Thief

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.

1. 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 50 skill points and 25 stat 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.

  • A thief has an extra attack action when wielding knives and daggers, which the thief can dual-wield with ease. This means the thief can attack twice with both hands per round, due to the thief's quickness and comfort with such small weapons, helping to remove the glaring damage loss the thief would otherwise be able to cause.

  • A thief is a natural DPS (damage per second) character, as the thief can trade in 1 magic action for 1 attack action at a cost of 20 SA.

  • Thieves gain an extra success and failure rate when using skills that are related to their profession. Ask a GM for clarification as the GM will rightly decide which skills fit.

  • Thieves don't care about initiative. They can make a speed check to go first, though a penalty may apply depending upon the situation.

  • Unfortunately no one really trust thieves, which makes the thief have a harder time dealing with others and can increase their costs by 20%.

2. Effects on Skill Learning

Thieves gain an extra success and failure rate when using skills that are related to their profession. Ask a GM for clarification as the GM will rightly decide which skills fit.


3. Effects on Weapon Usage

Thieves are best suited for small, light weapons. Daggers and Knives are the weapons that they are best at, which they can dual wield easily and have a free extra attack action when using them. They do not handle large weapons, heavy weapons, or noisy weapons well.


4. Effects on Armor Usage

Thieves are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers.


0/5 : Not rated

Chatbox

You must be logged in to post comments on this site - please either log in from the Login box or from here.If you are not registered click here to signup.


  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

Last Seen Menu