Villainous Fighter (3.5e NPC Class)

From D&D Wiki

Jump to: navigation, search
600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: does not entirely follow preload


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

Villainous Fighter (3.5e NPC Class)
Rating: Not rated
(Rate this class)
Status: First Draft
Editing: Constructive edits welcome


Villainous Fighter[edit]

The villainous fighter is an NPC class. This class is designed to provide the nameless minions serving a bad-guy. The class is designed to produce an appropriately effective NPC fighter with minimal design overhead and without having to provide those minions with magic items in order to be appropriate challenges.

If the villainous fighter is a named villain, rather than a faceless follower, he gains additional abilities and minons based on his encounter level (ECL). He and his minions have a challenge rating of his ECL + 2. This should produce a "boss" style battle that is somewhat harder than a standard encounter, but not so difficult as to produce a likely player-character death.

Every villain is a little different from the next. They gain their abilities through a variety of methods. They each have different agendas. They each operate in a different sphere of expertise. A villainous slaver may be a brute thug, while an infiltrator from an evil kingdom may be suave and sneaky.

This class does not multiclass.

This class is not intended for PC play.

Alignment: Any Evil

Hit Die: d8 (minion), d10 (villain)
Table: The Villainous Fighter

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Role, (Villain, Minions)
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 (Bonus villainous ability)
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6
Ranks in all skill equal the villain's ECL. Abilities in (brackets) are only gained by villains.
Class Skills: See villain's role description.

Class Features[edit]

All of the following are class features of the villainous fighter.

Weapon and Armor Proficiency: A villainous fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Favored Weapon (Ex): Starting at 3rd level, the villainous fighter gains an innate enhancement bonus to hit and damage with a favored weapon. Every four levels thereafter (at 7th, 11th, 15th, and 19th level), this bonus increases by one. The villain's favored weapon count as magic weapon in most respects, such as resisting sundering and bypassing DR/magic. At 7th level, the villain gains an additional favored weapon whose bonus is one less than that of his primary favored weapon.

Scheduled Bonuses: Villains gain enhancements as they advance it level.

Level Totals* Bonuses
4. +2 AC
+3 Attack
+1 armor enhancement, +1 shield enhancement, +1 enhancement to all saves
6. +4 AC
+4 Attack
+1 weapon enhancement, +1 deflection, +1 natural armor class, +1 armor enhancement, +1 shield enhancement, +1 enhancement to all saves
8. +6 AC
+5 Attack
+1 weapon enhancement, +1 deflection, +1 natural armor class, +2 armor enhancement, +2 shield enhancement, +2 enhancement to all saves, +2 enhancement to one ability and Con
12. +10 AC
+7 Attack
+2 weapon enhancement, +2 deflection, +2 natural armor class, +3 armor enhancement, +3 shield enhancement, +3 enhancement to all saves, +2 enhancement to one ability and Con
14. +14 AC
+9 Attack
+3 weapon enhancement, +3 deflection, +3 natural armor class, +4 armor enhancement, +4 shield enhancement, +4 enhancement to all saves, +4 enhancement to one ability and Con
15. +16 AC
+9 Attack
+3 weapon enhancement, +3 deflection, +3 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves, +4 enhancement to one ability and Con
16. +18 AC
+11 Attack
+4 weapon enhancement, +4 deflection, +4 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves, +6 enhancement to one ability and Con
18. +20 AC
+12 Attack
+5 weapon enhancement, +5 deflection, +5 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves, +6 enhancement to one ability and Con
20. +20 AC
+13 Attack
+5 weapon enhancement, +5 deflection, +5 natural armor class, +5 armor enhancement, +5 shield enhancement, +5 enhancement to all saves, +6 enhancement to one ability and Con

* Assumes that enhancements are put into strength for melee and dexterity for ranged and for those using Weapon Finesse.

Armor enhancement is gained, no matter which armor (if any) the NPC wears. NPC gains shield enhancement only when he is not using a ranged weapon, not using a two-handed weapon, and not dual-wielding. Weapon enhancements apply to whatever weapons they are using. These weapons are not magic.

Minions[edit]

Minion Roles: All humanoid minions have roles. Other creature types may have roles. The default role is thug.

  • Thug: This minion is a base thug. His only purpose is violence and intimidation. This role covers most gangs, soldiers, mercenaries, and any other purveyor of personal violence. Thugs gain skill ranks equal to their ECl in the following skills: Handle Animal, Intimidate, Ride, Swim.
  • Bodyguard: This minion guarantees the safety of others. As an immediate action, even on another character’s turn, if this minion is within five feet of his villain, he takes the damage that his villain would normally take. He may use this ability once per round.
  • Galley Slave Driver: Galley slave drivers whip slaves into working. Slave drivers gain skill ranks equal to their ECL in the following skills: Balance, Intimidate, Use Rope, and Swim. They gain proficiency in Whip. They gain the Row Faster villainous ability.
  • Template: Apply any appropriate creature templates to this minion. ECL adjustments affect the skills of the minion.

Villain[edit]

If this NPC is a villain, rather than a minion, he gains the following additional abilities:

Villain (Ex): This character is a villain. Villains gain the following benefits:

  • Evil Aura (Su): This character detects as evil using the detect evil spell.
  • Twisted Worldview (Ex): There's nothing that you can say to a villain that the villain won't twist into his own dysfunctional world view. No matter what you say to him, he assumes the worst. If he views you a character in a friendly light, he expects to be betrayed. A Villain only really trust those people that he understands: other black-hearted villains. Since his nature is so twisted, spells which attempt to make the villain more friendly or cooperative often have unintended consequences. Intimidation, rather than diplomacy, is the key for dealing with these evil men.
  • Minions (Ex): Villains has minions minions. The villain uses his minions to do his dirty work. The villain controls minions whose total CR equal his effective character level (ECL). No single minion may have an ECL greater than the villain's ECL - 4.
  • Lead by Example (Ex): Once per battle, when this villain damages any PC, his minions become heartened. They gain a +4 morale bonus to their Strength until the villain's next turn.
  • Rule of the Strong (Ex): This villain may use his Strength bonus in place of his Charisma bonus when making Intimidate skill checks. In addition, if the villain is wearing a frightening mask, has a frightening visage, is dressed in spiked armor, or is otherwise arrayed in some obviously intimidating fashion, he may intimidate (demoralize opponent) an opponent as a swift action. A humanoid race with a negative Charisma modifier counts as an intimidating visage, as well as most non-humanoid creatures types.
  • Not So Easily Foiled (Ex): Once per encounter, the villain may automatically makes a Will save. This ability may be used after the villain has already missed his saving throw. This ability also allows the villain to avoid all side-affects or save affects of the avoided spell.

Villain Roles (Ex): All villains have roles. Each role gives a villain a unique set of abilities.

  • Minion: This villain is a tougher-than-normal minion. See minion roles above.
  • Fop: This villain is a dangerous dandy. Fops gain skill ranks equal to their ECL in the following skills: Bluff, Diplomacy, Gather Information, Knowledge (choose three), Sense Motive, and Tumble. Fops lose all armor and shield feats. Fops gain the Cunning Bastard, Disciplined Fighting, Orator, and Swashbuckle villainous abilities.
  • Other: There are many types of villains out there. A villain should always have a skill list that matches his villainish duty, and any key abilities (one to three) that are iconic for this villain type.

Villainous Abilities[edit]

Villains gain abilities as they advance in levels. They may use their feats to acquire these abilities.

See: Villainous Abilities (DnD Variant Rule)

Quick-Build Villainous Fighters[edit]

About Quick-Build Villains[edit]

The following are some quick-build villainous fighters. The numbers are reasonably accurate, but they do contain some simplifications. The numbers were calculated via spreadsheet using fairly generic assumptions.

These numbers are provided as a fast-creation aid. If you need some opponents fast, you can use these tables to create appropriate encounters is minutes rather than hours. If you wish more specialized opponents, you will get more appropriate numbers if you hand-calculate the build.

Weapon and Shield[edit]

Table: Weapon and Shield
Level HP Armor
Class
Touch
AC
Flat
AC
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Fort Reflex Will
1 12 19 11 18 +3 1d8+2 +2 1d8+2 +4 +1 +1
2 19 19 11 18 +4 1d8+2 +3 1d8+2 +5 +1 +1
3 27 19 11 18 +5 1d8+2 +4 1d8+2 +5 +2 +2
4 34 22 11 21 +7 1d8+3 +5 1d8+3 +6 +3 +3
5 42 22 11 21 +8 1d8+3 +6 1d8+3 +6 +3 +3
6 49 22 11 21 +9 1d8+3 +7 1d8+3 +8 +4 +4
7 57 23 11 22 +11 1d8+4 +8 1d8+4 +8 +4 +4
8 72 27 12 26 +13 1d8+5 +10 1d8+5 +11 +5 +5
9 81 27 12 26 +14 1d8+5 +11 1d8+5 +11 +6 +6
10 89 27 12 26 +15 1d8+5 +12 1d8+5 +12 +6 +6
11 98 29 13 28 +17 1d8+6 +14 1d8+6 +12 +6 +6
12 106 31 13 30 +19 1d8+7 +15 1d8+7 +14 +8 +8
13 115 31 13 30 +21 1d8+8 +16 1d8+8 +14 +8 +8
14 137 35 14 34 +23 1d8+9 +18 1d8+9 +17 +9 +9
15 147 35 14 34 +25 1d8+10 +19 1d8+10 +17 +10 +10
16 172 39 15 38 +27 1d8+11 +21 1d8+11 +20 +11 +11
17 183 39 15 38 +28 1d8+11 +22 1d8+11 +20 +11 +11
18 193 41 16 40 +30 1d8+12 +24 1d8+12 +21 +12 +12
19 204 41 16 40 +31 1d8+12 +25 1d8+12 +21 +12 +12
20 214 41 16 40 +33 1d8+13 +26 1d8+13 +22 +12 +12
Abilities

1st. Sentry. Gains Listen, Spot, and Sense Motive. Substitutes Con modifier for Cha modifier for Sense Motive.
4th. Improved Disarm
8th. Improved Grapple
12th. Improved Critical. Double threat range of weapon.
16th. Evil Pact. Fully healed, as a swift action, 1/day.
20th. Improved Trip

The build above is based on the elite array with Str 15, Dex 11, Con 14, Int 10, Wis 12, Cha 8.

Two-Handed[edit]

Table: Two-Handed Weapons
Level HP Armor
Class
Touch
AC
Flat
AC
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Fort Reflex Will
1 12 16 11 18 +3 2d6+3 +2 1d8+2 +4 +1 +1
2 19 16 11 18 +4 2d6+3 +3 1d8+2 +5 +1 +1
3 27 17 11 18 +5 2d6+3 +4 1d8+2 +5 +2 +2
4 34 18 11 21 +7 2d6+4 +5 1d8+3 +6 +3 +3
5 42 19 11 21 +8 2d6+4 +6 1d8+3 +6 +3 +3
6 49 19 11 21 +9 2d6+4 +7 1d8+3 +8 +4 +4
7 57 19 11 22 +11 2d6+6 +8 1d8+4 +8 +4 +4
8 72 22 12 26 +13 2d6+7 +10 1d8+5 +11 +5 +5
9 81 22 12 26 +14 2d6+7 +11 1d8+5 +11 +6 +6
10 89 22 12 26 +15 2d6+7 +12 1d8+5 +12 +6 +6
11 98 24 13 28 +17 2d6+8 +14 1d8+6 +12 +6 +6
12 106 25 13 30 +19 2d6+9 +15 1d8+7 +14 +8 +8
13 115 25 13 30 +21 2d6+11 +16 1d8+8 +14 +8 +8
14 137 28 14 34 +23 2d6+12 +18 1d8+9 +17 +9 +9
15 147 28 14 34 +25 2d6+13 +19 1d8+10 +17 +10 +10
16 172 31 15 38 +27 2d6+16 +21 1d8+11 +20 +11 +11
17 183 31 15 38 +28 2d6+16 +22 1d8+11 +20 +11 +11
18 193 33 16 40 +30 2d6+17 +24 1d8+12 +21 +12 +12
19 204 33 16 40 +31 2d6+17 +25 1d8+12 +21 +12 +12
20 214 33 16 40 +33 2d6+17 +26 1d8+13 +22 +12 +12
Abilities

1st. Sentry. Gains Listen, Spot, and Sense Motive. Substitutes Con modifier for Cha modifier for Sense Motive.
4th. Improved Disarm
8th. Improved Grapple
12th. Improved Critical. Double threat range of weapon.
16th. Evil Pact. Fully healed, as a swift action, 1/day.
20th. Improved Trip

The build above is based on the elite array with Str 15, Dex 11, Con 14, Int 10, Wis 12, Cha 8.

Ranged[edit]

Table: Ranged
Level HP Armor
Class
Touch
AC
Flat
AC
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Fort Reflex Will
1 12 18 12 16 +3 1d6+1 +3 1d8+3 +4 +2 +1
2 19 18 12 16 +4 1d6+1 +4 1d8+3 +5 +2 +1
3 27 19 12 17 +5 1d6+1 +5 1d8+3 +5 +3 +2
4 34 20 12 18 +7 1d6+1 +7 1d8+4 +6 +5 +3
5 42 21 12 19 +8 1d6+1 +8 1d8+4 +6 +5 +3
6 49 21 12 19 +9 1d6+1 +9 1d8+4 +8 +6 +4
7 57 21 12 19 +11 1d6+1 +11 1d8+5 +8 +7 +4
8 72 24 13 22 +13 1d6+2 +13 1d8+6 +11 +8 +5
9 81 24 13 22 +14 1d6+2 +14 1d8+6 +11 +9 +6
10 89 24 13 22 +15 1d6+2 +15 1d8+6 +12 +9 +6
11 98 26 14 24 +17 1d6+3 +17 1d8+7 +12 +9 +6
12 106 27 14 25 +19 1d6+3 +19 1d8+8 +14 +12 +8
13 115 27 14 25 +21 1d6+3 +21 1d8+9 +14 +13 +8
14 137 30 15 28 +23 1d6+4 +23 1d8+10 +17 +14 +9
15 147 30 15 28 +25 1d6+4 +25 1d8+11 +17 +16 +10
16 172 33 16 31 +27 1d6+5 +27 1d8+12 +20 +17 +11
17 183 33 16 31 +28 1d6+5 +28 1d8+12 +20 +17 +11
18 193 35 17 33 +30 1d6+6 +30 1d8+13 +21 +18 +12
19 204 35 17 33 +31 1d6+6 +31 1d8+13 +21 +18 +12
20 214 35 17 33 +33 1d6+6 +33 1d8+14 +22 +19 +12
Abilities

These values have not been calculated into the villain.

1st. Add Dexterity bonus to ranged damage. Precise Shot.
4th. Weapon Focus, Weapon Specialization. +1 to hit/+2 damage.
8th. Rapid Shot
12th. Ignore cover and concealment
16th. Evil Pact
20th. Weapon Supremacy (extra abilities only)

The build above is based on the elite array with Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.

Example Villainous Fighter[edit]

Black Pete

CR 4

Male half-orc villainous fighter 4
CE Medium humanoid (orc)
Init/Senses +1/darkvision 60 ft.; Listen −2, Spot −2
Languages Common, Orc
AC 22, touch 12, flat-footed 21
(+7 banded armor, +1 armor enhancement, +2 shield, +1 shield enhancement +1 Dex)
hp 42 (4 HD)
Resist not so easily foiled
Fort/Ref/Will +7/+3/+2
Speed 20 ft. (4 squares) in banded mail, base 30 ft.
Melee mwk battleaxe +9 (1d8+5/×3) or
Melee sap +8 (1d6+4 nonlethal)
Ranged javelin +5 (1d6+4)
Base Atk/Grp +4/+8
Atk Options Power Attack, lead by example
Special Actions rule of the strong
Combat Gear potion of cure critical wounds
Abilities Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 6
SQ aura of evil, villain, favored weapon (battleaxe), orc blood
Feats Power Attack, Skill Focus (Intimidate)
Skills Handle Animal +2, Intimidate +8, Ride +5, Swim +8
Possessions combat gear plus masterwork banded mail, masterwork steel heavy shield, masterwork battleaxe, 3 javelins, sap, 150 gp
Orc Blood (Ex) For all effects related to race, Pete is considered an orc.
Villainous Role Pete's has the villainous role of minion (thug).
Twisted Worldview (Ex) Pete is not influenced by Diplomacy skill checks. Instead Intimidate checks have the effect that Diplomacy normally would.
Minions (Ex) Pete has eight orcs as minions. Each orc is equipped with a sap +4 (1d5+4 nonlethal) in addition to its normal weapons.
Lead by Example (Ex) Once per encounter, when Pete damages any PC, his minions become heartened. They gain a +4 morale bonus to their Strength until Pete's next turn.
Rule of the Strong (Ex) Pete uses his Strength bonus in place of his Charisma bonus on Intimidate checks. He may also demoralize (Intimidate) an opponent as a swift action.
Not So Easily Foiled (Ex) Once per encounter, Pete may choose to automatically succeed on a Will save. The choice may be made after a failed roll. Pete avoids any save effects from the saved effect.


Black Pete is among the best slavers on the coast. He and his crew raid inland for good "loot", then sell their prisoners off to pirates along the coast, most usually to the notorious Captain Hiram Smith. Black Pete was once a sailor on the Cold Dead Fish, and he still prefers to deal with "the devil he knows." There is a 5,000 gp bounty for his capture, dead or alive.

Captain Smith is particularly interested in "stronger" slaves. His buyer pays well for exceptional specimens. With a good profit in mind, Black Pete does his best to subdue and capture the toughest opponents that he can brutalize.

If Black Pete is alone, the encounter is CR 4. If he is with his "crew", the encounter is CR 6.


Black Pete has the villainous role thug. He did not use his feats to purchase any villainous abilities.



Back to Main Page3.5e HomebrewClassesNPC Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors