Grithfang wrote:
Detect Magic wrote:
Thank you. Previous edition blind spot, I did not know that. I will consider ramifications.
The Red Mage wrote: Seems more likely that a thug would forgo stuff like finding traps than evasion and uncanny dodge, doesn't it? I made the decision not to include them when I still had the thug in mind as a d10 hit die character. Then I thought on it and came to these conclusions. A ranger character doesn't receive evasion until ninth level. If I gave the thug evasion at the same level I don't think it would be a problem. With the better attack roll I didn't want the thug to so far out do a normal rogue. By not including uncanny dodge, a rogue character can still flank the thug and balance out the encounter. Trapfinding was included to allow the thug to still preform the party role as a rogue.
Detect Magic wrote:
Yes, thank you. One of the thought exercises, or preconceptions with 3.x is the 20 level base class. Why can't there be a 10 level base class? It means after ten levels you will have to multi-class, or take a prestige class. The only thing it would affect is the favored class. This is taken care of by a simple modification: Favored Class: Upon reaching maximum level in a base ten class, a player can select a second favored class, as long as the second class is not a prestige class.
This is just a couple hours dalliance. It hasn't really been seasoned with flavor yet. I haven't played with builds to see how broken it is or anything like that, just a mental exercise and a starting point. Haven't been with pathfinder long, so if I am not speaking the language correctly I apologize. It is written as a 10 level base class, but could be modified to be a prestige class easily. Hit Die was left a d8 purposely. Slow progression on sneak attack, going back to rogue gives her a +17 at 20th level and devastating 7d8 sneak attack, too much? Maybe. Like I said, a mental exercise that with some tweaking might be a viable option for some people. Throw your expertise at it. Thug A Thug is a rogue who is more concerned with the martial aspects of the craft. Alignment: Any.
Weapon and Armor Proficiency: Thugs are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light and medium armor, but not with shields. 1st Weapons Training, Trapfinding
Weapon training: At 1st level the thug becomes proficient in piercing martial weapons. Other skills as Rogue Precise Weapon: At 5th level a thug can select one piercing martial weapon that she will be able to use to make sneak attacks. In a full round action this attack can only be used on her first attack. It only applies if the Thug is using her chosen weapon as her primary weapon. Improved Weapons Training: At 6th level a thug may select one from the following;
Precise Strike: At 10th level a thugs expertise with her chosen weapon allows her to make more devastating attacks. All sneak attack damage with that weapon is now does extra damage, rolling a d8 instead of the standard d6.
blahpers wrote:
Essentially by following the limits of the spells. You should not be giving your players a free pass to information. These are surface thoughts, or you can call them stream of consciousness. Things I would say, "You get the impression that <name> finds your questioning unwelcome". "You get the image of a cave in the woods." or "You get the impression that Bruno is a problem solver." |