The
Tiefling Arcane Thief
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Spell
Level
|
1st
|
+1
|
+0
|
+2
|
+2
|
1
|
2nd
|
+2
|
+0
|
+3
|
+3
|
1
|
3rd
|
+2
|
+1
|
+3
|
+3
|
1
|
4th
|
+3
|
+1
|
+4
|
+4
|
2
|
5th
|
+3
|
+1
|
+4
|
+4
|
2
|
6th
|
+4
|
+2
|
+5
|
+5
|
2
|
7th
|
+4
|
+2
|
+5
|
+5
|
3
|
8th
|
+5
|
+2
|
+6
|
+6
|
3
|
9th
|
+5
|
+3
|
+6
|
+6
|
3
|
10th
|
+6
|
+3
|
+7
|
+7
|
4
|
Description: Tieflings are usually the product
of a child born of a parent who has made a demonic pact. They are usually born
with an Arcane magic ability and a demonic deformity (such as red eyes, tail,
horns, cloven hoof), which they must hide, lest they be taken for monsters.
Tieflings tend to be female, but males do occur. They are all sterile.
Tieflings are not inherently evil, but do tend to lead a hard, unpleasant
lives.
Hit
Die: d6
Prime
Abilities:
Dex, Int
Sub-Prime
Abilities:
Cha, Str, Con
Weapon
and Armor Proficiency: Arcane Thieves are proficient with all light weapons, plus the light
crossbow, rapier, sap, shortbow, and short sword. Arcane thieves are proficient
with light armor (and magical Elven chain), but not with shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, Thief tools, short sword,
2 daggers.
Lesser
Teleport: A
lightly encumbered Tiefling may Teleport
themselves once per encounter/turn, 5'/level.
Must be able to see jump target. Blind jumping incurs a 1 in 4 chance of taking
critical damage (0 hp, unconscious). Can teleport and attack in the same rd
(automatically causing maximum damage with a successful attack from the rear).
● Other Inherent Powers (Optional
Rule): Other
inherent magical abilities are possible, such as Darkness, Fog Cloud, Mirror
Image, Lesser Invisibility, and others.
The details left up to the Ref and Player. Use common sense. A character forgoing spellcasting abilities
might instead add inherent magical abilities at every odd level, up to 5
abilities total.
Infravision: Has the ability to see in the
dark.
Arcane
Thief Skills:
The Arcane 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
Spells
An Arcane
Thief begins play with a spellbook containing all 0-level Wizard spells plus one
1st-level spell of the player's choice. For each point of Int bonus the Arcane Thief
has, the
spellbook holds one additional 1st-level
spell of their choice. With each new level, Arcane Thieves gain one new spell of their choice, up to
the highest level they can cast, from their mentor or their Thieves Guild (or
some similar organization). New spells
(including ones bought, bartered, found, and stolen) must be copied into their
spellbook and practiced before being used in the field. Assume a day per spell.
Spellcasting
Arcane
Thieves may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.) With 2
cumulative failures in a turn/encounter, all magic use is suspended pending
1 turn of rest. The Spell Level Limit
is the highest spell level that they can cast.
A spellcaster must roll to activate a spell, even if their Spell Check
is greater than the spell’s DC. A Natural 1 is a Botch, meaning all
spellcasting is immediately suspended until the caster has had 1 turn of rest.
A Saving Throw against a spell has a DC
of 12 + ½ caster level.
Spellcasting
Restrictions (Optional Rule)
Tieflings are trained by the Wizard Council, but never
reach their full potential as Wizards. Their corrupted supernatural nature
inevitably turns them to Forbidden magic and evil at higher casting
levels. Specific to Arcane Thieves, the
Council will not knowingly train Wizards who use their magic to steal. Therefore, they’ve gotten their training from
an unqualified Wizard (not 10th level), a Warlock (won’t teach a
protégé enough to topple himself), or even secret Wizard employed by a Thieves
Guild (again, not 10th level).
This training is not sufficient enough for a Tiefling to reach higher
magic levels. At 10th level,
Arcane Thieves are not able to covert XP to improving their Spell Check and are
unable to cast higher than 4th level spells.
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