Class: Thief
Starting Equipment: leather armour, lockpicks, dagger
Starting Skill: see below. You also gain the Locksmith and Pickpocket skills when you take your first Thief template.
A: Always Prepared, Quick Draw
B: Lucky
C: Opportunist
D: Very Lucky, Great Escape
You gain +1 Stealth for each Thief template you possess.
Starting Skill: see below. You also gain the Locksmith and Pickpocket skills when you take your first Thief template.
A: Always Prepared, Quick Draw
B: Lucky
C: Opportunist
D: Very Lucky, Great Escape
You gain +1 Stealth for each Thief template you possess.
Always Prepared
In town, you may spend any amount of money to buy an
Unlabeled Package. When the package is unwrapped, you declare what it contains,
as long as the contents comprise the appropriate number of Inventory Slots,
don’t cost more than you originally paid, and are available in town. You can
put multiple items inside a large Unlabeled Package, including smaller
Unlabeled Packages. Unlabeled Packages in Fast Inventory slots can be opened
instantly. You can have no more than two Unlabeled Packages at a time.
Quick Draw
You have 3 additional Fast Inventory slots (Slots 1-6 can be
accessed instantly).
Lucky
Once per day you can reroll one of your d20 rolls, or a
single Skill test (you choose either value). Alternatively, you can make an
attack that would hit you miss.
Opportunist
Whenever you get a situational bonus to an Attack roll
(surprise, elevation, etc) you deal an additional +1d6 Damage.
Very Lucky
You get an additional use of your Lucky ability once per
day. An adjacent ally can use one of your rerolls, provided you could have
plausibly assisted them.
Great Escape
Once per day, you can automatically escape from something
that is restraining you and that you could plausibly escape from. This includes
grapples, lynchings, and awkward social situations, but not sealed coffins.
My concept of Thieves are that they are 1) lucky and 2) lateral thinkers. On the luck front, I didn't do much. The ability to avoid a hit with the Lucky ability improves survivability, and brings to mind impossible dodges and the like that we see in popular fiction. My greatest change addition is on the lateral thinking side. Unlike a Wizard who can just directly stop enemies in their tracks, Thieves have to find out how to use mundane objects to achieve results. The Unlabeled Package ability already helps facilitate this, but it doesn't have much use on the fly. Giving Thieves additional Fast Inventory slots gives them a unique mechanical identity; while Fighters and Barbarians can attack more than once per round, Thieves can quickly access their pockets. With these additional inventory slots (3 extra might be too many, requires playtesting), your Thief can always have caltrops on hand, ready to use. They can keep an Unlabeled Package always ready to open at a moment's notice, while still having room for weapons.
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