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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Role and Description= As long as there are riches, there will be people who try to get them, no matter if the means are regarded as honorable or not. The thief is a master of acquisition. He is a burglar, a pickpocket, a con artist, the shadow in a dark alley or the spy in the duke’s court. There are many different thieves, from polite highwaymen to cruel thugs, but they all have one thing in common: They are incredible versatile and equally untrustworthy. The thief is the skill-focused, less deadly than the assassin version of the rogue. The thief is stealthy, adaptable, very talented in social situations and also very athletic. Through the various special abilities, it is also one of the classes which allow more a specific adaptation to the player's wishes. The two different variants of the class allow for another, more specific adaptations. '''Class Skills''' The Thief's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Intimidate (CHA + STR), Intrigue (2x CHA), Knowledge (Geography) (2xINT), Knowledge (Dungeoneering) (2xINT), Knowledge (Underworld)(2x INT), Languages (INT + CHA), Legerdemain (DEX + CHA), Perception (CON + WIS), Profession (WIS + ?), Sense Motive (WIS + CHA), Stealth (DEX + CON) and Use Magical Device (2xCha). '''Skill Points at 1st Level''': (6 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 6 + Int modifier. '''Hit Points at 1st Level''': 9 + Con modifier '''Hit Points at Each Additional Level''': 2 + Con modifier '''Starting Age''': low '''Starting Wealth''': 4d4 x10 (100 gp) {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +0 | +0 | +3 | +1 | Sneak attack + 1d6, trap finding |- |2nd | +1 | +0 | +0 | +4 | +1 | Evasion |- |3rd | +2 | +1 | +1 | +5 | +2 | Trap sense+ 1 |- |4th | +3 | +1 | +1 | +5 | +2 | Sneak Attack + 2d6 |- |5th | +3 | +2 | +1 | +6 | +3 | Uncanny dodge |- |6th | +4 | +2 | +2 | +7 | +3 | Trap sense + 2 |- |7th | +5/+0 | +3 | +2 | +5 | +3 | sneak attack +3d6, improved feint |- |8th | +6/+1 | +4 | +2 | +8 | +4 | Special Ability |- |9th | +6/+1 | +4 | +3 | +9 | +4 | Improved uncanny dodge, trap sense + 3 |- |10th | +7/+2 | +5 | +3 | +9 | +5 | Sneak attack + 4d6 |- |11th | +8/+3 | +5 | +3 | +10 | +5 | Special Ability |- |12th | +9/+4 | +6 | +4 | +11 | +6 | Trap sense + 4 |- |13th | +9/+4 | +6 | +4 | +11 | +6 | sneak attack + 5d6, Greater Feint |- |14th | +10/+5/+0 | +7 | +4 | +12 | +6 | Special Ability |- |15th | +11/+6/+1 | +7 | +5 | +13 | +7 | trap sense + 5 |- |16th | +12/+7/+2 | +8 | +5 | +13 | +7 | Sneak attack + 6d6 |- |17th | +12/+7/+2 | +8 | +5 | +14 | +8 | Special Ability |- |18th | +13/+8/+3 | +9 | +6 | +15 | +8 | trap sense + 6 |- |19th | +14/+9/+4 | +9 | +6 | +15 | +9 | Sneak attack + 7d6, supreme feint |- |20th | +15/+10/+5/+0 | +10 | +6 | +16 | +9 | Special Ability |- |} =Class Features= *'''Weapon and Armor Proficiency:''' Thieves are proficient with all simple weapons, plus the hand cross-bow, rapier, sap, shortbow, and short sword. Thieves are proficient with light armor, but not with shields. * '''Sneak Attack (Ex)''': 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 1d4 at 1st level, and it increases by 1d6 every three thief levels thereafter up to a maximum of 7d6 at 19th level. Should the thief score a critical hit with a sneak attack, this extra damage is not multi-plied. 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. Trap finding (Ex): 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 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. If a thief already has evasion from a different class she automatically gains improved evasion instead. * '''Trap Sense (Ex)''': At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giv-ing 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 5th 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 Defense if immobilized. If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead. * '''Improved Feint''': A thief gains Improved Feint as a bonus feat at 7th level, even if she does not have the normal prerequisites for it. If she already has Improved Feint, she may instead select another feat, but she must meet all the prerequisites for it, including ability score and base attack minimums. * '''Special Abilities:''' On attaining 8th level, and at every three levels thereafter, a thief gains a special abil-ity of her choice from among the following options. ** ''Adaptability (ex)'': The thief selects a number of skills up to 2+ the character’s Intelligence modifier (minimum 2). All of these skills must be cross-class skills in which the character already has at least one rank. These skills are now considered to be thief class skills for this character. ** ''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. ** ''Dirty Fighting (ex)'': The rogue is so skilled at distracting, unnerving, deceiving and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: automatically succeed on a single roll to hit; cause her opponent to fail a single attack roll; make a single attack and then move away from the opponent, treating the square the action starts in as not threatened; or perform a single sneak attack, even while the opponent is not flanked and retains his full Dexterity bonus. ** ''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 com-bat (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. ** ''Honed Senses (ex)'': The rogue notices things that others miss. Once per day, the rogue may choose to use his honed senses for Perception and Sense Motive skill checks, as well as all attempts to save vs. illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed. ** ''Improved Defensive Roll (ex)'': This ability is basically similar to defensive roll except that instead of half damage, the thief takes no damage at all. Since all thieves with this ability are required to already have defensive roll, they may now make two defensive rolls per day — one for zero damage and one for half damage. ''Prerequisite: 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. ** ''Improved Slippery Mind (ex)'': If a rogue with improved slippery mind is affected by any enchantment cast by a magic user, whose caster level is less than half the character’s rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the en-chantments of higher level casters. ''Prerequisite: Slippery Mind.'' ** ''Inconspicuousness (ex)'': The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness ability is the rogue’s Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally (unless of course the rogue actually is actively hiding). In addition, any time a magic user wishes to target the rogue with a Divination spell, she must first succeed at a Concentration check, with a DC equal to the rogue’s Intelligence modifier + his ranks in Hide. ** ''Intuition (ex)'': Once per session, the player of a rogue character may privately ask the GM a single in-character yes or no question. The GM must answer the question truthfully, and the player may then use this information as an in-character “hunch.” This question cannot pertain to things that are randomly determined (since the GM cannot possibly know the answer in advance), but all other in-character yes or no questions are acceptable. If the question cannot be answered as it is phrased, the player may ask another until an answerable question is found. ** ''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. ** ''Roguish Charm (ex)'': The rogue is very likable, in spite of all evidence to the contrary. Once per day she may choose to perform any one of the following two near-magical effects. First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim’s line of sight for more than a minute. The lie must be believable to a sane person — “the sky is green,” will not work, for example, but “of course I didn’t steal the jewel,” would work on anyone who hadn’t witnessed the incident directly. The lie cannot be longer than a single simple sentence. Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not — unless the person is so high in level (or authority) that turning back the guards poses no threat whatsoever. These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters of higher total level than the rogue character’s levels in rogue may make a Will save at a DC of 10 + the rogue’s Charisma modifier + the rogue’s ranks in an appro-priate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue’s attempt to manipulate them. These abilities can never work on the same per-son twice, and the rogue must always be within the target’s line of sight to attempt either ability. ** ''Search mastery (ex)'': The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for — especially if he is searching in the wrong room — but it will be interesting in some way. GMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, bits of local gossip (a love note from the lord’s wife to a fellow rogue!), things of no interest to the rogue per-sonally but useful to other members of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but GMs should try to make the ability as interesting and diverse as they possi-bly can. ''Prerequisite: Search 10+ ranks.'' ** ''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 nor-mally prevent her from doing so. A thief may gain this special ability multiple times, selecting addi-tional skills for it to apply to each time. ** ''Skilled Opportunist (ex)'': This functions identically to the special ability, opportunist, except that the rogue may use it as many times in a round as she has attacks of opportunity. ''Prerequisite: Opportunist, Combat Reflexes'' ** ''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. ** ''Strange Luck (ex)'': The thief is inordinately lucky — most of the time. Once per day, the thief may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Strange luck can be used to confirm a critical hit; but if used as a regular attack roll, it does not create a critical threat. For every three times this ability is used, the GM may choose to turn one of the rogue’s success-ful rolls into a 1. The GM may not use this ability on a natural 20. ** ''Feat'': A thief may gain a bonus feat in place of a special ability. ** ''Improved Uncanny Dodge (Ex)'': A thief of 9th 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 uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character. * '''Greater Feint:''' A thief gains Greater Feint as a bonus feat at 14th level, even if she does not have the normal prerequisites for it. If she already has Greater Feint, she may instead select another feat, but she must meet all the prerequisites for it, including ability score and base attack minimums. * ''Superior Feint (Ex)'': Beginning at 19th level, a thief is able to feint as a free action instead of a swift action (see Greater Feint). However, she is still only allowed to make one feint attempt before each attack roll. =Class Varieties= ==Thug== Not all thieves are focused on agility and bluff; some are nothing more than brutes who use sheer violence and fear to achieve their aims. Thug characters lack the finesse for sneak attacks, but gain Arts of War instead; a simple one on 1st, 4th and 7th level, advanced ones on 10th, 13th and 16th level and a complex one on 19th level. A thug is also proficient with all martial weapons, medium armor and shields (except tower shields and gain a stacking +1 professional bonus to Intimidate on 3rd, 6th, 9th, 12th, 15th and 18th level. They do not gain the trapfinding and trapsense abilites. ==Acrobatic Burglar== Some thieves are more focused on agility and acrobatics than the rest; they do not gain the Trap Finding and Trap Sense ability, but a Climb Speed equal to half their land speed on 1st level and the Assassin's Acrobatics trait on the levels they would normally gain the Trap Sense ability.
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