Thief

Profession: Thief
Starting Gear: Hide mail and a leather cloak; A standard steel dagger.
Pay Rate: 80 shillings per game week from items sold to the local fence
Gen Dice:
  • Vitality Gen Dice is 1d8, +1d4 per level
  • Soul Gen Dice is 1d12, +1d6 per level
  • Power Gen Dice is 1d6, +1d4 per level
Weapon & Armor Types:
  • Small and light weapons such as daggers & knives
  • Cannot use large weapons, heavy weapons, or noisy weapons
  • Can only wear light armor

Thief, rogue, conman - they are all basically the same thing. You excel at stealth, lifting and stealing things, and getting into locked places. You might be noble in your pursuits but your skill-set causes others to find you hard to trust. Knives, daggers, and other small weapons that you can easily conceal are your tools of the trade and you can move around in light armor as if you were never even there. Don't try to wear heavy armor though and stay clear of the heavy great sword.

The classic thief. This is a profession about speed and stealth, and taking what is rightly yours. This profession also covers Rogues and Assassins. Basically anyone that would do their work in the shadows, whether their work be for good or for ill.

Starting Bonuses and Penalties

You already know that playing as a thief grants you a salary of 80 shillings per week, though we won't say what nefarious method you used to obtain a weekly salary. You also already know that you get 60 character points at character creation and that you have a fence in each city that you can sell stolen goods to. Basically you are part of the thieves guild, an elaborate yet secret organization of stealthy professionals, for simply being a part of the thief profession. However these are not the only benefits a thief receives.

Effects on Weapon Usage

Thieves are best suited for small, light weapons. Daggers are the weapons that they are best at, which they have +10 to Melee Power when wielding them. They do not handle large weapons, heavy weapons, or noisy weapons well.

Effects on Armor Usage

Thieves are unable to wear heavy armor. They must stick with light armor. For a thief to wear other armor, the thief will need that armor's proficiency skill, however even with that skill the thief would suffer a -2 to Initiative per armor piece that is not light, and skills that keep you undetected will by 25% less effective over all. 

Effects of Leveling Up

The following table shows what you get for leveling up no matter your profession:

Upon Reaching Level You Get The Following
1 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell
2 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill
3 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell
4 1 profession skills, 1 non profession skill, 1 extra support action
5 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell
6 2 skills of your choice, profession or non profession; 1 extra move action
7 1d6 points to place in your stat traits
8 1d4 stat points, 1d4 trait points, 1 spell
9 2 stat trait points, 2 skills profession or non profession
10 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action
11 1d4 stat trait points
12 2 skills of choice, profession or non profession
13 1d4 stat points, 2 stat trait points, 1 spell
14 2 stat trait points, 1 skill of choice, 1 extra support action
15 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell
16 2 skills of choice
17 1d4 stat trait points, 1 extra move action
18 1d4 skills of choice, 1d4 spells
19 1 extra attack
20 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support)

You also get the following bonuses for leveling up your warrior

Level Thief Bonuses for Level
2 +1 to Move, Stealth, and Sleight of Hand; 1 Ability
4 +2 to Stealth, Physical Evade, Acrobatics; +1 to Deception, Magical Evade, and Luck; 1 Ability
6 +1 to Acrobatics; +1d10 to Speed;  1 Ability; +1 to Soul Save
8 + 1d4 to Throw Power; +2 to Sleight of Hand; 1 Ability
10 +1 to Stealth and Sleight of Hand; +1d10 to Charisma; +1 to Deception, Luck, Acrobatics, Physical Evade, Magical Evade, and Sure Footing; 2 Abilities; +1 to Vitality Save
14 +1 to all Speed traits; 1d4 abilities; +1 to Power Save
18 +1d10 to Speed; +1d6 to Charisma; +2 to Sleight of Hand
20 +1 to all Speed traits; 1d4 abilities

Skills

Thieves deal with skills that deal with sneaking, thievery, deception, and conning others. 

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range Sort by Range, Ascending Sort by Range, Descending Area Sort by Area, Ascending Sort by Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Success Roll Sort by Success Roll, Ascending Sort by Success Roll, Descending
Aiming 2 Soul weapon range 1 target instant This skill gives you an extra 1d10 to roll with your attack. The number on the 1d10 doesn't increase your actual damage, but it does give you a larger number to see if you hit your target. hit chance +2
Assasination Hit 6 Power weapon's range 1 target instant You have a 1 in 6 chance of killing the target instantly. This is done by rolling a 1d6 where 6 = death. Must have Stunning Hit. Hit Chance -4
Blind Throw N/A weapon range 1 target instant This skill gives you a bonus to your Hit Chance of +1d4 to make a blind throw. Must have Aiming. Perceive
Cover Tracks N/A 1 space 1 space instant Using this skill covers any tracks you make. Deception +1
Detection Sense 2 Soul self self 1d6 hours With this skill you will know when you are detected, you just might not know by what. Must have Cover Tracks. Perceive
Disarm Magic Trap 3 Soul self self instant This skill gives you a bonus of 1d4 to Arcana and Sleight of Hand to disarm a magic trap safely. Must have Disarm Trap. Insight
Disarm Trap 2 Soul self self instant This skill gives you +1d4 to Sleight of Hand to disarm a trap safely. Insight
Fast Talk 2 Soul any around you 2x2 spaces 1 round You spend your support action to talk as fast as an auctioneer for the rest of the round. This causes anyone in the area, friend or foe, to be unable to focus without a hard focus check. Perform
Hide 1 Soul self self until you move or are found With this skill you can hide yourself in the nearby environment surrounding you, causing anyone to have to make a Perceive check to find you. The challenge of the Perceive check depends upon how well you are hidden. Stealth -1
Hide in Plain Sight 3 Soul self self until you move or are found With this skill you are attempting to hide by making yourself as small and still as possible. Everyone must make a Perceive check if they want to find you. The challenge of the Perceive check is based on your Luck:
  • 0-1: Easy Check
  • 2-4: Normal Check
  • 5+:  Hard Check
Must have Hide.
Stealth -3
Lucky Throw 2 Soul throw range 1 target instant With this skill you make a luchy throw that does more damage. This skill adds your Luck score to your attack. Must have Throw Empowerment. Luck -1
One Hit Toss 6 Soul throw range 1 target instant With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Must have Percise Throw. Perceive -5
Pick Locks 1 Soul self self instant This skill grants you a bonus of 1d4 to your Sleight of Hand check to pick locks. Luck
Pick Magic Locks 2 Soul self self instant This skill gives you a bonus of 1d4 to Arcana and Sleight of Hand to pick magic locks. Must have Pick Locks. Focus
Pick Trapped Locks 3 Soul self self instant This skill give you a bonus of 1d4 to Luck and Sleight of Hand to pick a trapped lock without setting off the trap. Must have Pick Magic Locks. Insight
Plausible Deniability 2 Soul self self 1d4 hours If successful, no one will be able to accuse you of a climb without a hard insight check. Must have Fast Talk. Perform -2
Precise Throw 4 Soul throw range 1 target instant Your throw is true, your aim is dead on. You increase your weapon damage by 1d12. Must have Lucky Throw. Perceive -4
Silent Hit 1 Soul 1 space 1 target instant When you hit the target, if the target or surrounding targets do not know you are there, they will not hear the hit. It will be silent. Stealth -1
Sleeper Hit 3 Soul weapon's range 1 target instant When you attack with this skill, you do normal damage and inflict sleep on the target. Must have Silent Hit. Athletics -1
Sly Deception 1 Soul self self instant You use this when you are trying to deceive someone. You can add your Luck score to your Deception score. Must have Sly Persuasion. Perform
Sly Intimidation 1 Soul self self instant You use this when you want to try to intimidate someone. You can add your Luck score to your Intimidate score. Must have Sly Deception. Perform
Sly Persuasion 1 Soul self self instant You use this when you are trying to persuade someone. You can add your Luck score to your Persuade score. Perform
Sly Persuasion 1 Soul 1 target 1 target instant +2 to persuade, +1 per level N/A
Stand Downwind 3 Soul self self 1d4 hours or until you move You stand perfectly still, in the right spot so that no enemies around will know to even make a perceive check. Unless they look right at you they will not notice you are there. Until you move anyways, at which time you are plainly visible. Stealth -1
Stealth Opportunity 4 Soul self self 1d4 rounds When in hiding, you can take advantage of Attacks of Opportunity without comming out of hiding. Must have Silent Hit and Hide. Stealth -2
Stunning Hit 3 Power weapon range 1 target instant A critical hit by your weapon causes 1 round stun. Must have Sleeper Hit. Critical -2
Throw Empowerment 1d4 Power self self 1d4 rounds This skill increases your Throw Power by 1d6. Athletics
Throwing Blitz 6 Power throw range 1 target per weapon thrown, or just 1 target instant With this skill you can throw 1d6 weapons or objects. Must have Precise Throw. Sleight of Hand -4
Trick Throw 4 Soul throw range 1 target instant This skill allows you to perform seemingly impossible throws, such asthrowing when sliding down hill, or when leaping, or whatever. Must have Blind Throw. hit chance +1
Use Other's as Shield 1 Soul 1d4 1 target instant If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a hit chance check to attack you instead. Deception

Abilities

A thief can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.

Ability Sort by Ability, Ascending Sort by Ability, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending
Dagger Proficiency Increase your damage when wielding daggers by 1d6.
Danger Sense You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap.
Dual Wielding Proficiency This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn.
Fast On Your Feet There is no such thing as a slow thief. You are able to move twice per movement action.
Heightened Senses +1 to Perceive and Insight
Honest Liar You have this uncanny sense of honesty around you, that it is hard to believe you are lying. +2 to Deception.
Know Kill Hit This ability allows you to make a hit chance check whenever you do not cause damage to the target due to their armor, so that you can cause at lease your melee power worth of damage.
Leave No Marks You leave no tracks. You leave no fingerprints. It is impossible to track you, except perhaps by smell or magic. Must have Silent Agent.
Light On Your Feet You will not set off any traps that require weight or activate by pressure plates. Must have Fast On Your Feet.
Master of Disguises You are very capable of disguising yourself. +3 to deception for wearing disguises.
Master of Shadows When in the dark or barely lit places and assuming that the other creatures do not have some form of dark sight, you have a bonus of +3 to stealth.
Nimble Thief You are as nimble as you are silent. You have a +1d6 to Sleight of Hand (roll when acquiring the ability for the bonus). Must have Silent Agent.
Silent Agent You make no sounds when you move, even when walking on leaves, twigs, or similar things. You have a +2 to stealth. You also do not provoke Attacks of Opportunity when moving past enemy targets. Must have Master of Shadows.
Speed Empowerment Your Speed is permanenty empowered by your Athletics score. Must have Fast On Your Feet.
Throwing Weapon Proficiency Increase your damage when throwing weapons by 1d6.

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