Thieves World

Khorod

First Post
Both the prestige classes seem pretty good, but both also seem like they should be 5-level classes.

They are mostly needed to make members of their respective groups have abilities in common, but that could be done by just matching the feat and skill choices of fighters and rogues.
 

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Crothian

First Post
Khorod said:
Both the prestige classes seem pretty good, but both also seem like they should be 5-level classes.

They are mostly needed to make members of their respective groups have abilities in common, but that could be done by just matching the feat and skill choices of fighters and rogues.

I'm just so into the 10 level classes, it didn't even occur to do it otherwise. I'll redo them this weekend and see what they look like. Good idea, thanks.
 


Mr Fidgit

First Post
i don't think you will

i think you're quintaphobic

haven't you noticed how neither of the classes have any special abilities at level 5?


5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5


:D
 

Crothian

First Post
You figured out my weakness, my kryptonite if you will. Or else I was celebrating the Ohio State Victory plus losses of Notre Dame, Virginia Tech, and Georgia!! :D

/me does the happy dance
 

Khorod

First Post
That's ten 5's. Just in case you didn't know. 25 fives and you coulda' turned him. Even better, 3125 5's.

Just glancing over the Hawkmask class. Wouldn't the bonus to Intimidate checks be due to the reputation of mask wearers, and the bonus to disguise a circumstance bonus because it's... a mask?

So then, wouldn't this ability be wearing the mask without risking imminent and painful death? Or perhaps imminent and painful torture and later death? Perhaps anyone can put on a mask for a +2 bonus, but only the Hawkmasks are studied enough in shoving their masked face at people, talking softly, and fingering their daggers to get the full +4.

You have a preference for which list I raise these grave issues?
 
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Crothian

First Post
Khorod said:
Just glancing over the Hawkmask class. Wouldn't the bonus to Intimidate checks be due to the reputation of mask wearers, and the bonus to disguise a circumstance bonus because it's... a mask?

It's the mask and reputation that goes along with the mask that gives this bonuses. I really didn't follow what you were trying to say in the other paragraph. The revised classes should be done tonight.
 

Crothian

First Post
Hawk Mask Prestige Class (5 level prestige class)

The Hawk Masks are the fighting force, the assassins, and the thieves of Jubal. They are known on sight because they wear blue masks that resemble a hawk. This is to hide their identity as well as strike fear in to people.

HD: d8

Requirements:
BAB: +4
Skills: Intimidate 5 ranks, Hide 5 ranks, Knowledge Local or Streetwise 3 ranks, and Move Silently 5 ranks
Feats: Dodge, Mobility, Spring Attack
Special: Must be accepted into the organization by Jubal

Class Features

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), (Move Silently (Dex), Open Locks (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex)

Skill Points: 4 + Int modifier.

BAB: As Fighter
Saves: As Rogue

Hawk Mask: At first level the character is given a Hawk Mask. While wearing the mask, he gets +4 to all Intimidate and disguise checks. Disguise is used to keep people from recognizing who the Hawk Mask is.

Sanctuary Familiarity: At second level the Hawkmask has become very familiar with Sanctuary and how it works. He gains +2 to both Knowledge Local, and Knowledge Streetwise but only as they apply to the city of Sanctuary.

Poison Use: At second level the Hawk Mask can safely use poison with no fear of poisoning himself.

Death Attack: At third level the Hawk Mask can perform a Death attack the same as an Assassin. The DC is equal to 10+ twice the Hawkmask class level + Int modifier.

Fast Stealth: At fifth level the Hawkmask can move at normal speed and still Fhide and Move silently with no penalty.
 

Crothian

First Post
Hell Hound Prestige Class (5 Level prestige Class)

"The towns people have already taken to calling you Hell Hounds. Be sure that title refers only to the your vigor with which you pursue your duties and not your viciousness."

The Hell Hounds are the elite Guards of the Prince in Sanctuary. They were chosen not just because of their martial prowess, but also their ability to handle most situations and their ability to work alone if need be.

Hit Dice: d10
Requirements:
Alignment: Any Lawful
Base Attack Bonus: +6
Feats: Expertise, Power Attack, Weapon Focus and Weapon specialization (any weapon), Alertness
Skills: Listen 5 Ranks, Knowledge Rankan History 5 ranks, Sense Motive 5 ranks, Spot 5 ranks.
Must be proficient in all simple and martial weapons, as well as all armors and shields.
Special: Must be appointed to this position by the Prince.


Class Features:

Class Skills: Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Int), and Swim (Str)
Skill Points: 4 + Int modifier

BAB: As fighter
Saves: As Fighter

Fearless: The Hell Hounds are known for their ability to go anywhere and face anything. At first they are immune to all types of fear and intimidation. They also receive +4 circumstance bonus on all intimidation checks.

Martial Expertise: The Hell Hounds are known to be the best fighters in Sanctuary. At first level they receive and additional +1 to attack and +2 damage to one weapon they have weapon focus and specialization in. Once this weapon is picked it cannot be changed.

Way of the City: The Hell Hound has now learned much about the city and how it really works. At second level he gets +2 to all Bluff, Diplomacy, Gather Information, and Innuendo checks.

Princely Favor: If the Hell Hound remains in good standing with the Prince, at third level he can request a favor. This can only be used once, and must be in the Prince’s power.

Live for the Prince: At fourth level the Hell Hound has shown his devotion to the prince and can call use it to help him defeat the prince’s enemies. Once a day when he is acting on the behave on the Prince when the Hell Hound is taken to zero or below hit points he automatically heals 2d8+10 hit points.

Seek out Justice: At fifth level when pursuing a criminal the Hell Hound treats his armor as one category lighter in terms of movement. He also acts as if he had the Endurance feat and that will stack if he already has the feat. Also, his knowledge of the city is such that with a successful wisdom check DC 20 he can reason where the criminal has gone or is hiding if the Hell Hound losses sight of him. That part of the ability only works up till five minutes after the Hell Hound has lost sight of the target.
 
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Crothian

First Post
Stepson Prestige Class (5 level prestige class)

The Stepsons are an elite mercenary force that Tempus is the leader of. There is a lot of camaraderie in the group. There are two types the Sword Welders and their Shield mates.

HD: d10
Requirements:
BAB: 5+
Feats: Power Attack, Cleave, Weapon Focus (Any), Weapon Specialization (Any)

Or

Expertise, Dodge, Mobility, Weapon Focus (Any)

Class Skills: Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge Tactics (Int), Ride (Dex), Swim (Str)
Skill Points: 2 + Int modifier

Base Attack Bonus: As Fighter
Saves: As Fighter

Coordinated Fighting 1: At level one the pair of Stepsons (Swordwelders and the Shield Mate) can fight from the same square without hindering each other. Also, Shield Mate may use a full round action to also provide his shield bonus to the Sword Mate.

Coordinated Fighting 2: At level two the Swordwelder now gets either a +2 attack bonus or +2 dodge bonus whenever the Shield Mate performs a full round action as in Coordinated Fighting 1.

Coordinated Fighting 3: At third level as above except the bonus is +4. They can also perform coordinated fighting when within 5 feet of each other.

Coordinated Fighting 4: At fourth level the duo can now work so well together they get an extra partial action once a round. Only one of them can use this extra partial action.

Coordinated Fighting 5: At fifth level they can now fight as one. When one uses the dodge feat, they both get the bonus. When one uses the Expertise feat, they both get the bonus. If they attack the same foe, they are considered flanking towards is. They each roll initiative, but can use the others roll if they choose.
 

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