Milo v3
2014-01-12, 01:52 AM
The Mook
"They may be called the Palace Guard, the City Guard, or the patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they wanted to."
These are the pathetic people you send against the heroes to show how awesome they are.
Prerequisites
Special: You cannot have any levels in a PC class.
Game Rule Information
Alignment: Any
Hit Die: d4
Skill Points Per Level: 2 + Int modifier
Class Skills: The mook's class skills (and the key ability for each skill) are Craft (Int), Profession (Wis).
The Mook
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+0|Expendable, Forgettable, Precise Aim
2nd|+1|+0|+0|+0|Dramatic Aura, One Death is Inconsequential
3rd|+1|+1|+1|+1|Memorable, Critical Failure
4th|+2|+1|+1|+1|Band of Thugs
5th|+2|+1|+1|+1|Showing Promise[/table]
All of the following are class features of the Mook.
Weapon and Armour Proficiencies: Mook are proficient with one simple or martial weapon. They are proficient with one form of light armour.
Expendable (Ex): A mook never succeeds on saving throws against massive damage or to not lose hit points while dying. You also only require half your current hit points in non-lethal damage to fall unconscious.
Forgettable (Ex): A depressing factor of being a mook is that no one seems to care about you or even bother to learn your name. Anyone that doesn't have levels in an NPC class must make a will save (DC 30) or immediately forget specific details about you and your appearance.
Despite this, mooks are rather easy to recognize as the pathetic weaklings they are can be identified as such as a free action by any other creature that can currently sense them.
Precise Aim (Ex): Mooks are known for their precise aim during training, when in a non-combat situation or attacking a creature with NPC class levels they have a +10 bonus to attack rolls.
Dramatic Aura (Ex): Despite the fact that you are completely unimportant, dramatic things seem to happen around you a fair bit, though it doesn't always end well for you. Any creature without NPC class levels within 60 ft. of you gain a +10 bonus on any check or attack roll against you.
One Death is Inconsequential (Ex): The death of one mook is meaningless, thus killing only one isn't very dramatic. Whenever the mook is killed, the attacker gains an additional 5 ft. step and standard action. If an attacker kills multiple mooks at the same time (same attack not same round), they only gain a single standard action and 5 ft. step instead of multiple.
Additional standard actions must be used to harm mooks, and only mooks.
Critical Failure (Ex): Who doesn't love to see a mook exploded with a punch, sliced into tiny pieces, or completely cleaved in two. At 3rd level, any attack against a mook by someone without NPC levels is automatically a critical hit.
In addition, the One Death is Inconsequential ability activates whenever they are hit by a critical hit in addition to being killed.
Memorable (Ex): Upon reaching 3rd level, we throw the mook a bone. He loses the forgettable ability.
Band of Thugs (Ex): After attaining 4th level, the mook starts to permanently work with a group, gaining two second level mook cohorts. These cohorts must be of a race with zero level adjustment.
Showing Promise (Ex): Once a mook reaches his fifth level, he gains the amazing ability to stop being so pathetic. He may select one PC class of his choice, he immediately loses all his levels in Mook and any NPC classes he has, and gains levels in the selected class equal to half the number of levels lost.
"They may be called the Palace Guard, the City Guard, or the patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they wanted to."
These are the pathetic people you send against the heroes to show how awesome they are.
Prerequisites
Special: You cannot have any levels in a PC class.
Game Rule Information
Alignment: Any
Hit Die: d4
Skill Points Per Level: 2 + Int modifier
Class Skills: The mook's class skills (and the key ability for each skill) are Craft (Int), Profession (Wis).
The Mook
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+0|Expendable, Forgettable, Precise Aim
2nd|+1|+0|+0|+0|Dramatic Aura, One Death is Inconsequential
3rd|+1|+1|+1|+1|Memorable, Critical Failure
4th|+2|+1|+1|+1|Band of Thugs
5th|+2|+1|+1|+1|Showing Promise[/table]
All of the following are class features of the Mook.
Weapon and Armour Proficiencies: Mook are proficient with one simple or martial weapon. They are proficient with one form of light armour.
Expendable (Ex): A mook never succeeds on saving throws against massive damage or to not lose hit points while dying. You also only require half your current hit points in non-lethal damage to fall unconscious.
Forgettable (Ex): A depressing factor of being a mook is that no one seems to care about you or even bother to learn your name. Anyone that doesn't have levels in an NPC class must make a will save (DC 30) or immediately forget specific details about you and your appearance.
Despite this, mooks are rather easy to recognize as the pathetic weaklings they are can be identified as such as a free action by any other creature that can currently sense them.
Precise Aim (Ex): Mooks are known for their precise aim during training, when in a non-combat situation or attacking a creature with NPC class levels they have a +10 bonus to attack rolls.
Dramatic Aura (Ex): Despite the fact that you are completely unimportant, dramatic things seem to happen around you a fair bit, though it doesn't always end well for you. Any creature without NPC class levels within 60 ft. of you gain a +10 bonus on any check or attack roll against you.
One Death is Inconsequential (Ex): The death of one mook is meaningless, thus killing only one isn't very dramatic. Whenever the mook is killed, the attacker gains an additional 5 ft. step and standard action. If an attacker kills multiple mooks at the same time (same attack not same round), they only gain a single standard action and 5 ft. step instead of multiple.
Additional standard actions must be used to harm mooks, and only mooks.
Critical Failure (Ex): Who doesn't love to see a mook exploded with a punch, sliced into tiny pieces, or completely cleaved in two. At 3rd level, any attack against a mook by someone without NPC levels is automatically a critical hit.
In addition, the One Death is Inconsequential ability activates whenever they are hit by a critical hit in addition to being killed.
Memorable (Ex): Upon reaching 3rd level, we throw the mook a bone. He loses the forgettable ability.
Band of Thugs (Ex): After attaining 4th level, the mook starts to permanently work with a group, gaining two second level mook cohorts. These cohorts must be of a race with zero level adjustment.
Showing Promise (Ex): Once a mook reaches his fifth level, he gains the amazing ability to stop being so pathetic. He may select one PC class of his choice, he immediately loses all his levels in Mook and any NPC classes he has, and gains levels in the selected class equal to half the number of levels lost.