Thug (Thief subclass)

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SmootRK
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Re: Thug (Thief subclass)

Post by SmootRK »

A couple of posts ago I said I would share the Expert class that I had been working on. The basic premise is that of the base Thief class, deconstructed... then rebuilt as an ala-carte skill based class. This is unfinished, untested, and ultimately abandoned due to complexity (very un-BFRPG, even if compatible). I later came to the conclusion that rather than try to build a class that contains all the tools to build any sort of 'skill class', that I would rather build individual classes, or use this material as ideas for tweaking classes to fit desired concepts.

It does provide some ideas on how mixing and matching some skills and special abilities can be used to build alternate rogue types than the standard vanilla thief.

Expert
The Expert in play:
Using the Expert to build a Thief is relatively easy. Over the long-term the character remains very flexible. Initially the character should choose the skills of Climbing, Stealth, Trap-works, and either Pick Pockets or Locksmith. Choose Sneak Attack for the initial special ability. When the character becomes fifth level, choose another appropriate skill such as the skill not chosen above, or something else that can be used in a larcenous activity such as investigation, disguise, or scribe.

The Expert can also build a viable bard-like rogue character by choosing a performance skill in addition to other skills useful to adventuring. For special abilities, the aspiring bard could take Bardic abilities, and later might take Decipher Scrolls to add some magical flair to his repertoire. One could envision a comedic jester-like version using this skill set.

Another conceptional idea might include a Dungeoneer or Tomb-Raider type, with a strong focus on Climbing, Traps, Scribe (for mapping), and Survival. Such a character might want to be tad tougher (Increased HD), access to rare knowledge with Legend Lore, and eventually incorporate some magical scroll aids.

An assassin or ninja inspired character would be an expert in stealth, acrobatics, disguise, and pick pockets (for sleight of hand maneuvers). The sneak attack abilities are obviously important to such a character.

Code: Select all

Level          XP     Abilities                            Hit Dice
1               0     4 skills at 25%, 1 special ability   1d4
2           1,250    30 points                             2d4
3           2,500    30 points                             3d4
4           5,000    30 points                             4d4
5          10,000    new skill, new ability, 30 points     5d4
6          20,000    30 points                             6d4
7          40,000    30 points                             7d4
8          75,000    30 points                             8d4
9         150,000    30 points                             9d4
10        225,000    new skill, new ability, 20 points     9d4+2
11        300,000    20 points                             9d4+4
12        375,000    20 points                             9d4+6
13        450,000    20 points                             9d4+8
14        525,000    20 points                             9d4+10
15        600,000    new skill, new ability, 20 points     9d4+12
16        675,000    10 points                             9d4+14
17        750,000    10 points                             9d4+16
18        825,000    10 points                             9d4+18
19        900,000    10 points                             9d4+20
20        975,000    new skill, new ability, 10 points     9d4+22
Experts are individuals who do wonders with skillful activities. From simple craftsmen to skilled actors, from investigators for the city watch to acrobatic cat-burglar, the Expert class forms the basis of their abilities.

The Expert class was designed for the GM to use with various NPC characters or for players who want to build non-standard roguish characters. Although the standard thief can be little more than an Expert with a standard set of larcenous abilities and can be essentially built with this class, it is not absolutely necessary to eliminate or replace the Thief class. Player's and Game Masters who prefer to 'keep things basic' may not want to ponder all the choices given here. The standard Thief class may be the best option for them.

Experts fight better than Magic-Users but not as well as Fighters (using the Cleric/Thief column). Although some Experts are fairly sturdy, most tend to be no more hardy than Magic-Users (d4 hit die). Experts may use any weapon, armor, or shield, but often choose not to wear heavy or metal armor as it interferes with many of their skills, especially stealthy activities. Leather armor is universally acceptable, however. For any special situation not covered here, consider the Expert class to be equivalent to a thief.

The Prime Requisite for Experts varies; at 1st level a character must decide which ability is their Prime Requisite, usually matching the ability to their most used skills. In any case the character must also have a Intelligence score of 9 or higher to become an Expert.

Expert Abilities: Each Expert character begins play with choice of four skills and one special ability, both described below. At 5th level and every five levels thereafter, the character adds a new skill to their repertoire and also chooses an additional special ability.

More Unified Skill Mechanic: Each chosen skill begins with a base chance of success of 25%. According to the experience chart above, each time the character gains a level he may distribute more points among his chosen set. When the character acquires new skills, they likewise begin at 25%. The total percentage score represents the basic chance for success when attempting a task associated with the skill. Generally, the are GM decided modifiers affecting success.

Each skill is associated with a particular ability score. Each plus that an ability score grants gives a 5% adjustment to the roll for success. Likewise, a character with a low ability score would be penalized 5% for each minus. For instance, Acrobatics is associated with Dexterity, so a character with a 17 Dex score would get a bonus of +10% to Acrobatics skill checks.

The Skills:
Acrobatics (Dex) – jumping, tumbling, and other bizarre movements that go beyond the average person's ability. A successful acrobatics roll can give the character some combat advantages. ideas: get behind an opponent's defenses, setup for sneak attack, or armor class bonus.
Animal Training (?? Wis or Cha) – making the wild tame, teaching tricks, care & feeding, and similar activities. Each distinct species type uses its own skill, but close variations are included. For instance, a bear trainer can train any bears and possibly even owlbears. Similarly a horse trainer would still apply his skills towards pegasi. Of course the GM may adjust the chance of success for situations like this. Typically, the more dangerous the creature, the more difficult it is to train, and some creatures are just too intelligent to apply these techniques to.
Climbing (Str) – scaling vertical surfaces, mountaineering, rappelling, navigating narrow surfaces, and similar feats usually accomplished at elevation where there is a risk of falling. A successful roll means the character has negotiated the surface in question. The GM may decide that additional checks need to be made due to distance traveled or a change in the difficulty of the move. For instance the character may climb up the face of a rock cliff, but about half-way up the climb the surface is much more sheer and without hand-holds, so the character must make a new harder climb check to negotiate the area. A failure usually indicates a fall from the halfway point of the move.
Crafting (Int) – each particular type of craft is its own skill. Some examples include blacksmithing, armor-smith, gem cutter, carpentry, masonry, weapon-smith, or silver-smith (jeweler). The list is not exhaustive. Appraisal for approximate value of similar works can be done by Craftsmen with a successful craft skill check.
Disguise (Cha) – the art of altering one's appearance, costuming, and impersonation. Useful for the master spy, the intrepid performer or others who must either blend in or try to stand out.
Investigation (Wis) – gathering intelligence, researching obscure information, eavesdropping, questioning contacts are all aspects of Investigation. The skill can also be used as a sort of urban tracking method.
Locksmith (Dex) – picking locks, building locking mechanisms, key forgery and related endeavors. A locksmith can attempt to disengage a lock without a proper key. If the skill check fails the mechanism remains locked and the character will be unable to unlock it using this skill until he or she has gained a new level of experience. Any additional attempts simply fail. A skill check that fails by more than 40% results in a locked but non-functional mechanism. Generally this skill requires a set of specialized tools.
Performance (Cha) – numerous styles of showmanship, each style requiring its own skill. Styles may include acting, oratory, comedy, or each related group of instruments (such as 'bow and stringed' instruments, percussion instruments, wind instruments, etc).
Pick-pocket (Dex) – picking pockets, cutting purse-strings, sleight of hand tricks, palming objects, and similar feats of manual deftness. A successful attempt grants the character an object or means the character successfully pulls off the ruse, while failure indicates nothing was gained. However, if the roll is failed by 20%or more (or a roll of 00) then the victim or another bystander notices the attempt and reacts accordingly.
Scribe (Int) – fashioning or forging documents, cartography, heraldry, copying information, and similar works of penmanship. Forms the basic success chance for some special abilities such as Deciphering Scrolls.
Stealth (Dex) – hiding or concealing oneself, silent movement, tailing a mark, and related maneuvers for staying unnoticed. Stealth checks are usually rolled by the GM. The character generally believes that they were successful regardless of the die roll. Success or failure only becomes apparent when other individuals act in such as way that indicates they are aware of the stealthy individual. A stealthy character either remains still or moves very slowly to remain hidden (and quiet).
Survival (Wis) – hunting techniques, protecting one from the elements, foraging, and rudimentary herbalism are all functions of Survival. When conducting a Survival check, success depends heavily on GM decided environmental conditions. For instance, gathering materials in the unfamiliar territory, producing fires in a downpour, or identifying natural substances that are very old may be very difficult, perhaps with a penalty as much as -60% or more.
Tracking (Wis) – following tracks or trail, identification of tracks, gathering additional related information associated with a trail are all aspects of the Tracking skill. Similar to the more general Survival skill, success depends heavily on GM decided environmental conditions. For instance, tracking in the rain, following tracks that are several days old, along a game trail containing multiple sets of tracks would be a difficult task indeed, perhaps with a penalty as much as -60% or more.
Trap-works (Int) – finding and removing traps, setting traps, or development of ingenious clockwork wonders all fall into the category of trap-works. In most case one must first roll to detect the trap, and then roll a second time to disarm it. Usually the GM will make these rolls secretly to keep the player in doubt about the character's success or failure until someone actually potentially triggers the mechanism.

The Special Abilities:
Increased HD – character uses d6 hit die for his or her rolls for hit points. Usually taken at first level, but if taken later, character may re-roll hit points using the new die type. The character's new total hit point value may not be less than what they had originally. If bad rolls plague the character, then they simply keep their old hit point total.
Knock-out – a non-lethal sneak attack
Legend Lore – remembering or locating obscure historical information, generally gained from scholarly pursuits. Different character concepts would approach the ability differently. A bardic type would know the information from the study of epic works. A treasure hunter would 'know their treasure', while others might be on the inside of a network of information traders.
Sneak Attack – character has the standard thief ability of Sneak Attacks (+4 / double damage).
Improved Sneak Attack – (requires Sneak Attack ability) character's Sneak Attack is increased (+6 / triple damage).
Sniper – a ranged weapon sneak attack.
Decipher Magical Scrolls – with a successful scribe skill roll, the character can cause a magical scroll to unleash its power as if the character was a normal Magic-user. Modify chance of successfully casting by -5% per spell level; scroll is consumed regardless of success or failure.
Decipher Divine Scrolls - with a successful scribe skill roll, the character can cause a divine (clerical) scroll to unleash its power as if the character was a normal Cleric (or Druid, if that optional class is used). Modify chance of successfully casting by -5% per spell level; scroll is consumed regardless of success or failure.
Copy Scroll – ability to copy scrolls of even magical nature with successful scribe skill roll. Using the appropriate inks, quills, parchment, the characters painstakingly copies each and every stroke. Double the time requirement of actually crafting scrolls, and an original must be available throughout the process. All normal costs associated with creation of scrolls must be paid whether or not successful in the attempt. Modify chance of success by -5% per spell level.
Bardic Song I - Captivate
Bardic Song II -
Luck – re-roll a failed skill check 1 time per day. Character must take the re-rolled result even if the results are worse.
Meister-crafter – craftsman may create exceptional works. Masterwork items may have a minor bonus associated with its use, and these masterwork items are often used in the creation of permanent magical items.
Jack-of-all-trades – character gains two additional skills (at the initial 25%) and a one-time bonus of 20 points to divide amongst all available skills (including the new ones).
Is it really the end, not some crazy dream?
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