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Thug

Most black belts are highly disciplined warriors. Not so the thug. Through simple brutality, the thug aims to demoralize, intimidate and otherwise cajole his opponent into supplication.

The thug is an archetype of the black belt class.

Weapon and Armor Proficiencies

A thug is proficient with all simple weapons and all martial bludgeoning weapons. He is also proficient with light armor and with shields (except tower shields).

This ability replaces and modifies the black belt’s standard weapon and armor proficiencies.

Street Tough (Ex)

The thug gains Enforcer as a bonus feat even if he does not meet the prerequisites. Additionally, the thug may use his Strength modifier when making Intimidate checks instead of his Charisma modifier.

This ability replaces martial cunning.

Improvised Weapons (Ex)

While pipes and bricks are a thug’s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A thug’s improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a thug rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless. Additionally, the thug gains Catch off Guard as a bonus feat. Lastly, a thug can, as a free action at the beginning of his turn, apply the nonlethal trait to any improvised bludgeoning weapon he wields.

At 6th level, a thug can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents’ disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.

At 10th level, a thug who uses improvised weapons deals his unarmed strike damage + an extra 2d4 points of damage instead of 1d4.

At 12th level, a thug who uses improvised weapons has a critical threat range of 19-20, with a critical multiplier of x3.

At 20th level, a thug who uses improvised weapons deals his unarmed strike damage + an extra 3d4 points of damage instead of 2d4.

This ability replaces martial flexibility.

Shrug It Off (Ex)

By being seen as unbreakable, a thug can inspire greater levels of terror in his enemies. The more punishment he has taken, the more fear he provokes. The first time each round the thug adds damage to his Shrug It Off Pool, or takes nonlethal damage from an attack directly, he gains a +2 circumstance bonus to Intimidate checks until the end of his next turn.

If the amount of nonlethal damage the thug has is equal to 50% his hit point total or more, the circumstance bonus to Intimidate checks increases to +3. If it is equal to 75% or more, the circumstance bonus increases to +4.

When the thug reaches his 5th, 8th, 11th, 14th, 17th, and 20th levels, the circumstance bonus on Intimidate checks increases by 1.

This ability modifies shrug it off.

Biggest Guy In The Room (Ex)

Physical stature may be important, but having a larger presence than your victim works just as well. Whenever the thug uses or is the subject of the Intimidate skill, or would be subject to a fear-based effect dependent on size, he is considered one size category larger than he really is. At 8th and 14th level, the thug is considered one additional size category larger.

This ability replaces a martial arts talent gained at 2nd level.

Antagonistic Assault (Ex)

At 2nd level, whenever the thug uses the Enforcer feat to try and demoralize an opponent, he may instead choose to Antagonise (See FFd20 Intimidate skill) that creature instead, except he rolls Intimidate against that creature directly, not all creatures within 30 feet.

If you succeed on the check, you add the damage dealt by your attack to your Intimidate check to determine how long they remain antagonized and for the DC for the opponent’s Sense Motive check to stop being antagonized. Normally, if you fail to antagonise an opponent with intimidate, you cannot try again. Instead, each additional Antagonistic Assault attempt adds +5 to the DC. This increase resets after one hour.

In addition, the thug gains a +2 circumstance bonus on attack rolls and +2 dodge bonus on AC against creatures he has Antagonized. At 8th level, this increases to a +4 bonus. At 15th level, this increases again to a +6 bonus.

This ability replaces master’s flurry.

Brutal Strike (Ex)

At 4th level, once per day, the thug can unleash a strike so brutal it can intimidate an entire group. He must announce his intent before making the attack roll. The attack must deal nonlethal damage. If the attack hits and deals nonlethal damage, he attempts to demoralise all opponents within 30 feet, as well as the subject, as per his Enforcer feat. If the Brutal Strike causes the opponent to fall unconscious, Enforcer treats it as a critical hit if it wasn’t already. At 10th level, the thug may use this ability twice per day; at 16th level, he may use it three times per day.

This ability replaces knockout.

Master’s Strike (Ex)

This ability affects improvised weapons, rather than the thug’s unarmed strikes. The ability otherwise functions as normal. Additionally, the thug’s improvised weapons are no longer destroyed when he rolls a 1.

This ability modifies master’s strike.

Imposing Demeanor (Ex)

At 5th level, a thug gains a bonus to Intimidate checks equal to half his black belt level and can use Intimidate to demoralize or antagonize as a swift action.

This ability replaces weapon mastery.

Trash Talk (Ex)

At 7th level, the thug can jeer, belittle and otherwise deride opponents near-constantly, affecting even those who would not normally be swayed by his intimidating antics. As a swift action, the thug chooses an opponent within 30 feet. That target makes a Will save (DC 10 + half of the black belt’s level + his Strength modifier). A target that is “smaller” than the thug for intimidation purposes take a cumulative -4 penalty on the save. If the target fails the save and is not immune to fear, the thug gains a +5 bonus on his next Intimidate check against that opponent this turn. If the target is immune to fear, he may attempt to demoralize or antagonize that opponent this turn as though they were not immune to fear, though he takes a -10 penalty to the Intimidate check.

If the target makes the save, they are immune to Trash Talk for 24 hours. The thug cannot Trash Talk another opponent until the first one is unconscious or makes the save.

Creatures unable to understand speech are immune to this ability. Additionally, this ability does not function if the thug is silenced or otherwise cannot be heard.

This ability replaces focus.

Intimidating Presence (Ex)

At 7th level, the thug’s body language, demeanor and, in some cases, reputation, can cause people to treat him with fearful respect even when he isn’t trying. Whenever an opponent or neutral entity looks at the thug, they must make a Will save (DC 10 + half of the black belt’s level + his Strength modifier) or be shaken for one round. Entities the thug considers allies are immune to this effect as are mindless creatures. Entities with an animal-level intelligence can be affected, but they gain a +4 bonus to the save. Entities “smaller” than the thug for intimidation purposes take a cumulative -4 penalty to the save.

If the entity is not aggressive and does not possess an animal-level of intelligence, they are treated as being one step closer to friendly for 24 hours. The entity realizes that this is a “passive” intimidate and does not, therefore, seek to undermine them unless provoked.

A creature that succeeds or fails is immune to further instances of this ability for 24 hours.

A thug may suppress or resume this ability as a free action.

This ability replaces exploit weakness.

Ultimate Extortion (Ex)

At 18th level, the thug can perform an act of brutality so severe that the subject becomes permanently terrified of the thug. Once per day as a full-round action, the thug can attempt to instill this fear into a single creature. The target must have at least 3+ Intelligence to be affected. The thug makes an attack roll with a nonlethal weapon, and if successful, the target must make a Will save (DC 10 + half of the black belt’s level + his Strength modifier). Creatures immune to fear gain a +4 bonus to the save. Creatures “smaller” than the thug for intimidation purposes take a cumulative -4 penalty to the save. If the target fails, they immediately cease all hostile actions, refuse to engage in further hostilities, unless magically provoked, and is friendly to the thug for the next 24 hours. They will not necessarily follow the thug’s orders, but they will never willingly perform actions that will cause the thug harm, nor through inaction allow the thug to come to harm. The target will not follow the thug as a cohort or follower, however, instead parting ways at the earliest opportunity.

This ability replaces five point palm exploding heart technique.