Some are motivated by necessity or greed, while others simply enjoy the thrill of the heist. Whatever their motivation, all Thieves have one thing in common: a mastery of stealth. A Thief is at home in shadows, moving unseen and relieving unsuspecting foes of their “unwanted” items. This same talent for remaining undetected also makes them deadly if they choose to attack. At range they can frustrate even the most powerful adversaries by raining death from unsuspecting angles.In close combat a Thief can deal devastating blows before melting back into the shadows.
When hired on as part of a band of adventurers they bring immense utility to any situation; however, they also tend to leave their allies wary of their belongings. Most Thieves prefer to work alone when it comes to plying their trade, but Thieves guilds are quite common and act as a great resource when either staging a job or an extra set of hands is required.
Typical Roles: Stealth, Support/Utility, Melee Damage, Ranged Damage
Damage Types: Physical
Class Mechanic: Stealth
Available Races: Wild Elf, Dwarf, Gnome, Halfling, Human, Half-Elf, Orc, Half-Orc, Kayden,
Initial Gold: varies by race from 161.5 to 297.5
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: Leather
Natural Weapon Proficiency: Knives, Swords, Bludgeons, Staves, Bows
Trainable Weapon Proficiency: Hand Weapons, Whips, Crossbows, Firearms
See Equipment section for details. When using a weapon that your class is not proficient with, see Combat Penalties. There is no level or title prerequisite to train in a new proficiency, however you must receive the appropriate Training.Class Passive & Secondary Skill
A Thief is the unraveled master of Stealth, utilizing their skill set to maximum effect both on and off the battlefield. Thieves follow the standard rules for Stealth classes and Learning New Stealth Skills.
Stealth Costs for Thieves are as follows:
- All offensive or aggressive Stealth actions reduce Stealth by 1* prior to taking a Stealth Test
- All offensive or aggressive Stealth instants reduce Stealth by 1 prior to taking a Stealth Test
- Increase the Stealth cost by 1 if the offensive or aggressive instant or action is NOT a Stealth skill (i.e. a regular attack action)
- All regular movement reduces Stealth by 1 per tabletop inch moved prior to taking a Stealth Test
Note*: already reduced by 1 due to Thieves Master of Stealth Class passive
Thieves have the following restrictions for Stealth Disciplines:
- Primary Discipline: Thievery
- Available Disciplines: Sabotage, Dirty Fighting, Survival, Assassination, Suppression, Subterfuge
- Forbidden Disciplines: none
Upon character creation, Thieves automatically gain the following Stealth skills (prior to applying level ups):
- Larceny (Rank I)
- Pick Pocket (Rank I)
To learn new stealth skills require training unless they are upgrades (i.e. Rank1 Stealth Shot -> Rank2 Stealth Shot). Training is typically facilitated in secret, through a Thieves Guild.
Thieves use the following chart for leveling up:
- Re-calculate Base Stealth each level
- New stealth abilities require training unless they are upgrades (i.e. Rank1 Stealth Shot -> Rank2 Stealth Shot), see Learning New Stealth Abilities for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Thieves may choose to specialize their skills in up to one weapon uses, one combat style and/or two stealth disciplines, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Swords, Bludgeons, Bows, Hand Weapons, Whips, Crossbows)
- Max one Combat Specialist skill (choose from: Freehand, Paired Weapon, Freestyle, Sharp Shooter, Skirmisher, Peltast, Warder)
- Max two Stealth Specialist skill (choose from: Thievery, Sabotage, Traps, Assassination, Subterfuge)
Thieves gain titles based on their rank and standing within an organization of other Thieves. This system of gaining titles is referred to as Guilds. Thieves guilds are a collection of fellow like minded thieves who pool their resources and assist one another in enhancing their trade. It just so happens that their trade involves a wide variety of illegal activities ranging from pick pocketing to daring high profile heists.
Thieves guilds are often organized quite similar to more traditional trade guilds, with members advancing from the title of apprentice through to journeyman, and at higher levels become artisans of a sort. Thieves advance through their titles by proving their worth to their guild, usually requiring some sort of test of their skills, as well as by contributing to the wealth of the guild itself. Each guild is lead by Guild Master, a particularly talented thief who has earned the respect (or fear) of his fellow thieves either through sheer skill at is his craft or at least a solid campaign of blackmail, bribery, and extortion.
The titles awarded by a Thieves Guild are as follows:
|Title||Level||Qualifications||Rewards & Consequences|
A freelancer is any Thief that takes on work outside of a Guild. This could be because they do not belong to a Guild, either by choice or simply failing to be recruited by one thus far. This is a common enough occurrence early in a Thief’s career, as the typical Thieves Guild operates in the shadows to avoid unwanted attention. However it could also be a result of being kicked out of a Thieves Guild, for a variety of reasons, including Guild misconduct, failing to pay a guild fee or cut, failing to meet a job quota, failing a probationary period or breaking a vow of secrecy. Every Guild is different, and governs itself according to a variety of rules and regulations that allow them to fulfill their desired function. As such there could be a variety of reasons why one may be labelled as a Freelancer.
Freelancers are certainly looked down upon by Guild members, who will at the very least shun and discredit them. Some may even actively interfere with a Freelancers work to prove a point. Thieves Guilds may attempt to apply some pressure for the Freelancer to join up, resorting at first to simple threats and attempts at intimidation. But if a Freelancer continues to operate outside a Guilds authority they may choose to go after friends and family members to further prove their point.
For a thief with no attachments to be exploited, the life of a Freelancer can be quite lucrative, as any money or other items of value that they steal remain entirely their own. However a Freelancer does miss out on Guild resources such as training of new skills, discounts, job postings, and information networks.
Kellin the Beggar
Retired agent of Heroes Guild, severely wounded in battle with Archon forces during the War for the Tindermoot, now retired.