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.
Gen Dice:
- Vitality: (Initial) 1d12 (Secondary) 1d6
- Soul: (Initial) 1d12 (Secondary) 1d8
- Power: (Initial) 1d6 (Secondary) 1d4
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
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.
Back to top1) 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.
Back to top2) Effects on Armor Usage
Thieves are unable to wear heavy armor. They must stick with light armor.
Back to top3) Profession Level Progression
Thieves are masters of the shadow, of being sneaky, and being evasive.
All characters get the following by leveling up regardless of profession:
- Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
- Each level up you get 1d4 stat points
- Each level up you get 1d6 trait points
- You can acquire 1 skill of choice in or out of profession.
- At level 1 you have an initial 1d6 trait points that you can assign as desired
- Your profession will also provide bonuses when you level up
- You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.
Thieves gain the following through leveling up every other level:
Level | Bonuses |
---|---|
2 | +1d4 to Charisma; 2 skills, 1 ability |
4 | +1d6 to Speed; 1d4 to Charisma; +1d4 trait points; +1 skill and ability |
6 | +1d4 Soul; +1d6 to Speed traits; +1d4 to Charisma Traits; +2 skills and 1 ability |
8 | +1d8 trait points; +1d4 Vitality; +1d4 skills; +1 ability |
10 | +1d10 Stat Points; +1d6 trait points; +1d4 skills; +1d4 abilities |
12 | +1 to all Wisdom traits; +2 skills; +1 ability |
14 | +1 to all Speed traits; +1 skill; +2 abilities |
16 | +1 to all Charisma traits; +1d4 skills; +1 ability |
18 | +1d8 Speed; +1d4 Charisma; +1d6 trait points; +1d4 skills; +1 ability |
20 | +1 to all Speed traits; 1d4 abilities |
4) Skills
Thieves deal with skills that deal with sneaking, thievery, deception, and conning others.
4.1) Thief Skill Progression
4.2) Thief Skills
Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
---|---|---|---|---|---|---|
Advanced Piercing Proficiency | N/A | self | instant | Hard Critical | Increases Hit Chance by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed. |
Novice Piercing Proficiency |
Advanced Slashing Proficiency | N/A | self | instant | Hard Critical | Increases Hit Chance by 3 and slashing damage by 1d6. Causes 1d4 wound damage per round until healed. If unarmored causes 1 bleeding out damage until healed. |
Novice Slashing Proficiency |
Aiming | N/A | self | instant | Easy Perceive | +1d10 to Hit Chance |
N/A |
Assasination Hit | 8 Soul | weapon range affecting 1 target | instant | Impossible Critical | Hit kills target instantly |
Stunning Hit |
Basic Piercing Proficiency | N/A | self | instant | Normal Critical | Increases Hit Chance by 1 and piercing damage by 1. |
Must have a piercing weapon equipped. |
Basic Slashing Proficiency | N/A | self | instant | Normal Critical | Increases Hit Chance by 1 and slashing damage by 1. |
Must equip a slashing weapon. |
Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. |
Aiming |
Cover Tracks | N/A | area as you walk | instant | Easy Deception | You are able to cover your tracks so that you cannot be followed. |
N/A |
Detection Sense | 2 Soul | self | 1 hour | Normal Perceive | You will know that someone or something has detected your presence. This prevents you from being ambushed. |
Cover Tracks |
Disarm Magic Trap | 4 Soul | 1 trapped area near you | instant | Normal Arcana | You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. |
Disarm Trap |
Disarm Traps | 2 Soul | 1 trapped area near you | instant | Easy Luck | You can safely disarm most normal traps. |
N/A |
Fast Talk (thief) | 2 Soul | 1 target | instant | Easy Deception | You can talk your way out of most situations. Different penalties apply depending upon circumstances. With this skill your words confuse the target unless the target makes a Normal Mental Balance check, allowing you to convince the target to leave you be. |
N/A |
Hide | 1 Soul | self | instant | Normal Stealth +2 | Hide behind objects or in shadows giving the enemy a penalty of -2 to Perceive to find you. |
N/A |
Hide In Plain Sight | 2 Soul | self | instant | Normal Stealth -2 | Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. |
Hide |
Lucky Throw | 3 Soul | self | instant | Normal Luck | Increase Hit Chance by Luck score for the thrown attack. |
Throw Empowerment |
Master Piercing Proficiency | N/A | self | instant | Impossible Critical | Increases Hit Chance by 4 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. |
Advanced Piercing Proficiency |
Master Slashing Proficiency | N/A | self | instant | Impossible Critical | Increases Hit Chance by 4 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed. |
Advanced Slashing Proficiency |
Novice Piercing Proficiency | N/A | self | instant | Normal Critical -2 | Increases Hit Chance by 2 and piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. |
Basic Piercing Proficiency |
Novice Slashing Proficiency | N/A | self | instant | Normal Critical -2 | Increases Hit Chance by 2 and slashing damage by 1d4. Causes 1 wound damage per round until healed. |
Basic Slashing Proficiency |
One Hit Toss | 10 Soul | throw range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your throwing attack, a 6 = instant death of target. |
Precise Throw |
Pick Locks | N/A | touching range | instant | Luck difficulty depending upon lock | You can pick locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Luck check difficulty being the same as the lock level. |
N/A |
Pick Magic Locks | Soul cost depends on lock level | touching range | instant | Arcana difficulty depending on lock | You can pick magic locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Arcana check difficulty being the same as the lock level.
|
Pick Locks |
Pick Trapped Locks | 8 Soul | touching range | instant | Hard Luck | You use this skill with your Pick Locks skill to pick a trapped lock without setting off the trap. If you are picking a normal lock that is trapped, use this skill first and then Pick Locks. If picking a magic lock that is trapped use this skill first then Pick Magic Locks. Once you use this skill you must then use the lock picking skill, even if you fail at this skill. If you succeed, the trap will not spring. However if you fail when you go to pick the lock the trap will spring. |
Pick Magic Locks |
Plausible Deniability | 4 Soul | self | 1 hour | Normal Deception | Increases Deception by 2 to make it easier to deceive others. |
Fast Talk skill |
Precise Throw | 4 Soul | throw range affecting 1 target | instant | Normal Perceive -2 | Your throw is true and precise, finding the weak point in the target's armor. Your hit chance is increased by 2 and your damage is increased by 1d6. |
Lucky Throw |
Silent Hit | 2 Soul | self | instant | Easy Deception | This skill allows you to attack and not be detected. |
N/A |
Sleeper Hit (thief) | 4 Soul | weapon range affecting 1 target | instant | Normal Critical | Critical hit puts target to sleep until awakened. |
Silent Hit |
Sly Deception | N/A | self | instant | Normal Deception | Adds your deception score to your deception score making it easier to deceive your target. |
Sly Persuasion |
Sly Intimidation | N/A | self | instant | Hard Deception | Adds your Deception score to your Intimidate score, making it easier to intimidate your target. |
Sly Deception |
Sly Persuasion | N/A | self | instant | Easy Deception | Adds your Deception score to Persuade to make it easier to persuade the target. |
N/A |
Stealth Opportunity | 2 Soul | self | instant | Normal Stealth | Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, giving you a +3 to Hit Chance. |
Silent Hit and Hide |
Stunning Hit | 6 Soul | weapon range affecting 1 target | instant | Hard Critical | Attack stuns target for 1 round. |
Sleeper Hit |
Throw Empowerment | 1 Soul | self | instant | Easy Critical | With this skill you double your throw range and increase the thrown damage and hit chance by +1. |
N/A |
Throwing Blitz | 10 Soul | throw range affecting at least 1 target per thrown weapon | instant | Hard React | Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target. Hit Chance per throw. |
Precise Throw |
Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing your Hit Chance by 3. |
Blind Throw |
Use Others as Shield | N/A | self and any nearby target | instant | Normal React | Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. |
N/A |
5) Thief Abilities
These are abilities that are unique to the thief profession. Only thieves can obtain and use these abilities:
Ability | Effects | Requirements |
---|---|---|
Agent | Acrobatics, Stealth, and Luck increased by 1 permanently. |
Stalker |
Assassin | Add a 1d20 to all of your attacks, rolling a 20 kills the target. |
Enhanced Weapon Poisoning |
Attack & Retreat | If you have movement left should you move up to attack a target you will move back the same direction you came without an attack of opportunity. |
Trickster |
Detect Lies | +1 to Insight to detect lies. |
N/A |
Detect Motive | +1 to Insight to detect motive. |
Detect Lies |
Disguise | Increase deception by +1 when wearing a disguise. |
N/A |
Double Movement | You can move twice per round. |
Double Support |
Double Support | You can perform 2 support actions per round. |
Improved Acrobatics |
Enhanced Weapon Poisoning | Poisons added to weapon deals an extra 2 poison damage. |
Knife Mastery |
Improved Acrobatics | Increase Acrobatics by 2. |
N/A |
Improved Initiative | Add a 1d6 roll to your initiative roll for initiative checks. |
Sleight of Hand |
Knife Mastery | Increase knife and dagger damages by 1, and increase hit chance by 2 when wielding a knife or dagger. Can dual wield knives and daggers but only prominent hand gains Offensive Power. |
Knife Proficiency |
Knife Proficiency | Increase knife and dagger damages by 1d4. |
N/A |
Lucky Agility | Increase Acrobatics by Luck trait |
Lucky Defense |
Lucky Deception | Increase Deception by Luck Trait |
Lucky Reaction |
Lucky Defense | Increase Defense check and armor defense by Luck trait. |
N/A |
Lucky Reaction | Increase React by Luck trait |
Lucky Acrobatics |
Masterful Pickpocket | Increase Stealth and Luck by 1 for pick pocketing. |
N/A |
Masterful Sneak | Increase Stealth and Deception by 1 for sneaking. |
Masterful Pickpocket |
Poker Face | +1 to Deception and Perform when lying. |
Fast Talk skill |
Rip Off | Sell any item for double of what it is worth. |
Sell Damaged Item |
Sell Damaged Item | Sell damaged item as if it was not damaged. |
Swindle |
Sleight of Hand | Increase Hit Chance by Deception when attacking. |
N/A |
Stalker | Increase Stealth and Perception by 1 when stalking a target. |
Masterful Sneak |
Stand Downwind | -2 penalty to perceive for any target that is trying to perceive you. |
N/A |
Swindle | +2 to Luck and Deception to trick someone about the worth of whatever you are selling, increasing its worth by 1d20%. |
N/A |
Tax Evasion | You do not pay any taxes therefore all items are 25% cheaper for you. |
Rip Off |
Trickster | Deception +2 |
Tricky Hit |
Tricky Hit | Add deception checks to deceive your target about whether or not you are attacking, with a successful deception increasing Hit Chance by 2. |
N/A |