed the two women awkwardly as they fought. They had failed to save the Free City, though they did manage to escape to the Kingdom’s Capital alive, a true hive of scum and villainy.
–“How did you expect me to predict that Io’s cult would intervene so heavily in this?” The sister in ranger attire threw her finger in her sister’s face. She standing tall as her sister sat on the side of the bed. The two gave an uncertain glare – one another, both almost simultaneously gave a defeated sigh before the upright sister’s posture began to slump. She took a seat next to her twin, defeated.
–“Look, I am sorry, okay? It’s just…I knew many of those people”.
As the silence grew in the room, a knock surprised all four of them. A woman, in a sleeveless shirt, covered with tattoos opened the door. This in spite of being locked prior, the woman stepping in and pressed her back up against the doorframe.
–“Awww, look at the wolfies crying their heart out to each other in front of the two gentlemen silently trying to stay out of their way”. The woman teased, and looked to the brothers before continuing. “Adorable, really.”
The four of them rose rapidly, ready to fight this intruder. Whoever she was, clearly knew too much. Before they could act, though, she rose both hands in the air.
–“Hold on before you attempt to skewer me into pieces. I am not your enemy. I know who you are and who your enemy is. I am merely an information broker, and it just turns out that your enemy is an arsehole who owes me money”…
Race
Human
Class
Totemist 5/Monk 1/Yakuza 4/Tattooed Monk 10
Ability Scores
Str 16/Dex 15/Con 15/Int 10/Wis 10/Cha 10
Skills
Bluff 10, Gather Information 10, Hide 7, Knowledge(Religion) 8
Equipment
Darts, a Shortsword
Flaws
Inattentive, Murky Eyed
Goal
If Totemists are so great with natural weapons, and that you can cumulate all these with iterative unarmed strikes, then surely, a Monk combination would be absolutely terrifying right?
Well, it turns out that the answer is “yes, actually”. Between Tattoos, Soulmelds, and Monk abilities, and with the absolutely insane defensive abilities of a Yakuza, you are not only a strong social character and scout, but an absolute pain on the battlefield, capable of skirmishing, skillmonkeying and being useful both in melee, ranged, at various distances, making you a top tier jack of all trades character.
| Level | Class | HD | Feat | Special |
| 1 | Monk | 10 | City Slicker, Cosmopolitan(Bluff), Able Learner, Endurance, Improved Unarmed Strike, Improved Grapple | Flurry of Blows, AC bonus(Wis), Unarmed 1d6 |
| 2 | Totemist | 1d8+2 | – | Wild Empathy |
| 3 | Totemist | 1d8+2 | Dodge | Totem Chakra Bind (+1 Capacity) |
| 4 | Totemist | 1d8+6 | – | Totem’s Protection, +1 Con |
| 5 | Totemist | 1d8+3 | – | – |
| 6 | Totemist | 1d8+3 | Superior Unarmed Strike | Chakra Binds(Crown, Feet, Hands), Unarmed 1d8 |
| 7 | Tattooed Monk | 1d8+3 | – | Monk Abilities, White Mask Tattoo |
| 8 | Yakuza | 1d6+3 | – | Uncanny Dodge, Defensive Roll, +1 Con |
| 9 | Yakuza | 1d6+3 | Mobility | Improved Evasion |
| 10 | Yakuza | 1d6+3 | – | Yakuza Knowledge |
| 11 | Yakuza | 1d6+3 | – | Improved Uncanny Dodge |
| 12 | Tattooed Monk | 1d8+15 | Spring Attack | +10 Speed, +1 Con |
| 13 | Tattooed Monk | 1d8+4 | – | Unarmed 1d10, Tiger Tattoo |
| 14 | Tattooed Monk | 1d8+4 | – | +1 AC |
| 15 | Tattooed Monk | 1d8+4 | Multiattack | +10 Speed, Centipede Tattoo |
| 16 | Tattooed Monk | 1d8+4 | – | +1 Con |
| 17 | Tattooed Monk | 1d8+4 | – | Unarmed 2d6, Phoenix Tattoo |
| 18 | Tattooed Monk | 1d8+4 | Elusive Target | +10 Speed |
| 19 | Tattooed Monk | 1d8+4 | – | AC +1, Chameleon Tattoo |
| 20 | Tattooed Monk | 1d8+24 | – | +1 Con |
Leave a Reply