Thiefers

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Thiefers

Prime Abilities: Dexterity
Hit Dice: 1d4
Armour: Leather armor; no shield
Weapons: Any, but magical weapons are limited to daggers and swords
Ancestries: Humans,Dwarves,Elves,Halflings
Tags: #sneaker

Description

Thieves are adventurers who live by their skills of deception and stealth. They have a range of specialised adventuring skills unavailable to other characters. You are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. Thieves get some unique skills as well as advantage on some common skills, they are the original skill monkeys!

Combat

Valuing stealth above all, thieves can only wear leather armour and cannot use shields. They can use any weapon.

Save Bonus

Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.

Skills

Thief Class Skills

Thieves gain expertise points to improve their chance of success with their class skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).

Base chance of success: All thief class skills begin with a 1-in-6 chance of success.
Gaining levels: At character creation, a thief has 4 expertise points to allocate. A thief gains 1 expertise point to allocate.
Maximum chance of success: No skill may be raised above 5-in-6.

Find or Remove Treasure Traps

Roll: 1d6
Base chance: 1/6
Known By: Thiefers

This skill is for disabling or removing small mechanical traps such as poisoned needles. Some item traps are detected automatically, but removing them always requires a roll.

Hide In Shadows

Roll: 1d6
Base chance: 1/6
Known By: Thiefers

Thieves have borderline supernatural sneaking skills. Anyone can hide, of course, but thieves can hide in nothing but a shadow. Additionally, in some circumstances Thieves may roll this check after the rest of the Party is Surprised to see if they can dive for the shadows and stay hidden.

Move Silently

Roll: 1d6
Base chance: 1/6
Known By: Thiefers

Thieves have the skill to move silently (i.e. making absolutely no sound whatsoever). Non-thieves cannot sneak unnoticed in silent environments.

Silent environments: Moving silently is required to sneak unnoticed in a completely silent environment. e.g. if a guard is standing quietly listening for intruders, a roll to move silently may be required.
Noisy environments: Thieves can sneak unnoticed without a roll in environments with background noise (i.e. where moving absolutely silently is unnecessary). This includes combat.
Failed rolls: A thief who fails their roll to move silently is still assumed to be moving quietly, thus the normal surprise rules apply).

Pick Locks

Roll: 1d6
Base chance: 1/6
Known By: Thiefers

Thieves’ expertise with small, complex mechanisms allows them to pick locks.

Pick Pockets

Roll: 1d6
Base chance: 1/6
Known By: Thiefers

Thieves are trained in the subtle art of picking pockets.

Target Level: chance of success is reduced by 1-in-6 per three levels of the victim (e.g. a 6th level victim reduces success by 2-in-6). A roll of 6 means that the attempted theft is noticed.

Read Languages

Roll: 1d6
Base chance: 1/6
Known By: Thiefers

This skill represent the ability to figure out the gist of most written languages and comprehend treasure maps or other written documents.

Thiefers Level Progression

Level XP HD Saving Throw BAB Special
1 0 1d4 14 0 Backstab, Good Ears, Good Climber, Thief Skills (+4 expertise points)
2 1,200 2d4 13 0 +1 expertise point
3 2,400 3d4 12 0 +1 expertise point
4 4,800 4d4 11 1 +1 expertise point