The
Thief
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
1st
|
+1
|
+0
|
+2
|
+0
|
2nd
|
+2
|
+0
|
+3
|
+0
|
3rd
|
+2
|
+1
|
+3
|
+1
|
4th
|
+3
|
+1
|
+4
|
+1
|
5th
|
+3
|
+1
|
+4
|
+1
|
6th
|
+4
|
+2
|
+5
|
+2
|
7th
|
+4
|
+2
|
+5
|
+2
|
8th
|
+5
|
+2
|
+6
|
+2
|
9th
|
+5
|
+3
|
+6
|
+3
|
10th
|
+6
|
+3
|
+7
|
+3
|
Description: A rogue seeking wealth by their
skills and wits, rather than brute force. 10th Level example: Abu, Thief of
Baghdad.
Hit
Die: d6.
Prime
Abilities: Dex
and Int, and choose either Wis or Cha.
Subprime
Ability: Con.
Weapon
and Armor Proficiency: Thieves are proficient with dagger, club, light crossbow, rapier,
sap, dart, shortbow, and short sword. Thieves are proficient with light armor
(and magic Elven chain mail), but not with shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, Thief tools; dagger and
short bow with 20 arrow quiver or short sword and 2 daggers.
Surprise
Attack
● Requires that the Thief make a
successful Stealth Check and a successful melee attack roll on an unaware foe. Failing the Stealth Check
means that the attack is only a normal attack. A successful Surprise Attack
inflicts double maximum damage + ½ level.
● In general, the DC for the stealth
maneuver is DC 12 vs foes of equal or less HD than the Thief, DC 18 for higher
HD. However, a lower HD creature with enhanced, all-around senses might instead
be DC 18. A higher HD person fighting three other combatants or otherwise
disadvantaged might be DC 12. The Surprise Attack can be attempted on an
opponent once per encounter.
Knockout
A Thief
using a blunt melee weapon may opt to try to KO unaware human-ish foes of equal of less HD instead of inflicting
damage with a Surprise Attack. With a successful attack, the victim must make a
DC 12 Fort save to remain conscious, otherwise they are out for 1 turn. The KO
attack can be tried on an opponent once
per encounter.
Sneak
Attack
May be
attempted while the Thief is engaged in melee combat with a foe. Requires that
the Thief make a successful Stealth check and a successful attack roll, as in a
Surprise Attack. The Stealth roll represents the Thief trying to maneuver
around to hit a weak spot. Failing the Stealth check means that the attack is
only a normal attack. A successful Sneak Attack causes maximum damage + stun 1 rd.
The Sneak Attack can be tried on an opponent once per encounter.
Saving
Throws: A
Thief never takes full damage from a failed Save (Fort, Ref, Will), only 1/2
damage (if applicable). If a successful save gives ½ damage, the thief takes no
damage.
Lucky: On the first hit in a rd, a Thief can attempt a DC 12 Will Sv to avoid damage from melee and
ranged attacks (not spells or environmental damage). If the Luck Sv is failed, the Thief will take
½ damage. Any other hits in a rd cannot
be avoided.
Thief
Skills: The
Thief adds ½ level + ability bonuses to
attempts. In general, figure DC 12 for
difficult tasks or against someone of equal or less HD; DC 18 for very hard
tasks or higher HD.
● (Int + Wis)/2: Detection (Traps, ambushes), Detection
(Trapped items), Find (Secret doors
and items)
● (Dex + Int + Wis)/3: Stealth (Hiding, sneaking), Pick
Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
● (Dex + Str)/2: Acrobatics (Balancing, jumping), Climb
● (Cha + Wis)/2: Charm, Negotiate, Intimidate (Psychologically), Disguise
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