Post by aribjorn on Nov 1, 2012 20:03:38 GMT -5
Core Class – Thief
Thieves have a range of unique skills associated with their profession that make them very handy companions in adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes. Because of their need of stealth and free movement, thieves seldom wear heavy armour or use shields. They are proficient with light and ranged weapons, and experienced thieves can make deadly sneak attacks.
Thief Progression
Level XP Hit
Dice Attack Bonus
Light/Ranged Other Weapons
1 0 1d8 +1 +0
2 1,000 2d8 +2 +1
3 3,000 3d8 +3 +1
4 6,000 4d8 +4 +2
5 10,000 5d8 +5 +2
6 15,000 6d8 +6 +3
7 21,000 7d8 +7 +3
8 28,000 8d8 +8 +4
9 36,000 9d8 +9 +4
Thief Level
1 2 3 4 5 6 7 8 9
Athletics +0 +1 +1 +2 +2 +3 +3 +4 +4
Subterfuge +4 +5 +6 +7 +8 +9 +10 +11 +12
Lore +0 +1 +1 +2 +2 +3 +3 +4 +4
Saving Throw +6 +7 +8 +9 +10 +11 +12 +13 +14
Game Rule Information
Advancement: Dwarves and elves can reach a maximum of 7th level as thieves, trollborn can reach 3rd, while humans have unlimited advancement.
Hit Dice: Thieves have 1d8 hp per HD. PCs start with maximum hit points at 1st level (11 hp for a starting dwarf thief).
Combat Ability: A thief can inflict a maximum of 1d8 base damage with a weapon. Thieves add their level to attack rolls with light or ranged weapons, otherwise they add ½ their lvl (rounded down).
Adventuring Skills: Thieves add their full level +3 to Subterfuge checks, and ½ their level to Athletics and Lore checks.
Saving Throws: Thieves have a +5 bonus to saving throws, plus their level.
Special Abilities
Thievery: Thieves (only) can use thieves’ tools to open locks, remove traps, and disable mechanical devices of various sorts. A thief cannot use thieves’ tools while wearing heavy armour or using a shield.
Scouting: If a thief has a movement rate higher than the rest of the party, he may ‘scout ahead’ of the others.
When exploring dungeons, this allows the thief to roll his own Subterfuge checks to detect hazards. If successful, the party may bypass the hazard entirely (earning ½ XP for the thief). However, if the check fails, the thief must face the hazard alone.
When ‘scouting ahead’ in the wilderness, the thief can roll two Subterfuge checks for surprise and take the best result at the start of an encounter (he is considered advantaged). If the creatures are unaware of the thief, the party may bypass the encounter entirely (earning ½ XP for the thief). However, if the thief himself is taken by surprise, he must face the encounter alone.
Backstab: If a thief of 3rd level or higher surprises an opponent (during the surprise round, for example, or on a successful Subterfuge check), he can attempt a Backstab attack. This Backstab does double damage if successful.
The Backstab attack must be with a light or ranged weapon. If a ranged weapon is used, the thief must be within 3″ of the target.
Power Runes: A thief of 5th level or above can attempt to trigger power runes. (Note that he cannot scribe his own arcane runes.)
The thief must succeed a Lore check to do so, and cannot wear medium or heavy armour or use a shield. If successful, the rune activates normally. If the Lore check fails, the thief must immediately roll a save vs. will to prevent the rune from being destroyed. On a particularly poor Lore check and saving throw, the rune may misfire instead (at the referee’s discretion).
(Thieves can gain additional abilities at higher levels. These must be discovered through gameplay.)
One Response
I think I’ll bump up the level requirements for the Backstab and Power Runes special abilities to 3rd and 5th, respectively. The even-numbered levels are already pretty good because a thief improves his Athletics and Lore skills, as well as his Atk bonus with “other” weapons.
Should probably do the same with Cleave for fighters (and maybe they should get something cool at 5th)…
Thieves have a range of unique skills associated with their profession that make them very handy companions in adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes. Because of their need of stealth and free movement, thieves seldom wear heavy armour or use shields. They are proficient with light and ranged weapons, and experienced thieves can make deadly sneak attacks.
Thief Progression
Level XP Hit
Dice Attack Bonus
Light/Ranged Other Weapons
1 0 1d8 +1 +0
2 1,000 2d8 +2 +1
3 3,000 3d8 +3 +1
4 6,000 4d8 +4 +2
5 10,000 5d8 +5 +2
6 15,000 6d8 +6 +3
7 21,000 7d8 +7 +3
8 28,000 8d8 +8 +4
9 36,000 9d8 +9 +4
Thief Level
1 2 3 4 5 6 7 8 9
Athletics +0 +1 +1 +2 +2 +3 +3 +4 +4
Subterfuge +4 +5 +6 +7 +8 +9 +10 +11 +12
Lore +0 +1 +1 +2 +2 +3 +3 +4 +4
Saving Throw +6 +7 +8 +9 +10 +11 +12 +13 +14
Game Rule Information
Advancement: Dwarves and elves can reach a maximum of 7th level as thieves, trollborn can reach 3rd, while humans have unlimited advancement.
Hit Dice: Thieves have 1d8 hp per HD. PCs start with maximum hit points at 1st level (11 hp for a starting dwarf thief).
Combat Ability: A thief can inflict a maximum of 1d8 base damage with a weapon. Thieves add their level to attack rolls with light or ranged weapons, otherwise they add ½ their lvl (rounded down).
Adventuring Skills: Thieves add their full level +3 to Subterfuge checks, and ½ their level to Athletics and Lore checks.
Saving Throws: Thieves have a +5 bonus to saving throws, plus their level.
Special Abilities
Thievery: Thieves (only) can use thieves’ tools to open locks, remove traps, and disable mechanical devices of various sorts. A thief cannot use thieves’ tools while wearing heavy armour or using a shield.
Scouting: If a thief has a movement rate higher than the rest of the party, he may ‘scout ahead’ of the others.
When exploring dungeons, this allows the thief to roll his own Subterfuge checks to detect hazards. If successful, the party may bypass the hazard entirely (earning ½ XP for the thief). However, if the check fails, the thief must face the hazard alone.
When ‘scouting ahead’ in the wilderness, the thief can roll two Subterfuge checks for surprise and take the best result at the start of an encounter (he is considered advantaged). If the creatures are unaware of the thief, the party may bypass the encounter entirely (earning ½ XP for the thief). However, if the thief himself is taken by surprise, he must face the encounter alone.
Backstab: If a thief of 3rd level or higher surprises an opponent (during the surprise round, for example, or on a successful Subterfuge check), he can attempt a Backstab attack. This Backstab does double damage if successful.
The Backstab attack must be with a light or ranged weapon. If a ranged weapon is used, the thief must be within 3″ of the target.
Power Runes: A thief of 5th level or above can attempt to trigger power runes. (Note that he cannot scribe his own arcane runes.)
The thief must succeed a Lore check to do so, and cannot wear medium or heavy armour or use a shield. If successful, the rune activates normally. If the Lore check fails, the thief must immediately roll a save vs. will to prevent the rune from being destroyed. On a particularly poor Lore check and saving throw, the rune may misfire instead (at the referee’s discretion).
(Thieves can gain additional abilities at higher levels. These must be discovered through gameplay.)
One Response
I think I’ll bump up the level requirements for the Backstab and Power Runes special abilities to 3rd and 5th, respectively. The even-numbered levels are already pretty good because a thief improves his Athletics and Lore skills, as well as his Atk bonus with “other” weapons.
Should probably do the same with Cleave for fighters (and maybe they should get something cool at 5th)…