Thief

Profession: Thief
Starting Gear: A basic leather brigandine and leather cloak; A standard steel dagger.
Pay Rate: 80 shillings per game week from items sold to the local fence
Starting Bonuses: 60 character points at character creation
Bonuses:
  • Starts with Hide and Sleight of Hand at Level 1.
  • +5 Initiative and Evade
  • +10 to Melee Power when using daggers
Penalties:
  • Lack of Trust from others, make me accused at anytime for anything
  • Costs at law-abiding shops increased by 20%
  • Cleric skills cost 20% more
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.

Tier Levels and Costs to Acquire

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450
  • A thief starts with Hide and Sleight of Hand at Level 1.
  • A thief is quick and gets a +5 to both Initiative and Evade.
  • A thief is better with daggers than others and is able to use them in a way that deals more damage, increasing their Melee Power when using daggers.
  • Unfortunately no one really trust thieves, which makes the thief have a harder time dealing with others and can increase their costs by 20%.
  • Thieves are not religious, typically. It is harder for them to learn skills used by clerics, with those skills costing 20% more.

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. 

Character Point Rate

Thieves are masters of the shadow, of being sneaky, and being evasive. 

The Thief's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level in the Hide skill past level 1 (total of +0.6 bonus possible). 
  • A thief who gets all skills in the Hide skill chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A thief who gets all skills in the Hide skill chain at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A thief who gets at least 1 level in every thief skill (one attack proficiency type and one weapon proficiency) gets their End of Session Bonus as extra character points.
  • A thief's End of Session Bonus rate is your character point rate increased by 1/2 Luck. So if your character point rate is 1.5 and your Luck is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

Thieves deal with skills that deal with sneaking, thievery, deception, and conning others. Any of the skills listed below any skill listed below has its character point cost cut in half.

Thief Skills Progression 

thief.png

Thief Skills

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+1d10 Damage 2 Endurance Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power.  Level 1: 1d10; 2 Endurance
Level 2: 2d10; 4 Endurance
Level 3: 3d10; 6 Endurance
Level 4: 4d10; 8 Endurance

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Attack Type Proficiency - Thief N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Slashing
  • Piercing

Each attack type is its on skill and you would have to level up each one individually.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Detect Empowerment 5 Endurance Increase Detect by 10% of Luck for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Disguise N/A Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you.  Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Evade Empowerment 5 Endurance Increase Evade by 10% of Luck for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Extra Strike 5 Endurance With this skill you get one extra strike with your weapon. That extra strike does not include any melee power.  Level 1: 1 extra strike; 5 Endurance
Level 2: 2 extra strikes; 10 Endurance
Level 3: 3 extra strikes; 15 Endurance
Level 4: 4 extra strikes; 20 Endurance

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Extra Throw 5 Endurance With this skill you get one extra toss with your weapon. That extra strike does not include any throw power.  Level 1: 1 extra toss; 5 Endurance
Level 2: 2 extra tosses; 10 Endurance
Level 3: 3 extra tosses; 15 Endurance
Level 4: 4 extra tosses; 20 Endurance

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Hide 2 Soul Hide behind objects or in shadows. -10 to enemy's perceive per level. Level 1: -10; 2 Soul
Level 2: -20; 4 Soul
Level 3: -30; 6 Soul
Level 4: -40; 8 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Hide in Plain Sight 4 Soul Hide out in the open. -5 to enemy's perceive. Level 1: -5; 4 Soul
Level 2: -10; 8 Soul
Level 3: -15; 12 Soul
Level 4: -20; 16 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Increased Critical N/A This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Melee Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Pick Locks 4 Soul Pick Locks using lockpicks. Level of mastery determines the difficulty level of the lock that you can pick. You must roll a 1d6 with every use of this skill, with a 6 = broken lock pick. Level 1: Level 1 lock; 4 Soul
Level 2: Level 2 lock; 8 Soul
Level 3: Level 3 lock; 12 Soul
Level 4: Level 4 lock; 16 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Pick Pocket 2 Soul Lift money or other bagged items from target without getting noticed. +5 to Luck Check. Level 1: +5; 2 Soul
Level 2: +10; 4 Soul
Level 3: +15; 6 Soul
Level 4: +20; 8 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Quick Evasion 6 Endurance 5% chance to completely evade an attack, even if the attacker successfully rolled their Hit Chance to hit you. Level 1: 5%; 6 Endurance
Level 2: 10%; 12 Endurance
Level 3: 15%; 18 Endurance
Level 4: 20%; 24 Endurance

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Sleight of Hand 2 Endurance Move hands faster than target's eyes. +5 to Hit Chance. Level 1: +5; 2 Endurance
Level 2: +10; 4 Endurance
Level 3: +15; 6 Endurance
Level 4: +20; 8 Endurance

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Sneak 4 Endurance Move about without being noticed once you've already hidden. -5 to enemy's perceive.  Level 1: -5; 4 Endurance
Level 2: -10; 8 Endurance
Level 3: -15; 12 Endurance
Level 4: -20; 16 Endurance

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Targeted Throw N/A Increase Hit Targeting by 5 with each level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level.

The Weapon Types are:

  • Daggers
  • Snares
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Thief Growth

As you develop and master skills within your thief profession, you will become a more capable thief. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Thief

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Novice Thief

To reach this tier, you must acquire all of the skills in the hide skill chain at level 1. As a novice thief you benefit from the following bonuses:

  • Add 10% of Luck to Luck as a modifier.
  • Add 10% of Speed to React as a modifier.
  • Increase world and battle movement rates by speed as a percentage.
  • +0.2 to Character Point rate

Tier 3: Skilled Thief

To reach this tier, you must acquire all of the skills in the hide skill chain at level 2. As a skilled thief you benefit from the following bonuses:

  • +5 to Evade.
  • Thieves don't care about initiative. They can make a speed check to go first, though a penalty may apply depending upon the situation.
  • Add 10% of Speed to Melee Power as a modifier for daggers and Throw Power as a modifier for throwing weapons.
  • +0.2 to Character Point rate

Tier 4: Master Thief

To reach this tier, you must acquire all of the skills in the hide skill chain at level 3. As a master thief you benefit from the following bonuses:

  • Increase Evade by 2% of Luck, rounded up.
  • Naturally harder to detect, requiring Perceive checks to spot you and Detect checks to hear you if not declared to be making yourself seen or heard.
  • +0.2 to Character Point rate

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Thief can open into the following combo professions: Ninja, Duelist, Assassin, Mobster, and Agent.

  • Ninja: Ninja is a combo profession of Warrior, Monk, and Thief
  • Duelist: Duelist is a combo profession of Monk, Guard, and Thief
  • Assassin: Assassin is a combo profession of Hunter, Thief, and Alchemist
  • Mobster: Mobster is a combo profession of Thief and Merchant
  • Agent: Agent is a combo profession of Monk and Thief

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

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