Baruch Thuggee


In the kingdom of Baruch Malkut, marshes and swamps cover most of the landscape. Only a massive landscaping effort by the population allowed the connection of distant towns and cities by roadways. Soon, the military and more nefarious rebels found ways to take advantage of this terrain. They mastered subterfuge and stealth. When a few finally escaped their land, they took their training along with them. A few found a calling beyond simple thievery and murder. They found employ within the military, working as spies or assassins. They can practice this talent in almost any field, even though specialized in the swampy terrain of their homeland.

Thuggees leaving the Blessed Kingdom for any reason often find their title a burden or a curse. Declaring yourself one in Limshau or Gnimfall may likely net you jail time or expulsion. A few human-centered kingdoms may permit their entry. They must keep their identity secret, either because of a mission they are on, or to prevent a lynching. Most following this path by choice seldom have problems using their training to gain themselves personal benefit. Their morals and values are already stretched. If under tutelage in the military, their first task is to sneak into a rival city (usually in Limshau) and slay a figure of importance and escape without pinning blame on their own land. The training explains that most humans cannot withstand the magical interrogation techniques of the fey if captured. Many have taken their own lives in sight of their homeland, and no one murdered by the elite thuggees has ever been traced back to Baruch Malkut. This indoctrination only falls to the elite thuggees, the ones with special training, before finding assignment. A few rare cases found the final deed abhorrent to their nature. They escaped, carrying their training with them into the outside world. Some try to find new lives in humble paths while others take their guidance to pursue a nobler course. This path, though possible, is extremely rare. Ones that do vanish are declared traitors and bounties are placed upon their heads.

On the battlefield, thuggees bob and weave through combat, hunting down and taking out enemy officers, demoralizing the enemy.

Hit Die: d8

To qualify to become a Baruch thuggee, a character must fulfill the following criteria.
Origin: The character must be from a city in Baruch Malkut.
Skills: Stealth 8 ranks
Feat: Improved Feint
Base Attack Bonus: +5

Acrobatics (Dex) Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Stealth (Dex), Swim (Str)

Skill Points at Each Additional Level: 2 + Int modifier.

All of the following are class features of the Baruch thuggee.

Greater Feint (Ex): At 1st level, the thuggee gains a +2 bonus to bluff checks when using feint.

Sneak Attack (Ex): If a thuggee can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The thuggee's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thuggee flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two thuggee levels thereafter. Should the thuggee score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This ability stacks with existing previous sneak attack abilities if the character possesses them.

With a sap (blackjack) or an unarmed strike, a thuggee can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A thuggee can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thuggee must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thuggee cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Bonus Feat: At 1st level, a thuggee gets a bonus combatoriented feat. The thuggee gains an additional bonus feat at 7th level. These bonus feats must be drawn from the feats noted as fighter feats. A thuggee must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feats that a character of any class gets from advancing levels. A thuggee is not limited to the list of fighter bonus feats when choosing these feats.

Sand in the Eye (Ex): The thuggee, if forced into a fair fight, tries desperately to change that. Once per day per point of Dexterity bonus (Eg: Dex 18 = 4/day), the thuggee may take a move action against a target to distract them. The target is considered flatfooted until their next turn. Colorful description is encouraged by the player. Being flatfooted allows the thuggee's next strike to allow sneak attack damage. The thuggee cannot do more than one Sand in the Eye per opponent per day.

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