Monday, January 6, 2020

Mythras Monday - Expanded Skills

 

A few skills in Mythras are in fact categories of skills with many options from which to choose. This can be somewhat daunting to newer players, so I have compiled a list of the various specializations available in my campaign for the following skills: Arts, Crafts, Lores, Combat Styles, and Magical Traditions, formatted pdf of which may be downloaded here - Expanded Skills.

Arts (Pow + Cha)

Calligraphy
Drawing
Engraving
Enameling
Musical Composition
Painting
Poetry
Printmaking
Prose
Sculpture
Stained Glass
Topiary
Woodcarving

Crafts (Dex + Int)

Armorer
Baker
Blacksmith
Boatwright
Bowyer/Fletcher
Brewer
Butcher
Carpenter
Cartwright
Chandler
Clockmaker
Cobbler
Coppersmith
Cook
Cooper
Dyer
Embroiderer
Glassblower
Glazier
Goldsmith
Jeweler
Leatherworker
Mason
Miller
Miner
Potter
Seamstress
Shipwright
Silversmith
Smelting
Tailor
Tanner
Vintner
Weaponsmith
Weaver

Lores (Int x 2)

Agriculture
Alchemy
Anatomy
Animal Training
Animal Husbandry
Architecture
Astrology
Cartography
Cryptography
Folklore
Genealogy
Geography
Heraldry
Herbalism
History
Law
Literature
Magical Potions
Mathematics
Military History
Mineralogy
Monsterology
Mythology
Natural History
Numerology
Occult
Outré
Philosophy
Politics
Poisons
Strategy & Tactics
Theology

Combat Styles (Str + Dex)

Arte dell'Abbraccio
Arte del combattimento del Maestro Fiore de Liberi
Brawling
Brawling – Sailor
Common Defense
Coraiocht
Dagger Fighting – Italian (Arte della Daga)
Dagger Fighting – German (Dolchfechten)
Fechten und Ringen von Meister Liechtenaur  
Knife Fighting – Italian (Arte del Coltello)
Knife Fighting - Spanish (Lucha con Cuchillo)  
Knightly Art of Combat  
Manus Nigrum  
Peasant Levy  
Pugilism  
Stick Fighting – Quarterstaffing  
Swordsmanship – English  
Swordsmanship – French (Lutte des Épée)  
Swordsmanship German (Fechten)  
Swordsmanship – Hungarian  
Swordsmanship – Italian (Arte della Spada)  
Swordsmanship – Scottish  
Swordsmanship – Spanish (La Verdadera Destreza)
Trained Guard  
Trained Mercenary – Balkan (Stratioti)  
Trained Mercenary – German (Landsknecht)  
Trained Mercenary – German  (Landsknecht – Doppelsöldner)  
Trained Mercenary – Scottish (Gallóglaigh)  
Trained Mercenary – Swiss
Trained Militia – Archer  
Trained Militia – Infantry  
Trained Militia – Turkish (Akinci)  
Trained Militia – Turkish (Sipahi)  
Trained Soldier – Turkish (Janissary)
Unarmed
Woodland Hunter  
Wrestling

Folk Magic (Pow + Cha)

Blessings of the Faithful
Common Magic
Thaumaturgy (Int + Pow)

Mysticism (Pow x 2)

Ascetic Purification
Gnosticism
Hesychasm

Sorcery (Int x 2)

Goetia
Kabbalah
Necromancy
Witchcraft (Pow + Cha)

Theism (Pow + Cha)

Path of Dominion
Path of Healing
Path of Ordination
Path of Righteous Judgment
Path of the Spirit







Friday, December 27, 2019

Fantastic Friday - MEGAFORCE




Major General Robert E. "Bob" Duke
Welcome to your new duty station, gentlemen. I'm Major General Duke, and as far as the Army is concerned, I'm the base commander here at Camp Whitaker.

Now, you're all probably very curious as to why you've been assigned to a little training camp and munitions dump in the middle of nowhere, West Texas, that no body's ever heard of.

Well, each and every one of you have been selected for your professional excellence, your tenacity, your bravery, and most of all your fierce patriotism, to be inducted into my little regiment. You see, I'm the commanding officer of a top secret, elite unit that doesn't officially exist - Megaforce.

Megaforce was created by an executive order signed by the president in April of '81. It's mission, to do the jobs that the regular military can't, for whatever legal or diplomatic reasons. That means you'll be conducting operations deep into hostile territory without the benefit of conventional air support, artillery, or reinforcements.

I have complete confidence in the capabilities of my men, and it's an honor to be inducted into their ranks.

Welcome to MEGAFORCE.
 
 
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MEGAFORCE is a Military Action Hero supplement for Fantastic Heroes and Witchery. Also provided is a list of modern weapons - The Armory., and a list of vehicles - The Motorpool -  Click the highlighted links for formatted pdfs.

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MEGAFORCE
Created by executive order in 1981, MEGAFORCE is a top secret unit of elite commandos formed to combat V.I.P.R., the notorious international terrorist organization.
 
Personnel Regulations
Dexterity
A character's Dexterity Modifier is applied to (i.e. subtracted from) his Initiative rolls, thus a bonus (positive) is subtracted and a penalty (negative) would be added.

Improving Ability Scores
Characters have a chance of increasing an Ability Score upon gaining a new level. Roll 3d6 and choose any single Ability Score with a lower value than the number rolled to raise by one point.
 
Wound Hit Points
A beginning character has a minimum number of Wound Hit Points equal to one-half of his Constitution score.
Vitality Hit Points
Upon gaining a level, all of a character's Vitality Hit Points may be re-rolled. His new Vitality Hit Points will then be equal to this total, or his current maximum, whichever is greater.
Levels
A character's level determines with rank. When a character gains enough Experience Points to gain a level, he is promoted to the next higher rank. Only Soldier and Aviator levels are counted when determining a character's rank.
Characters begin play at 3rd level. All members of MEGAFORCE are elite action heroes.
Level
Rank
1
Private
2
Private First Class
3
Specialist or Corporal
4
Sergeant
5
Staff Sergeant
6
Sergeant First Class or Lieutenant
7
Master Sergeant or Captain
8
Sergeant Major or Major
9
Lieutenant Colonel
10
Colonel
11+
General
Rules of Engagement
Aiming
Aiming for an entire round allows the character roll a d20 twice, and take the better result for his attack roll.
Critical Hit Effects
The following classes and MOSes may opt to use their "Special Critical Effect" instead of rolling on the critical hit chart - Assassin, Aviator, Grunt, Sapper, Scout, Sniper, Spy, Thick Brute, Thug

Class
Special Critical Effect
Assassin, Scout
This counts as Neutralize Sentry or Death Attack
(no save if already Neutralize Sentry or Death Attack).
Aviator
Extra Attack (against same or adjacent enemy)
if using aircraft's mounted weapons.
Grunt
Extra Attack (against same or adjacent enemy).
Grunt, Thick Brute, Thug
Extra Damage (roll per weapon or attacker's HD type)
Sapper
Extra Damage if using explosives.
Sniper
If the sniper hits with a rifle, the victim must
make a Con save or be reduced to 0 Hit Points.
Spy
Can tumble aside (or retreat) out of range of the
victim without incurring an attack of opportunity.

Full-Automatic Fire
Full-automatic fire allows the character to attack multiple targets. The player decides approximately how many bullets he wishes to fire and how to divide them amongst his targets. He then makes an attack roll against each individual target. If the attack is successful, roll an a die that corresponds to the number of shots fired to determine how many bullets hit the target. The target may then attempt a Dexterity Saving Throw to reduce the damage by half.
Example: A character wielding a sub-machine gun (2d6 damage per hit) opens up on three enemy soldiers, shooting a total of 20 rounds. He shoots 8 bullets at enemy A, 6 at enemy B, and 6 more at enemy C. He makes his attack roll against enemies A and C, but misses enemy B. Rolling "3" on a d8, he hits enemy A with 3 bullets, causing a total of 6d6 damage; and against enemy C he rolls a "5", inflicting 10d6 points of damage; each of whom may make Dexterity saves for half damage.
The Soldier
Soldiers are by far the most numerous members of MEGAFORCE, and are differentiated by their Military Occupational Specialty (MOS). In game terms MOSes act as sub-classes, and a character may split class freely between them, provided he meets the requirements.
The abilities granted by an MOS are combined with those of the base Soldier class and other MOSes. Abilities that grant bonuses to certain weapon types are not cumulative with other abilities that grant similar bonuses.
Example: A Grunt 3/Sniper 4 has, in addition to his BtH, a +4 bonus to hit and a +2 to damage with rifles, and a +1 to bonus hit and a +2 to damage with all other firearms.
The bonuses gained by Specialty Skills supersedes those of Basic Soldier Skills in cases where they overlap.
Example: A Sapper 2/Frogman 4 has the following skill bonuses - Athletics +8, Climbing +6, Demolitions +4, Detection +8, Navigate +6, Stealth +8, Survival +8
Finally abilities granted from a particular MOS that are dependent upon the character's level, are only calculated using the character's level in that MOS, not his overall Soldier level.
Example: A Grunt 5/Scout 3/Sniper 6 is considered a 3rd level character for purposes of calculating damage when using the "Neutralize Sentry" ability, inflicting double damage upon a successful surprise attack, but would cause x3 damage if using his "Kill Shot" ability.
Requirements: Strength 9+, Dexterity 9+, Constitution 12+, Intelligence 9+, Wisdom 9+
Armors: All modern armors
Weapons: Any four weapons, plus hand grenades, rifle-mounted bayonets, and all firearms.
Non-proficiency penalty: -2 to hit.
Saving Throws: + 2 bonus to all Dexterity and Constitution saves, and +4 bonus to all saves against Fear.
Class Features: Basic Soldier Skills, Defensive Position, Defensive Roll (3rd), Crippling Shot (7th)
  • Basic Soldier Skills: Soldiers add their level to skill checks related to the following tasks:
    Athletics (Str). Physical activities like jumping, running, swimming, and feats of strength such as kicking in doors.
    Climbing (Str/Dex). Scaling sheer surfaces, including walls and cliffs. If a rope and grappling hook are available and no immediate danger threatens, normally no die roll is needed in order to climb.
    Detection (Int/Wis). Hearing noises, noticing things out of the ordinary, sensing ambushes.
    Navigate (Int). Finding the fastest and safest route from one location to another.
    Stealth (Dex). Attempts to remain unnoticed, including hiding and/or moving silently.
    Survival (Wis). Finding food and shelter in the wilderness.
  • Defensive Position: Soldiers are trained to take cover when faced with enemy fire. When taking cover, they get a +2 bonus to their AC in addition to normal cover AC bonus. This bonus increases to +3 at 5th level, +4 at 9th level, and +5 at 13th level.
  • Defensive Roll: At 3rd level, soldiers can roll with a potentially lethal shot to take less damage from it than they otherwise would. Once per day, when hit by a missile attack (from a bow, crossbow, firearm or other similar weapon), soldiers can attempt to roll with the damage. To use this ability, they must attempt a Dexterity saving throw, if successful they take only half damage from the attack; if it fails, they take normal damage. They must be aware of the attack and able to react to it in order to execute a defensive roll; if they are denied their Dexterity bonus to AC, they can’t use this ability. Soldiers can use this ability 2/day at 7th level, and 3/day at 11th level.
  • Crippling Shot: At 7th level, soldiers can shoot their targets with such precision as to weaken and hamper them. This requires that the soldier carefully aim, so the attack must be a full-round action and suffer a +2 penalty to initiative. However, if successful the attack deals an additional die of damage (e.g. 2d8 instead of 1d8, or 4d6 instead of 3d6). Furthermore, if the target fails a Constitution saving throw, it also gets a –1 penalty to all rolls, and reduces its base speed by –10 feet until healed by magic, or after 1d4 days have elapsed. Note that each range increment between the rifleman and the target grants a +1 cumulative bonus to the target’s saving throw.
Soldier Progression Table
Level
HD
BtH
Saves
Abilities
1st
1d10
+1
16
Basic Soldier Skills,
Defensive Position (+2)
2nd
2d10
+2
15

3rd
3d10
+3
14
Defensive Roll (1/day)
4th
4d10
+4
13

5th
5d10
+5
12
Defensive Position (+3)
6th
6d10
+6
11

7th
7d10
+7
10
Defensive Roll (2/day)
8th
8d10
+8
9

9th
9d10
+9
8
Defensive Position (+4)
10th
9d10 +4
+10
7

11th
9d10 +8
+11
6
Defensive Roll (3/day)
12th
9d10 +12
+12
6

13th
9d10 +16
+13
6
Defensive Position (+5)

MOSes
Frogman
Additional Requirements: Dexterity 12+, Constitution 12+, Intelligence 12+; Sapper level 2
Sub-Class Features: Specialty Skills, Underwater Action
  • Specialty Skills: Frogmen add their level +2 to skill checks related to the following tasks:
    Athletics (Str). Physical activities like jumping, running, swimming, and feats of strength such as kicking in doors.
    Detection (Int/Wis). Hearing noises, noticing things out of the ordinary, sensing ambushes.
    Stealth (Dex). Attempts to remain unnoticed, including hiding and/or moving silently.
    Survival (Wis). Finding food and shelter in the wilderness.
  • Underwater Action: Frogmen are expert swimmers, and learn to fight and operate underwater. They can hold their breath twice as long as normal, and suffer no penalties for operating underwater.
 
Medic
Additional Requirements: Wisdom 12+
Sub-Class Features: Battlefield Aid, Medical Expertise
  • Battlefield Aid: Medics can perform vital emergency aid, allowing their injured comrades to quickly return to the fight. He must spend 1d4+1 rounds evaluating and treating the patient, and then must make a DC 12 Healing check. If successful the patient regains either 1d6 Vitality Hit Points plus an additional 1d6 for every two levels of the Medic, or 1d2 Wound Hit Points plus an additional Wound Hit Point per Medic level, depending on his current state.
  • Medical Expertise: Medics are knowledgeable in all matters relating to medicine. They add their level +2 to all checks involving the following tasks:
    Healing (Wis). First aid, treating a patient, diagnosing a disease, etc.
    Knowledge (Int). Knowledge relating to biology, biochemistry and physiology
Grunt
Additional Requirements: Strength 12+
Sub-Class Features: Brawler, Expert Gunner, Special Weapons
  • Brawler: Grunts are dangerous fighters, even when unarmed. They are considered armed (opponent doesn't get a +2 bonus to hit) and do 1d4 points of (lethal) damage when fighting unarmed.
  • Expert Gunners: Grunts are excellent riflemen and machine gunners, gaining a +1 bonus to attack rolls and a +2 bonus to damage with rifles and machine guns.
  • Special Weapons: Grunts are proficient with grenade launchers, claymore mines, anti-tank missiles, and rocket launchers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


Sapper
Additional Requirements: Intelligence 12+
Sub-Class Features: Demolitions Expert
  • Demolitions: Sappers are demolition experts, and add their level +2 to skill checks and attack rolls related to the use of explosives, and are proficient in the use of demolition charges, grenade launches, and all mines.
  • Engineering: Sappers are skilled engineers, and add their level +2 to skill checks related to the construction, or demolition, of structures, fortifications, bridges, roads, etc.
Scout
Additional Requirements: Dexterity 12+, Constitution 15+, Intelligence 12+, Wisdom 12+; Grunt level 2
Sub-Class Features: Bushwhacker, Neutralize Sentry, Specialty Skills
  • Bushwhacker: Scouts are expert woodsmen, and can move unhindered through thick underbrush at their normal speed.
  • Neutralize Sentry: Scouts are adept at silently eliminating their foes. If a scout surprises his enemy he gains a +4 bonus to hit and has the option to either paralyze his victim for 2d6 rounds, or to attempt to kill him outright if the victim fails a Constitution saving throw. Additionally the scout may elect to inflict extra damage on the attack, multiplying the base weapon damage by 2. This increases to x3 at 4th level, x4 at 7th, and x5 at 10th level.
  • Specialty Skills: Scouts add their level +2 to skill checks related to the following tasks:
    Detection (Int/Wis). Hearing noises, noticing things out of the ordinary, sensing ambushes.
    Knowledge (Int). Knowledge of the properties and location of plants, behavior of animals, etc.
    Navigate (Int). Finding the fastest and safest route from one location to another.
    Stealth (Dex). Attempts to remain unnoticed, including hiding and/or moving silently.
    Survival (Wis). Finding food and shelter in the wilderness.
    Tracking (Wis). Recognize and interpret the signs of passage left by living creatures.
Sniper
Additional Requirements: Dexterity 12+, Intelligence 12+, Wisdom 12+; Grunt level 2
Sub-Class Features: Kill Shot, Specialty Skills, Supreme Marksman
  • Kill Shot: Snipers are adept at killing their targets with a single, expertly placed shot. If they spend an entire round aiming at an unaware foe, they gain a +4 bonus to hit and multiply their base weapon damage by 2, increasing to x3 at 4th level, x4 at 7th, and x5 at 10th level as a Sniper. This is only effective against living creatures that have a discernible anatomy (thus excluding plants, undead, amorphous creatures, and constructs).
  • Specialty Skills: Snipers add their level +2 to skill checks related to the following tasks:
    Detection (Int/Wis). Hearing noises, noticing things out of the ordinary, sensing ambushes.
    Navigate (Int). Finding the fastest and safest route from one location to another.
    Stealth (Dex). Attempts to remain unnoticed, including hiding and/or moving silently.
    Survival (Wis). Finding food and shelter in the wilderness.
  • Supreme Marksman: Snipers are riflemen without peer, gaining a +1 bonus to attack rolls per level and a +2 bonus to damage with rifles.
Support Personnel
MEGAFORCE includes members of other classes - Aviators and Tech-Specialists. These members may freely split class as Soldiers, provided they meet all the relevant requirements.
Aviator
Apart from the requirements listed below, Aviators are identical to the "Sky-Lord" class detailed on page 57 of the Fantastic Heroes and Witchery Core Rule Book.
Requirements: Strength 9+, Dexterity 12+, Constitution 9+, Intelligence 12+
Tech - Specialist
Tech-Specialists are experts in the use and repair of mechanical, electronic, and other technological devices.
Requirements: Strength 9+, Dexterity 9+, Constitution 9+, Intelligence 12+
Armors: All modern armors
Weapons: Any four weapons, plus pistols.
Non-proficiency penalty: -4 to hit.
Saving Throws: + 2 bonus to all Dexterity and Intelligence saves.
Class Features: Jury Rig, Sabotage, Tech Genius, Scientific Improvisation (2nd), Kick Repair (3rd)
  • Jury-Rig: Tech-specialists can make quick fixes on a malfunctioning devices when they lack the necessary components or time to do the job properly. They just slap together spare parts and makeshift materials to manage an effective repair, that will last until the end of the scene or encounter, where any malfunction or critical damage effect resumes. This requires a Repair skill check at normal DC. However, only one jury-rig attempt can be made on a malfunctioning device, and afterwards it will have to be repaired normally and permanently.
Tech-Specialist Progression Table
Level
HD
BtH
Saves
Abilities
1st
1d8
+0
15
Jury Rig, Sabotage,
Tech Genius
2nd
2d8
+1
14
Scientific Improvisation
3rd
3d8
+1
14
Kick Repair (1/day)
4th
4d8
+2
13

5th
5d8
+3
12

6th
6d8
+3
12

7th
7d8
+4
11
Kick Repair (2/day)
8th
8d8
+5
10

9th
9d8
+5
10

10th
9d8 +3
+6
9

11th
9d8 +6
+7
8
Kick Repair (3/day)
12th
9d8 +9
+7
8

13th
9d8 +12
+8
7

 
  • Sabotage: Tech-specialists know enough about machinery, so they may discreetly sabotage them. As such, instead of merely destroying some part of the machine which could be repaired), they can subtly disable it, causing it to operate at reduced capacity, or cease to function (or even definitely break) after a certain time has elapsed. This takes a Repair skill check at a DC set by the GM.
  • Tech Genius: Tech-specialists are the true experts of technology. They add their level +2 to all skill checks made to understand, use and repair technological items.
  • Kick Repair: At 3rd level, tech-specialists may call upon their luck to quickly fix problems with machinery. Sometimes tech-specialists may even not have time for a jury-rig repair. When it happens, they can try to get malfunctioning devices in working order just by kicking, smacking, jiggling, oiling, or even verbally coaxing them. To use this ability, tech-specialists must touch the item to be repaired, but don’t need to make any Repair skill check. The device will resume working properly for 1d6 + 1/level rounds, before malfunctioning again. At third level tech-specialists can use this ability 1/day; then 2/day at 7th level, and 3/day at 11th level.
  • Scientific Improvisation: At 2nd level, tech-specialist gain the ability to improvise solutions using common objects and scientific know-how. This ability lets them create technological items in a dramatic situation quickly and cheaply. By combining common objects and various spare parts with a successful Tech-Use skill check, tech-specialists can build a tool or device to deal with any situation (within reason). All sorts of temporary tools, weapons, mechanical or electronic devices, and more can be built with this ability.
Opposition Forces
V.I.P.R. employs all manner of thugs, killers, and mercenaries. Some have the skills of trained soldiers, expert assassins, or professional spies, while others are no better than street criminals.
Assassin
Apart from the requirements listed below, Assassins are identical to the class of the same name detailed on page 35 of the Fantastic Heroes and Witchery Core Rule Book.
Requirements: Strength 9+, Dexterity 12+, Intelligence 12+
Spy
Spies are experts in the arts of disguise, infiltration, subversion, and intelligence gathering.
Requirements: Dexterity 9+, Intelligence 12+, Charisma 12+
Armors: All modern armors
Weapons: Any four weapons, plus knives and pistols.
Non-proficiency penalty: -4 to hit.
Saving Throws: + 2 bonus to all Dexterity and Charisma saves.
Class Features: Espionage
  • Espionage: Spies add their level +2 to skill checks related to the following tasks:
    Climbing (Dex). Scaling sheer surfaces, including walls and cliffs. If a rope and grappling hook are available and no immediate danger threatens, normally no die roll is needed in order to climb.
    Escape Bonds (Dex). Getting free from manacles, tied ropes, etc.
    Deception (Cha). Use of lies, props and forgery to deceive others (impersonation, disguises, false certificates, bluffing, etc.)
    Detection (Wis). Attempts to hear conversations behind doors, notice concealed or hidden objects, find secret doors or traps, or spot creatures waiting in ambush, etc.
    Gaining Information (Int). Gather rumors, question tavern-goers, etc.
    Legerdemain (Dex). Skillful hand use to hide a dagger from a guard, pick the pockets of others without attracting notice, or cheating at the gambling house.
    Open Locks (Dex). Picking the locks of chests, doors, etc. Note that lack of a proper set of lock picks will incur a –2 penalty to the roll, or even prevent using this skill alltogether.
    Poisons (Dex). Identify, brew or use poisons without risking poisoning. Recognize when a creature is poisoned, and know about possible antidotes.
    Stealth (Dex). Attempts to remain unnoticed, including hiding and/or moving silently. Wearing a dark gray outfit may grant a bonus to the check at night or in caverns, while bright colors or noisy equipment may incur a penalty.
    Traps (Dex). Attempts to disable or set traps.
    Persuasion (Int). Influencing others through argumentation, attempts at diplomacy, seduction, bartering, ingratiating, as well as calming, amusing, angering or swaying the immediate reactions of other people.
Spy Progression Table
Level
HD
BtH
Saves
Abilities
1st
1d8
+0
15
Espionage
2nd
2d8
+1
14

3rd
3d8
+1
14

4th
4d8
+2
13

5th
5d8
+3
12

6th
6d8
+3
12

7th
7d8
+4
11

8th
8d8
+5
10

9th
9d8
+5
10

10th
9d8 +3
+6
9

11th
9d8 +6
+7
8

12th
9d8 +9
+7
8

13th
9d8 +12
+8
7

Thick Brute
Thick brutes are identical to the class of the same name detailed on page 402 of the Fantastic Heroes and Witchery Core Rule Book.
Thug
Thugs are untrained criminals who tend to rely on violence, intimidation, and opportunism to achieve their goals.
Requirements: Strength 9+, Dexterity 9+, Constitution 9+
Armors: None
Weapons: Any four weapons, plus pistols.
Non-proficiency penalty: -2 to hit.
Saving Throws: + 2 bonus to all Strength and Dexterity saves.
Class Features: Backstab, Bully, Criminal Skills
  • Backstab: Thugs are skilled at ambushing their unsuspecting victims. If they surprise their enemy they gain a +4 bonus to hit and multiply their base weapon damage by 2, increasing to x3 at 4th level, x4 at 7th, and x5 at 10th level.
  • Bully: Thugs add their level to any check made to intimidate others through the force of arms, or with a threatening behavior.
  • Criminal Skills: Thugs may choose four skills from the following list in which they are considered proficient, allowing them to add their level to relevant skill checks: Climb, Escape Bonds, Gambling, Legerdemain, Open Locks, Persuasion, Stealth.
Thug Progression Table
Level
HD
BtH
Saves
Abilities
1st
1d8
+1
16
Backstab (x2), Bully, Criminal Skills
2nd
2d8
+2
15

3rd
3d8
+3
14

4th
4d8
+4
13
Backstab (x3)
5th
5d8
+5
12

6th
6d8
+6
11

7th
7d8
+7
10
Backstab (x4)
8th
8d8
+8
9

9th
9d8
+9
8

10th
9d8 +3
+10
7

11th
9d8 +6
+11
6
Backstab (x5)
12th
9d8 +9
+12
6

13th
9d8 +12
+13
6