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View Full Version : D&D 3.x Class My homebrew Thug class



D.M.Hentchel
2016-07-05, 07:24 PM
The slums and back allies of a city are a dangerous and often lawless place, this sort of environment nurtures ruthless and street-smart folk. While many grow up in the slums, only a thug truly thrives in it.

Adventures: Most thugs don't adventure, much preferring the city to the open road, of course coin is always a good reason to adventure to a thug.

Characteristics: A thug is a warrior who benefits greatly from getting the jump on foes. He does a poor job in a fair fight, but excels when he can exploit the weaknesses of his target.

Alignment: Thugs are never good. All thugs are selfish and at least a little cruel. While many thugs are chaotic, others serve as brute squads or bouncers.

Religion: Thugs very rarely worship any deity at all, unless it is of some benefit to them.

Background: Thugs grow up in a dangerous city environment; usuallly the slums, it is this environment that develops the skills and state of mind of a thug.

Races: Half-orcs are the most common thugs of all the races, as they are often forced into bad neighborhoods, or simply treated badly in good neighborhoods. Humans and even half-elves are also commonly thugs. Dwarves, gnomes, and halflings very occasionally become thugs, often due to growing up in a human city. Elven thugs are almost unheard of.

Other Classes: The thug gets along best with realist companions, greatly enjoying the company of rogues, and hexblades. While disliking clerics and other spiritual classes.

Role: In most adventuring parties, the thug serves as a melee combatant, charging into the fray while his comrades support him with spells, ranged attacks, and other effects.

Thugs have the following game statistics

Abilities: Strength is important for thugs because it improves their melee attack and damage rolls. Constitution is important for giving thugs staying power, which they need in their many battles. Dexterity is important for thugs who wear light armor and have many class skills that benefit it. Wisdom is also important for a thug, as it is used for many of his skills and dirty fighting. Charisma is practically useless for a thug.

Alignment: Any non-good
Magic Rating: Low (¼ level)
Hit Die: d8

CLASS SKILLS
The thug’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Run (Str), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points: 4 + Int modifier.



Level
BAB
BFS
BRS
BWS
Special Abilities


1st
+1
+2
+0
+0
Menacing Demeanor, Streetwise


2nd
+2
+3
+0
+0
Dirty fighting +1d4


3rd
+3
+3
+1
+1
Bully


4th
+4
+4
+1
+1
Dirty fighting +2d4


5th
+5
+4
+1
+1
Ruthless cut


6th
+6/+1
+5
+2
+2
Dirty fighting +3d4


7th
+7/+2
+5
+2
+2
Reeling strike


8th
+8/+3
+6
+2
+2
Dirty fighting +4d4


9th
+9/+4
+6
+3
+3
Opportunist


10th
+10/+5
+7
+3
+3
Dirty fighting +5d4


11th
+11/+6/+1
+7
+3
+3
Street fighting


12th
+12/+7/+2
+8
+4
+4
Dirty fighting +6d4


13th
+13/+8/+3
+8
+4
+4
Stand tough 1/day


14th
+14/+9/+4
+9
+4
+4
Dirty fighting +7d4


15th
+15/+10/+5
+9
+5
+5
Light charge


16th
+16/+11/+6/+1
+10
+5
+5
Dirty fighting +8d4


17th
+17/+12/+7/+2
+10
+5
+5
Stand tough 2/day


18th
+18/+13/+8/+3
+11
+6
+6
Dirty fighting +9d4


19th
+19/+14/+9/+4
+11
+6
+6
Closing ground


20th
+20/+15/+10/+5
+12
+6
+6
Dirty fighting +10d4, Stand tough 3/day




All of the following are class features of the thug.

Weapon and Armor Proficiency: A thug is proficient with all simple weapons, 4 weapon groups, light armor, and non-exotic shields.

Menacing Demeanor: A thug gains menacing demeanor as a bonus feat.


Streetwise (Ex): A thug may use his Wisdom modifier instead of his Charisma modifier on Bluff, Gather Information, and Intimidate checks.

Dirty Fighting (Ex): A thug will take any advantage he can get. Skilled at hitting opponents in painful spots at 2nd level, he deals an extra 1d4 damage on a successful strike, unless the target succeeds a reflex save (DC 10 + ½ character level + Wis modifier). A flat-footed foe receives no saving throw. The thug must be able to see his target to benefit from this ability. This ability does not function against foes out of his reach or against foes immune to critical hits. This bonus damage increases by 1d4 every even level thereafter.

Bully (Ex): At 3rd level, a thug gains a +4 bonus on intimidate checks made to force a discount. In addition, for every 5 the thug beats the merchants level check by he gains an additional 5% discount.

Ruthless Cut (Ex): At 5th level, whenever a thug successfully scores a critical hit, he multiplies the bonus damage from dirty fighting.

Reeling Strike (Ex): At 7th level, the critical threat range of any charge attack the thug makes, or any attack he makes against a flat-footed foe, increases by 1. This ability stacks with the Improved Critical feat or the keen weapon enhancement.

Opportunist (Ex): At 9th level, a thug can once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character.

Street Fighting (Ex): At 11th level, a thug may make a number of turns in a run or charge equal to his dexterity modifier.

Stand Tough (Ex): At 13th level, a thug gains the ability to power through physical injury once per day. To use this ability he must attempt a Fortitude saving throw against a DC equal to the number of points of damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. If the attack would normally do non-lethal damage it instead deals no damage. If the save fails, he takes damage normally. The thug can use this ability twice per day at 17th level, and three times per day at 20th.

Light Charge (Ex): At 15th level, a thug may run or charge through squares occupied by an ally or non-combatant.

Closing Ground (Ex): At 19th level, a thug can move twice as far on a charge as he normally could (this ignores the doubling rule).


Hi there everybody, long time lurk, first time poster. I've been running 3.5 for a long time and have being doing a lot of my own homebrew with a lot of help from this forum. Here is one of my made from scratch classes (I have a few others). I've made a lot of small changes (additions, subtractions, alterations) to various feats, skills, and general rules, but this should function just fine within a 3.5 game with the following accommodations:

"Forced Discount: You may make an intimidate against a merchant to get a 5% discount on any one purchase, however the merchant will soon after revert to unfriendly regardless as to whether or not you succeed."

"Menacing Demeanor
You learned how to bully people smaller than you.
Prerequisite: medium size or larger
Benefit: You gain a bonus to intimidate equal to your strength bonus but only when intimidating creatures of your size or smaller."

Let me know what you guys think about this, I hope to be putting up more of my homebrew soon.