Post by Vaynor on Mar 24, 2007 23:41:47 GMT -5
Thief
Almost all thieves share the same goal: to strike it rich. Some thieves choose to be tricksters and diplomats while most choose the path of subtlety and stealing. Overall thieves can achieve almost anything whether it be picking a pocket, disarming a trap, or breaking into a vault loaded with treasure.
Adventures: Thieves adventure for the same reason they do most other things: to get what they can get. While thieves are out to get treasure they have a great time getting past traps and alarms.
Characteristics: Thieves can focus on several different skills, while not the best combatants they still can hold their own and hit where it hurts. Thieves are excellent at sneaking and hiding and become even more adept as they become more experienced. While they never can cast spells on their own they are capable of using magic items.
Alignment: Thieves are always chaotic which is reflected in their spontaneous actions. One minute a thief could be giving you directions and the next he could be robbing you. Good thieves may steal for the sake of good while neutral and evil thieves just steal for profit and may even be street thugs.
Religion: Thieves if they choose to worship a deity worship the one that rules over their territory.
Background: Most thieves choose to join a guild of thieves but others are known to be self-taught or learn from a single master thief. They get most of their jobs done solo but when necessary they happily employ help.
Races: Halfling and Human
Other Classes: Thieves tend to like doing jobs solo. If they are going to enjoy working with other classes they usually get along best with warriors, vechts and toven. While thieves don’t like to work with denaar when they are forced to they show off to prove their worth.
Role: In groups thieves commonly are the scouts or mechanical experts but it is not unheard of for one to be a melee or ranged combatant.
Game Rule Information
Abilities: Dexterity is critical for thieves because it enables them to sneak along with giving a useful bonus to their AC. Strength is also useful for doing large amounts of damage, constitution is nice for staying alive, and both intelligence and wisdom are crucial for being a master of skills. Finally charisma is always nice for talking yourself out of sticky situations.
Alignment: Any Chaotic
Hit Die: d6
Class Skills
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble Use Magic Device, and Use Rope.
Skill points: 8 + Int. mod. (x4)
Class Features
Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and shortsword. Thieves are proficient with light armor but not shields.
Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 as shown on the table above. Should the thief 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.
With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A thief 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 thief 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 thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Thieves (and only thieves) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.
Untraceable Step (Ex): At level 2, the thief's ability to avoid detection increases. He gains a +1 bonus to Hide and Move Silently checks. This bonus increases to +2 at level 4, and an additional +1 every other level thereafter. This bonus is also added as a penalty to the difficulty check of anyone attempting to track the thief.
Trap Sense (Ex): At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex): A thief of 8th level or higher can no longer be flanked.
This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.
If a character already has improved uncanny dodge then the character gains a bonus feat instead.
Special Abilities: On attaining 12th, 16th, and 19th levels a thief gains a special ability of her choice from among the following options.
Crippling Strike (Ex)
A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex)
The thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thief’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex)
This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.
Opportunist (Ex)
Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery
The thief becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A thief may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex)
This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat
A thief may gain a bonus feat in place of a special ability.
Camouflage (Ex): A thief of 10th level or higher can use the Hide skill in any sort of urban or dungeon terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of urban or dungeon terrain, a thief of 14th level or higher can use the Hide skill even while being observed.
Invisibility (Su): While within 5 feet of a shadow a level 18 or higher thief may become invisible as if affected by the invisibility spell.
Almost all thieves share the same goal: to strike it rich. Some thieves choose to be tricksters and diplomats while most choose the path of subtlety and stealing. Overall thieves can achieve almost anything whether it be picking a pocket, disarming a trap, or breaking into a vault loaded with treasure.
Adventures: Thieves adventure for the same reason they do most other things: to get what they can get. While thieves are out to get treasure they have a great time getting past traps and alarms.
Characteristics: Thieves can focus on several different skills, while not the best combatants they still can hold their own and hit where it hurts. Thieves are excellent at sneaking and hiding and become even more adept as they become more experienced. While they never can cast spells on their own they are capable of using magic items.
Alignment: Thieves are always chaotic which is reflected in their spontaneous actions. One minute a thief could be giving you directions and the next he could be robbing you. Good thieves may steal for the sake of good while neutral and evil thieves just steal for profit and may even be street thugs.
Religion: Thieves if they choose to worship a deity worship the one that rules over their territory.
Background: Most thieves choose to join a guild of thieves but others are known to be self-taught or learn from a single master thief. They get most of their jobs done solo but when necessary they happily employ help.
Races: Halfling and Human
Other Classes: Thieves tend to like doing jobs solo. If they are going to enjoy working with other classes they usually get along best with warriors, vechts and toven. While thieves don’t like to work with denaar when they are forced to they show off to prove their worth.
Role: In groups thieves commonly are the scouts or mechanical experts but it is not unheard of for one to be a melee or ranged combatant.
Game Rule Information
Abilities: Dexterity is critical for thieves because it enables them to sneak along with giving a useful bonus to their AC. Strength is also useful for doing large amounts of damage, constitution is nice for staying alive, and both intelligence and wisdom are crucial for being a master of skills. Finally charisma is always nice for talking yourself out of sticky situations.
Alignment: Any Chaotic
Hit Die: d6
Class Skills
Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble Use Magic Device, and Use Rope.
Skill points: 8 + Int. mod. (x4)
Class Features
Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and shortsword. Thieves are proficient with light armor but not shields.
Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 as shown on the table above. Should the thief 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.
With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A thief 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 thief 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 thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Thieves (and only thieves) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.
Untraceable Step (Ex): At level 2, the thief's ability to avoid detection increases. He gains a +1 bonus to Hide and Move Silently checks. This bonus increases to +2 at level 4, and an additional +1 every other level thereafter. This bonus is also added as a penalty to the difficulty check of anyone attempting to track the thief.
Trap Sense (Ex): At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex): A thief of 8th level or higher can no longer be flanked.
This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.
If a character already has improved uncanny dodge then the character gains a bonus feat instead.
Special Abilities: On attaining 12th, 16th, and 19th levels a thief gains a special ability of her choice from among the following options.
Crippling Strike (Ex)
A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex)
The thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thief’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex)
This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.
Opportunist (Ex)
Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery
The thief becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A thief may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex)
This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat
A thief may gain a bonus feat in place of a special ability.
Camouflage (Ex): A thief of 10th level or higher can use the Hide skill in any sort of urban or dungeon terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of urban or dungeon terrain, a thief of 14th level or higher can use the Hide skill even while being observed.
Invisibility (Su): While within 5 feet of a shadow a level 18 or higher thief may become invisible as if affected by the invisibility spell.