Villainous Sneak (3.5e NPC Class)

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Villainous Sneak (3.5e NPC Class)
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Status: First Draft
Editing: Constructive edits welcome

Villainous Sneak[edit]

The villainous sneak 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 sneak with minimal design overhead and without having to provide those minions with magic items in order to be appropriate challenges.

Villainous sneaks are either villains or minions. If the villainous sneak is a villain, he gains minions along with additional abilities 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. If the villainous sneak is a minion, he serves a villain in the minion role.

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
Table: The Villainous Sneak

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Role, (Villain)
Sneak Attack +1d6
Scheduled Bonuses
2nd +1 +0 +3 +0
3rd +2 +1 +3 +1
4th +3 +1 +4 +1 Sneak Attack +2d6
5th +3 +1 +4 +1
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Sneak Attack +3d6
8th +6/+1 +2 +6 +2
9th +6/+1 +3 +6 +3
10th +7/+2 +3 +7 +3 Sneak attack +4d6
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4
13th +9/+4 +4 +8 +4 Sneak Attack +5d6
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5
16th +12/+7/+2 +5 +10 +5 Sneak Attack +6d6
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6 Sneak Attack +7d6
20th +15/+10/+5 +6 +12 +6
Abilities in (brackets) are only gained by villains.

The villainous sneak's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex). Villain sneaks gain ranks equal to their ECL in each of these skills.

Class Features[edit]

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

Weapon and Armor Proficiency: Villainous sneaks are proficient with all simple weapons, plus the hand crossbow, Rapier, Sap, Shortbow, and Short sword. Villainous Sneaks are proficient with Light Armor, but not with shields.

Sneak Attack: This villain gains a +1d6 sneak attack at first level. He gains an additional sneak attack at 3rd level, and every three levels thereafter.

Scheduled Bonuses: Villains gain enhancements as they advance in 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

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.

Villainous Sneaks as Minions[edit]

Minion Roles: All humanoid minions have roles. Other creature types may have roles. The default role for a villainous sneak is Rabble.

  • Rabble - Rabble are the dregs found on the streets. Rabble are not good at anything in particular. Their ranks in any skill equal ECL-3.
  • Robber - Robbers make their living by taking from others. They are very good at evading the law. When this minion flees, he may take 10 on any Balance and Jump checks. He gains Skill Focus (balance) and Skill Focus (jump). He gains the Evasive villainous ability.
  • Assassin - Assassins kill other men for pay. Assassins may take 10 on any Balance and Jump checks. He gains the villainous abilities Disguise and Cunning Bastard.
  • Pirate Crewman - Pirate crewmen are the bad salts that sail the seas. Pirate Crewmen gain the following skills equal to their ECL: Profession (sailor), Knowledge (sea), Use Rope. While unarmored, these minions gain the Swashbuckle ability and Unfair Fighting feats.
  • Sniper — Snipers engage their opponents at a distance. They gain point blank shot at 1st level, and an additional ranged feat every three levels thereafter (4, 7, 10, 14, 18).

Villainous Sneaks as Villains[edit]

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

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

  • Evil Aura: This character detects as evil using the detect evil spell.
  • Twisted Worldview: There's nothing that you can say to him that he won't twist into his own dysfunctional world view. No matter what you say to him, you are always assumed to angling to murder him. If he views you in a friendly light, he's likely to think that your murder attempt will come sooner rather than later. This villain only really trusts those he hates and despises. He knows where those people stand. Since his nature is so twisted, most spells which attempt to make the villain more friendly or cooperative backfire badly, and that behavior which is most violent or vile earns his respect. Intimidation, rather than diplomacy, is the key to dealing with these black hearts.
  • Minions: This character gains minions. They use their minions to do their 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.
  • Not So Easily Foiled (Ex): Once per encounter, the villain automatically makes his Will saving throw. This ability may be used after the villain has already missed his saving throw. This ability allows the villain to avoid all of the effects of the avoided spell, even those that affect the target on a successful save.
  • Villainous Ability: You gain special villainous abilities, as described below.
  • Villain Roles: All villains have roles. Each role gives a villain a unique set of abilities.
  • Minion: This villain is a tougher version of a normal minion. See minion roles above.
  • Ninja: This villain is more than an assassin: he is a ninja. He gains the villainous abilities Cunning Bastard, Disguise, Get Out of Jail Free, and Poison Use. Ninjas do not wear armor or shields.
  • Spy: This villain is a spy. His job is to get secret information. He gains the villainous abilities Disguise, Orator, and Minor Spellcasting.
  • Crime Boss: Crime has been very, very good to this villain. This villain runs an organized crime ring. He gains the villainous abilities Extra Minions, Inspire Fear, and Overbearing.
  • Con Artist: The con artist seeks to make a fool out of anyone but himself. Con artists may use the Bluff skill in combat as a swift action. They have the Orator villainous ability.
  • Other: There are many types of villains out there. A villain should always have the skill list to do his villainish duty, and any key abilities (one to three) that are iconic for this villain type.

Villainous Abilities[edit]

See: Villainous Abilities (DnD Variant Rule)

Quick-Build Villainous Sneak[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.

Sneak[edit]

Table: Villainous Sneak Quick-Builds
Level HP Armor
Class
Touch
AC
Flat
AC
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Sneak
Attack
Fort Reflex Will
1 8 14 12 12 +2 1d6 +2 1d8 +1d6 +2 +4 +1
2 13 14 12 12 +3 1d6 +3 1d8 +1d6 +2 +5 +1
3 19 14 12 12 +4 1d6 +4 1d8 +1d6 +3 +5 +2
4 24 16 13 13 +6 1d6 +6 1d8 +2d6 +4 +8 +3
5 30 18 13 15 +6 1d6 +6 1d8 +2d6 +4 +8 +3
6 35 18 13 15 +7 1d6 +7 1d8 +2d6 +5 +9 +4
7 41 19 14 15 +9 1d6 +9 1d8 +3d6 +5 +10 +4
8 54 22 15 18 +11 1d6+1 +11 1d8+1 +3d6 +7 +12 +5
9 61 22 15 18 +11 1d6+1 +11 1d8+1 +3d6 +8 +12 +6
10 67 22 15 18 +12 1d6+1 +12 1d8+1 +4d6 +8 +13 +6
11 74 24 16 20 +14 1d6+2 +14 1d8+2 +4d6 +8 +13 +6
12 80 26 17 21 +16 1d6+2 +16 1d8+2 +4d6 +10 +16 +8
13 87 27 18 21 +17 1d6+2 +17 1d8+2 +5d6 +10 +17 +8
14 107 30 19 24 +19 1d6+3 +19 1d8+3 +5d6 +12 +19 +9
15 115 30 19 24 +21 1d6+3 +21 1d8+3 +5d6 +13 +20 +10
16 138 33 20 27 +23 1d6+4 +23 1d8+4 +6d6 +15 +22 +11
17 147 33 20 27 +23 1d6+4 +23 1d8+4 +6d6 +15 +22 +11
18 155 35 21 29 +25 1d6+5 +25 1d8+5 +6d6 +16 +23 +12
19 164 35 21 29 +26 1d6+5 +26 1d8+5 +7d6 +16 +23 +12
20 172 35 21 29 +28 1d6+5 +28 1d8+5 +7d6 +16 +23 +12
Assassin Abilities

1st. Assassin. (Disguise and Cunning Bastard). Evasion. Weapon Finesse. Precise Shot.
4th. Uncanny Dodge
6th. Improved Evasion.
8th. Invisibility. Improved Uncanny Dodge.
10th. Alter Self.
12th. Fly
16th. Teleport. Fully healed, as a swift action, 1/day.
20th. Symbol of Death

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

Example Villainous Sneak[edit]

Image of Velvet Tea

Velvet Tea

CR 6

Female Villainous Sneak 6
NE M Humanoid (Half-Elf)
Init/Senses +6/Listen +6, Spot +6
Aura Evil Aura
Languages Common, Elven, Orcish
AC 18, touch 16, flat-footed 12
(+1 armor enhancement, +2 shield, +2 deflection, +3 dex)
hp 30 (6d6+6 HD)
Fort/Ref/Will +3/+8/+2
Speed 30 feet (6 squares)
Melee Masterwork Rapier +8 (1d6) or
Melee Masterwork Dagger +8 (1d4)
Ranged Masterwork Pistols +7 (1d4, + ranged trip, Str=10) *two pistols
Base Atk/Grp +4/+3
Atk Options +2d6 Sneak Attack, Feint (Bluff as a swift action)
Combat Gear Potion of invisibility
Abilities Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 14
Feats Favored Weapon Rapier +1, Evasive (Evasion, Improved Evasion, Uncanny Dodge), Swashbuckle (Combat Expertise, Two-Weapon Fighting), Con Artist (Appraise, Bluff and Skill Focus (Bluff))
Skills The villainous sneak's class skills (and the key ability for each skill) are Appraise +7, Balance +9, Bluff +14, Climb +5, Diplomacy +8, Disable Device +7, Disguise +8, Hide +9, Intimidate (SRD Skill)
Advancement
Minions She commands four pirate minions from Captain Smith's crew.
Villain Role Con Artist: Con artists may use the Bluff skill in combat as a swift action. They have the Orator villainous ability.
Orator He gains the class skills Bluff, Diplomacy, and Intimidate with ranks equal to his ECL.
  • This ability operates as the bard's fascinate ability.
  • Mass Suggestion (Ex): The villain can use the bard's ability to mass suggest.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Velvet Tea is the first mate of Captain Hiram Smith aboard the Cold Dead Fish. She handles most of his trading and other shore actions. Her ambition is to kill Hiram and seize the ship for herself. She has two big problems: she hasn't found anyone gullible enough to help her, and she hasn't found a way to avoid the retaliations of the necromancer Worm Eater who has already demonstrated that any slaver who dares to interrupt his slave supply is guaranteed to live a long and unhappy unlife. In the best of all possible worlds, those who help her get blamed by Worm Eater while she gets off Scott free.

Minions[edit]

Velvet Tea commands four pirates as her own minions. See Captain Smith's Pirate Crew.




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