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ngilop
2021-12-27, 09:02 PM
Hey all. I was looking at my NPC classes (https://forums.giantitp.com/showthread.php?317055-NPC-classes-for-my-campaign-world) and realized I do not have a rogue/thief counter part nor a wizard one so here they be!

THUG
LevelBABFortRefWillSpecial
1st+0+0+2+0Sneak Attack +1d6, Frightening
2nd+1+0+3+0Combat feat
3rd+2+1+3+1Sneak Attack +2d6, Ambush
4th+3+1+4+1Uncanny Dodge
5th+3+1+4+1Sneak Attack +3d6, Stab and Grab
6th+4+2+5+2Evasion
7th+5+2+5+2Sneak Attack +4d6, Brutal Beating
8th+6/+1+2+6+2Improved Uncanny Dodge
9th+6/+1+3+6+3Sneak Attack +5d6,
10th+7/+2+3+7+3Combat Feat
11th+8/+3+3+7+3Sneak Attack +6d6
12th+9/+4+4+8+4
13th+9/+4+4+8+4Sneak Attack +7d6
14th+10/+5+4+9+4Special Ability
15th+11/+6/+1+5+9+5Sneak Attack +8d6
16th+12/+7/+2+5+10+5
17th+12/+7/+2+5+10+5Sneak Attack +9d6
18th+13/+8/+3+6+11+6Combat Feat
19th+14/+9/+4+6+11+6Sneak Attack +10d6, Special Ability
20th+15/+10/+5+6+12+6Masterful Ambush

Alignment: Any
Hit Die: 1d6

Class Skills:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier)
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: Thugs are proficient with all simple weapons, plus the greatclub, hand axe, hand crossbow, light hammer, rapier, sap, shortbow, and short sword. Thugs are proficient with light armor, but not with shields.

Sneak Attack: If a Thug can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ThugÂ’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Thug flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Thug levels thereafter. Should the Thug score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Thug can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Thug can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Thug must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Thug cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Frightening (Ex): From 1st level on, whenever a Thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

Combat Feat (Ex): Thugs lead rough lives; at 2nd level, a thug may select one feat from the Fighter's list of bonus feats, with the exception of weapon specialization. Additional feat may be chosen at 10th and again at 18th level.

Ambush (Ex): At 3rd level, a Thus becomes more skilled in the art of ambushing. When he acts in the surprise round, he can take a full-round during the surprise round, not just a move or standard action.

Uncanny Dodge (Ex): Starting at 4th level, a Thug can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Thug already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

Stab and Grab (Ex): At 5th level, as a full-round action, a Thug can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the Thug can use Sleight of Hand to take an Item from the creature during combat; otherwise, this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target can make a Spot check to notice the theft.

Evasion (Ex): At 6th level and higher, a Thug can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Thug is wearing light armor or no armor. A helpless Thug does not gain the benefit of evasion.

Brutal Beating (Ex): At 7th level, whenever a thug deals sneak attack damage, he can choose to forgo sneak attack damage to make the target sickened for a number of rounds equal to 1 round plus 1 round for every 1d6 of sneak attack damage reduced. This ability does not stack with itself—only the most recent duration applies.

Improved Uncanny Dodge (Ex): A Thug of 8th level or higher can no longer be flanked. This defense denies another Thug the ability to sneak attack the character by flanking him, unless the attacker has at least four more Thug levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Thug level required to flank the character.

Masterful Ambush (Ex): At 20th level, a Thug becomes especially skilled at attacking unaware foes. When he makes a sneak attack during a surprise round, he uses d8s to roll sneak attack damage instead of d6s.

Special Abilities: On attaining 14th level, and again at 19th level, a Thug gains a special ability of his choice from among the following options.

Crippling Strike (Ex): A Thug with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The Thug can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Thug can attempt to roll with the damage. To use this ability, the Thug must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute her defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Thug’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the Thug still takes no damage on a successful Reflex saving throw against attacks henceforth, he henceforth takes only half damage on a failed save. A helpless Thug does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the Thug can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the ThugÂ’s attack of opportunity for that round. Even a Thug with the Combat Reflexes feat canÂ’t use the opportunist ability more than once per round.

Skill Mastery: The Thug becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent her from doing so. A Thug may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the ThugÂ’s ability to wriggle free from magical effects that would otherwise control or compel him. If a Thug with slippery mind is affected by an enchantment spell or effect and fails his saving throw, she can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Feat: A Thug may gain a bonus feat in place of a special ability.

SAGE
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+0+2Encyclopedic Knowledge2——————
2nd+1+0+0+3Advanced Learning21—————
3rd+1+1+1+322—————
4th+2+1+1+432—————
5th+2+1+1+4Advanced Learning321————
6th+3+2+2+5Item Lore322————
7th+3+2+2+5322————
8th+4+2+2+6Advanced Learning3321———
9th+4+3+3+6Brilliant Insight3322———
10th+5+3+3+73322———
11th+5+3+3+7Advanced Learning33321——
12th+6/+1+4+4+8Arcane Lore33322——
13th+6/+1+4+4+833332——
14th+7/+2+4+4+9Advanced Learning333321—
15th+7/+2+5+5+9333322—
16th+8/+3+5+5+10Revealed Secrets333332—
17th+8/+3+5+5+10Advanced Learning3333321
18th+9/+4+6+6+113333322
19th+9/+4+6+6+113333332
20th+10/+5+6+6+12Advanced Learning, Scholar3333332

Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (All)(Int), Profession (Wis), Search (Int), Speak Language (Int), and Spellcraft (Int)
Skill Points at 1st Level: (4 + Int modifier) — 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency
Sages are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, sling, and spear, but not with any type of armor or shield. Armor of any type interferes with a Sage’s movements, which can cause her spells with somatic components to fail.

Spells
A Sage casts arcane spells which are drawn from the Sage spell list. A Sage must choose and prepare his spells ahead of time (see below).

To learn, prepare, or cast a spell, the Sage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sage’s spell is 10 + the spell level + the Sage’s Intelligence modifier.

Like other spellcasters, a Sage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a bard or sorcerer, a Sage may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the Sage decides which spells to prepare.

Spell List

0 Level Amaneunsis, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Message, Open/Close, Read Magic, Stick

1st Level Alarm, Appraising Touch, Blessed Aim, Buzzing Bee, Calm Animal, Cheat, Command, Comprehend Languages, Critical Strike, Dead End, Deathwatch, Delay Disease, Detect(Chaos/Evil/Good/Law), Detect Secret Doors, Detect Undead, Dispel Ward, Endure Elements, Focusing Chant, Grease, Hold Portal, Hypnotism, Identify, Lesser Confusion, Magic fang, Magic Weapon, Master's Touch, Mount, Omen of Peril, Remove Fear, Remove, Resurgence, Resist Planar Alignment, Scent, Speak With Animals, True Strike, Unsen Servant, Ventriloquisim

2nd Level Animal Messenger, Arcane Lock, Augury, Balancing Lorecall, Calm Emotions, Cloud of Bewilderment, Countermoon, Delay Poison, Detect Thoughts, Distract Assailant, Distracting Ray, Divine Insight, Ebon Eyes, Enthrall, Healing Lorecall, Heroics, Heroism, Hypnotic Pattern, Know Opponent, Know Vulnerabilities, Lesser Restoration, Lesser Spell Immunity, Listening Lorecall, Locate Object, Mage Armor, Mesmerizing Glare, Remove Paralysis, Reveille, See Invisibility, Silence, Slapping Hand, Speak with Allies, Status, Summon Monster I, Summon Nature's Ally I, Tactical Precision, Tongues, Warp Wood, Whispering Wind, Zone of Truth

3rd Level Air Breathing, Analyze Portal, Anticipate Teleportation, Arcane Sight, Attune Form, Avoid Planar Effects, Blindsight, Clairaudience /Clairvoyance, Confusion, Corpse Candle, Dispel Magic, Greater Magic Fang, Greater Magic Weapon,Haste, Interplanar Message, Invisibility Purge, Listening Coin, Lesser Geas, Locate Creature, Magic Vestment, Mass Resurgence, Modify Memory, Neutralize Poison, Ray of Dizziness, Remove Blindness/Deafness, Remove Curse, Remove Disease, Safety, Secret Page, Slow, Speak with Plants, Speak With Dead, Summon Monster II, Summon Nature's Ally II, Suspended Silence, Tremorsense

4th Level Assay Spell Resistance, Chain of Eyes, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Lay of the Land, Lesser Globe of Invulnerability, Planar Tolerance, Rary's Mnemonic Enhancer, Recitation, Restoration, Scrying, Spell Immunity, Spell Vulnerability, Summon Monster III, Summon Nature's Ally III,

5th Level Break Enchantment, Bigby's Interposing Hand, Contact Other Plane, Dragon Sight, Dismissal, Echo Skull, Feeblemind, Greater Command, Greater Heroism, Legend Lore, Permanency, Rary's Telepathic Bond, Spell Resistance, Summon Monster IV, Summon Nature's Ally IV, Symbol of Sleep, Teleport, True Seeing, Vulnerability, Zone of Respite, Zone of Revelation

6th Level Analyze Dweomer, Anti-magic Field, Banishment, Bigby's Forceful hand, Find The Path, Geas, Globe of Invulnerability, Greater Arcane Sight, Greater Dispel Magic, Greater Scrying, Hide the Path, Hindsight, Mordenkainen's Lucubration, Probe Thoughts, Rejection, Spell Matrix, Summon Monster V, Summon Nature's Ally V, Symbol of Fear, Symbol of Persuasion, Transcribe Symbol, Vision

Class Features

Encyclopedic Knowledge (Ex): Sages gain a bonus to all knowledge checks of +2, this increases by +2 at 6th level and by an additional +2 every 6th level thereafter.

Advanced Learning (Ex): At 2nd level and every 3rd level afterwards, a sage can add a spell from the cleric, druid, or wizard spell list to his own. This represents the result of personal study and experimentation. The spell must be of a level no higher than that of the highest-level spell the Sage already knows. Once a new spell is selected, it is forever added to that Sage's spell list and can be cast just like any other spell on the Sage's list.

Item Lore (Ex): A Sage may make an Appraise check to learn of an item's ability, history, origin, and nature. The Sage spends 1 day researching the item. After this period of work, he may make an Appraise check with a DC equal to the item's gold value divided by 200. For each additional day of work, divide the item's value by an additional 200, to a minimum DC of 1. On a successful check the Sage learns the same amount of information as if he had cast Analyze Dweomer. At 15th level the time necessary to perform the check is reduced 8 hours.

Arcane Lore (Ex): At 12th level, once per day, as a full round action, the Sage’s understanding of spells allows him to increase his caster level by 4, for a single spell cast. He can do this twice per day at 20th level. This allows the Sage to go beyond the normal limitations of the spell's maximum caster level, up to the Sage's class level. Example: If a spell normally last 1 minute per caster level with a maximum of 15 minutes, this allows a 20th level Sage to have the spell last 19 minutes. Note: Spells with a full-round casting time or longer are not able to be used with this class ability.

Revealed Secrets (Sp): At 16th level a Sage gains the ability to cast comprehend languages and identify as spell-like abilities. His caster level is equal to his Sage level. He can use this ability a number of times per day equal to 3 + Int modifier.

Scholar (Ex): At 20th level, the Sage’s powerful mind leads him to enlightenment. His Intelligence and Wisdom increase by 2 points. Furthermore, he becomes immune to confusion and gains a +2 bonus to saves vs mind affecting spells and abilities.

JNAProductions
2021-12-27, 11:48 PM
That looks less like an NPC class and more like just a different type of Rogue.

Which isn’t bad-it looks cool. But doesn’t exactly meet your stated design goal.

ngilop
2021-12-28, 02:47 AM
Yeah, that is kinda the point. The Rogue, and to a much greater degree, the fighter straight out of the PhB are subpar.