Ruins of Adventure
- Races: Any
- Sub-Classes: Any
- Ability Requirements: Str 13, Con 12, Dex 11, Max Int 12
- Alignments: Non-Good
- Starting Cash: By class
- Weapon Slots: +2 slots
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Punching or Wrestling specialization
- Allowed Weapons: By class, plus all one-handed melee
- Allowed Armors: Any Armor or Shields
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Alertness, Intimidation, Local History
- Required Proficiencies: none
- Recommended Proficiencies: Animal Handling, Blacksmithing, Endurance, Gaming, Looting, Mining, Stonemasonry, Trailing, Weaponsmithing
- Forbidden Proficiencies: none
- Pick Pockets: —
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: —
- Hear Noise: —
- Climb Walls: —
- Read Languages: —
Overview: The Thug is the most violent sort of thief. Many criminals tend to be fairly intelligent and indirect in their actions, using cleverness, stealth, and subterfuge against their victims. In short, they have style. Thugs-who rely on brute force-lack all these qualities. Thugs are a feature of life in most major cities, operating as independent muscle for any patrons when not holding down regular jobs (blacksmith, mason, or teamster). Large coastal cities have long known the presence of thugs employed by criminal gangs, unprincipled merchant guilds, and seaport authorities. Thugs enforce protection rackets, hijack shipments, serve as bodyguards, provide backup muscle on heists, and intimidate victims and law enforcers alike. A thug is a violent, frightening figure, nearly always male and heavily armed. In some cities, highly paid thugs are unofficially used to keep order in lawless or rebellious neighborhoods, though they are corrupt peacekeepers at best.
Description: A thug is usually unkempt and unwashed far beyond the norm for his kind, seedy and suspicious in behavior and physically powerful in appearance. Armor and clothing may show off arm musculature, and bits of stolen jewelry (rings, necklaces, bracelets) may be displayed. At least one and sometimes many weapons are in evidence; if an unusual weapon is used, it is displayed. Other smaller weapons are kept hidden on the thug’s person. Criminal gang insignia, tattoos, scars, bruises, and rude language are characteristic. In particular, armor, weapons, and other possessions are human made or self-manufactured and rarely of good quality.
Role-Playing: A thug is generally an outcast from his people and homeland, possibly wanted there or elsewhere for past crimes. A thug is unimaginative and brutish, unconcerned with larger issues of morality so long as he is well paid and gets to scare people. A thug on an adventure would function as a part-time fighter with mediocre thief skills; still, some groups aren’t choosy about their companions.
It is easy to add more depth to this picture. A thug might have grave anxieties and doubts about his abilities and feel he constantly needs to prove himself. He could have a rough sense of honor and fight worthy opponents fairly, proving himself loyal to a strong leader. He might vent his rage on evil beings or groups that harmed him in the past, buying drinks for friends using the money he loots from his foes (a crude sort of Robin Hood). He could be rather charming for a brutal outlaw, or he could be played with a comic touch as a dull-witted goon with overdone, stereotyped mannerisms.
- Because they are better trained in combat than other rogues, Thugs receive +1 on their “to hit” rolls.
- When rolling for hit points, a thug rolls 1d4+2 points per level instead of 1d6. The upper range for hit points is the same as for normal rogues, but the thug has a higher average hit-point total, allowing him to withstand melee combat.
- If the Local History proficiency is taken for the city the thug inhabits, a successful proficiency check grants the thug knowledge of local escape routes and hiding places he can use to evade capture.
- Thugs spend much of their early career learning about weapons and their use, and their initial training in the traditional thief skills suffers as a consequence. A Thug has 20 fewer points to distribute initially among his thief skills at 1st level. Additional points are received with each level as normal.
- A Thief or Bard thug does not gain the ability to use magical scrolls when he reaches 10th level.
- Demihuman thugs are usually far out of their racial/cultural environment and have taken up many human mannerisms, speech patterns, and allies. The thug suffers a -4 reaction penalty when dealing with NPCs of the same race as the thug. These NPCs regard the thug as a traitor or lowlife scum, charges that each bear an element of truth.
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