Thief
A thief is a character who earns a living through “acquisition” of goods The thief excels at stealing, moving undetected, getting away with crimes and selling stolen goods.
Ability Score Increase:
Level 1: +2 Foresight Level 4: +2 Foresight +1 Perception Level 7: +2 Foresight +2 Perception +1 Rhetoric Level 10: +5 Foresight +3 Perception +2 RhetoricClass Level Abilities
Level 1
Active Abilities
Conditional Abilities
Clever Impersonation: A Thief learns how to pose as another person to either frame them for the thief’s crime or get away with a crime itself. A thief gains a +3 to Bluff and Disguise checks relating to impersonating a person they have studied for an hour. This bonus stacks with each additional hour studied. (up to a +21) Lethal Strike: Whenever a Thief makes an attack, gain additional lethality dice equal to your level. (When making a weapon attack roll Xd10 where X is the number of lethal dice you possess. For each roll of 10, deal the weapon’s damage again. In addition, when lethality triggers, roll the die again). The Urban Labyrinth: A Thief gains a +25 Survival (Urban) and a +12 Move Silently. Within their home region the thief gains an additional +8 Survival (Urban). When in a city with a major population, the thief gains +12 Disguise.Passive Abilities
Fence Connections: Thieves have a system to sell stolen goods. A Thief learns a contact with a fence and can contact them to set up a meeting to sell goods. Price value of the stolen goods are equal to 80% of the stolen goods worth. This increases by 2.5% per level of Thief. Heh heh, How’d that get there?: The Thief has a strange tendency to acquire things that aren’t his own. The thief gains +7 Pickpocketing. I’m Not Here: Thieves often find themselves in a situation where they do not want to be discovered doing something illegal. Due to this, they are skilled at not being seen. They have a +7 Move Silently and a +7 Hide. Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 2
Active Abilities
Conditional Abilities
Passive Abilities
Black Market Deals: A Thief is proficient in making shady deals lean in his favor. Gain +8 to Negotiations and an additonal +6 in Bribe. Mental Training: When this ability is gained, for each instance of Mental Training you already have, gain an additional +10 Awareness.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 4
Active Abilities
Oh! That’s how it got there: As a partial action, you can make a Pickpocket attempt to take an item from a neutral or friendly person. If the item is less than 5*Level skrilla in worth, the check automatically succeeds. Mental Training: When this ability is gained, for each instance of Mental Training you already have, gain an additional +10 Awareness.Conditional Abilities
Passive Abilities
Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Mental Training: When this ability is gained, for each instance of Mental Training you already have, gain an additional +10 Awareness.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Mental Training: When this ability is gained, for each instance of Mental Training you already have, gain an additional +10 Awareness.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Mental Training: When this ability is gained, for each instance of Mental Training you already have, gain an additional +10 Awareness.
Class Currency Modifier: 1.2