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:
- 1/6th chance to loot 1d6gp if pauper. Guaranteed 2d6gp if commoner.
- Victim is a guard or upper class: SoH roll at a -10 penalty. Potential loot is 4d6gp.
- Victim is a shopkeeper or visibly rich: SoH roll at a -10 penalty. Potential loot is 10d6. The Rogue can also perform this robbery at night during the party's rest to eschew the penalty, requiring rope. If they fail the SoH roll, they may roll Escape at DC 10.
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 |
- |