Classes > Rogues > Thief

Also known as Highwayman, Robber or Burglar. A highly effective crime specialist who perfects the art of getting things people don't want them to, and the delicate process of getting away with it.

Thieves dwell in the shadows of society, and spend their time not wasted on vices casing for robberies. They operate on the unadulterated belief that if they can relieve another of their possessions, then it is fully in their right to. "Good" thieves typically see themselves as repossessors of wealth, and go after targets like rich barons and other more sociopathic criminals, even dispersing some of their loot back to some kind of charity. "Evil" thieves rob often for no purpose other than to see the look of panic on their mark, or to engineer their downfall.

Most thieves tend to be just in it for the money, and are largely apathetic to politics.

Level 1: Rogues add +4 to Sleight of Hand, Open Lock, Escape and Disable Device. When using the Sleight of Hand ability on an unaware humanoid, they have a chance to pickpocket once per target:

Level 4: Rogues may feign death, forcing foes to roll Judge at DC 10 + level.

Level 8: All skills mentioned in the level 1 bonus gain permanent advantage.

Level 12: Rogues may roll Sleight of Hand as a combat action with a -4 penalty (or -8 if the target is two-handing) to disarm an opponent and take their weapon.

Level 16: Rogues gain the ability to disguise themselves so perfectly that they can fool Divination spells. The DC to try to uncover them using magic is 10 + half the Thief's level.


Level

Bonus/atk _ BS

Bonuses

Level

Bonus/atk _ BS

Bonuses

1

+0

Silence, Extra Skills, Theft

11

+8/+5 _ 6d6

-

2

+1 _ 1d6

Backstab

12

+9/+6 _ 6d6

Feat, Steal Weapon

3

+2 _ 2d6

Uncanny Dodge

13

+9/+6 _ 7d6

-

4

+3 _ 2d6

Feat, Feign Death

14

+10/+7 _ 7d6

-

5

+3/+2 _ 3d6

Evasion

15

+11/+7 _ 8d6

Improvisational Mastery

6

+4/+3 _ 3d6

-

16

+12/+8 _ 8d6

Feat, Fool Seer

7

+5/+3 _ 4d6

-

17

+12/+8 _ 9d6

-

8

+6/+4 _ 4d6

Feat, Extra Skills II

18

+13/+9 _ 9d6

-

9

+6/+4 _ 5d6

-

19

+14/+9 _ 10d6

Feat

10

+7/+5 _ 5d6

Dangersense, Feat

20

+15/+10 _ 10d6

-