The OD&D Thug Character Class
by Jim BobbOne of the more interesting "monsters" in the Rules Cyclopaedia (RC) is the Headsman. By definition, a Lawful character (following a strict set of rules) even though they are listed as Neutral (for those that enjoy their grisly jobs far too much). A much better assassin type than the 1st edition AD&D Assassin class, some of these masters of disguise and death plagued my PC's for game years. Used primarily as an NPC class, here is the Thug class for players and DM's to enjoy and terrorise each other with.
Prime Requisite: Dexterity
Other Requirements: Strength and Charisma of 9 or greater, Neutral alignment.
Experience: +5% for Strength and Charisma of 13 or greater and Dexterity of 13-15; +10% for Strength and Charisma of 13 or greater and Dexterity of 16 or greater.
Hit Dice: 1d6 per level with Constitution adjustments, up to 9th level. Starting with 10th level, +2 hit points per level and Constitution adjustments no longer apply.
Weapon Skills: Same as Thieves (RC p75).
Other Skills: Same as Thieves (RC p86).
Maximum Level: 13th level. Must assassinate a 13th level thug to gain 13th level.
Armour Allowed: Any; Shields allowed. Abilities marked with an * are not useable while the Thug is wearing armour heavier than leather.
Weapons Allowed: Any one handed melee weapon and any missile weapon.
Special Abilities:
1)* Thugs have the abilities of a thief.
2) Thugs have the ability to Disguise themselves with a 75% chance.
3) Thugs learn additional languages at every even level to make their masquerades seem more believable.
4)* Thugs have a +1 bonus to surprise opponents.
5) Thugs are harder to surprise due to their training, gaining a +1 bonus against being surprised.
6) Thugs have the ability to kill a surprised opponent if they hit them with the first attack.
7) Thugs of 9th level or greater may form a guild, much in the same way thieves do. Such a guild may be allied with a local or nearby thieves' guild.
Thugs (also called "executioners") are people commonly employed by dominion rulers. They are trained in the business of killing criminals who have received the death penalty. Most thugs are skilled in the proper use of bladed weapons, ropes, and poisons and are able to execute criminals quickly and neatly.
All professional thugs belong to their own guild, which is associated with the Thieves' Guild. Thugs keep their true identities completely secret, wearing hoods or disguises when engaged in professional activities. Many own ordinary shops, and can seem to be perfectly ordinary townsfolk.
Unlike the Thieves' Guild, the Headsman Guild is not supported by adventurers or rulers. They are sometimes hired by other NPCs, especially evil ones. However, PCs do not normally contact these headsmen for any reason; their organisation is dangerous as either an enemy or an ally. Some thugs are treacherous and self-serving, known to extort money from their previous "clients" with threats of exposure, kidnapping, or even murder.
Thugs strongly prefer stealth, treachery, and ambush to normal attacks. They often use magical devices when attacking powerful opponents; potions, rings, and miscellaneous items are preferred. Thugs rarely use magical weapons, preferring cheap but effective tools that could easily be left behind. They never use spells, though they may hire (or be led by) evil spellcasters.
Sometimes thugs may be hired as guards, if assured of high level clerical assistance when injured or slain. They may rarely be found working with bandits or other renegade groups, often unbeknownst to the bandits themselves.
Thugs know methods to kill quickly, neatly, and silently. A thug also has the same special abilities as a thief of the same level, with the exception of scroll use at 10th level. Thugs use standard Fighter attack roll tables and saving throw tables.
A thug may make preparations to surprise a victim; if so, a roll of 1-3 (instead of 1-2) indicates surprise. These preparations often include disguise, success at moving silently (as the thief ability), and a strong cord or edged weapon held ready, possibly while successfully hiding in shadows.
If a prepared thug gains surprise, the victim may be slain with a single blow, regardless of hit points. An attack roll is made with the +4 backstab bonus to hit; if successful, the character has the percentage chance listed below to kill the target. If the percentage roll fails, normal backstab damage is inflicted. A successful hit may also require the victim to make a saving throw vs. poison if the thug is using a poisoned blade.
Thug Experience Table
Level Experience Hit Dice OL FT/RT CW MS HinS HN 1 0 1d6 10% 5% 86% 15% 6% 25% 2 2,000 2d6 20% 15% 88% 25% 15% 35% 3 4,000 3d6 30% 25% 90% 35% 24% 45% 4 8,000 4d6 40% 35% 92% 44% 32% 54% 5 16,000 5d6 50% 45% 94% 52% 38% 62% 6 32,000 6d6 58% 54% 96% 58% 44% 70% 7 64,000 7d6 66% 62% 98% 64% 50% 78% 8 120,000 8d6 72% 70% 100% 68% 56% 84% 9 240,000 9d6 78% 76% 102% 72% 60% 90% 10 480,000 9d6+2 84% 83% 104% 76% 64% 94% 11 960,000 9d6+4 88% 89% 106% 80% 68% 98% 12 1,440,000 9d6+6 92% 94% 108% 84% 72% 102% 13 1,920,000 9d6+8 96% 98% 110% 88% 76% 106% Thug Execution Table
Thug Level Victim HD or Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19+ 1 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - - - - - - - 2 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - - - - - - 3 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - - - - 4 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - - - - 5 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - - - 6 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - - 7 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - - 8 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% - 9 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 1% 10 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 11 99% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 12 99% 99% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 13 99% 99% 99% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20%