Thug

Fighter Variant: Thug

The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. He has most of the fighter's strengths, along with some additional skills to help keep him alive on the mean streets. Despite the name, not all thugs are mere hooligans—many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents.

Most thugs are non-lawful, though sometimes gangs of thugs with a lawful streak band together.

Hit die: d10

Starting gold: 6d4x10

Skill points: The thug gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).

Class Features: All of the following are class features of the thug.

Weapon and Armor Proficiency: Thugs are proficient with all simple and martial weapons and with light armor.

Bonus Feats: A thug doesn't gain the normal fighter bonus feat at 1st level. Also, add Urban Tracking to the list of fighter bonus feats available to the thug.

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 thug’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.

Physical Prowess (Ex): Starting at 2nd level, a thug gets a bonus to some aspect of his ability checks that makes him a better warrior. The thug gains an additional bonus at 4th level and every two thug levels thereafter (6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). The bonus must be drawn from the following list.

Applied Force (Ex): A thug can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).

Combat Bearing (Ex): A thug can steady himself to fight in precarious situations, giving the character a +1 bonus on Dexterity checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces (see Balance on page 67 of the Player's Handbook).

Stamina Reserve (Ex): A thug can push his body more than normal, giving the character a +1 bonus on Constitution checks to continue running (see page 144 of the Player's Handbook) and to avoid nonlethal damage from a forced march (see page 164 of the Player's Handbook).

Advancement

Level

BAB

Fort

Ref

Will

Special

1st

+1

+2

+0

+0

Sneak attack +1d6

2nd

+2

+3

+0

+0

Physical Prowess

3rd

+3

+3

+1

+1

Sneak attack+2d6

4th

+4

+4

+1

+1

Physical Prowess

5th

+5

+4

+1

+1

Sneak attack +3d6

6th

+6

+5

+2

+2

Physical Prowess

7th

+7

+5

+2

+2

Sneak attack +4d6

8th

+8

+6

+2

+2

Physical Prowess

9th

+9

+6

+3

+3

Sneak attack +5d6

10th

+10

+7

+3

+3

Physical Prowess

11th

+11

+7

+3

+3

Sneak attack +6d6

12th

+12

+8

+4

+4

Physical Prowess

13th

+13

+8

+4

+4

Sneak attack +7d6

14th

+14

+9

+4

+4

Physical Prowess

15th

+15

+9

+5

+5

Sneak attack +8d6

16th

+16

+10

+5

+5

Physical Prowess

17th

+17

+10

+5

+5

Sneak attack +9d6

18th

+18

+11

+6

+6

Physical Prowess

19th

+19

+11

+6

+6

Sneak attack +10d6

20th

+20

+12

+6

+6

Physical Prowess

Class skills

Skill name

Key ability

Trained only

Armor check penalty

Bluff

CHA

Climb

STR

Craft

INT

Gather Information

CHA

Handle Animal

CHA

Intimidate

CHA

Jump

STR

Knowledge (Local)

INT

Ride

DEX

Sleight of Hand

DEX

Swim

STR

Thug

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