Register
 
 
 

Advertisement

 


Class: Thief
Thief. Cunning, nimbleness, stealth: these are the hallmarks of Thieves. Whether they turn their talents against innocent passersby and wealthy merchants or oppressors and monsters is a choice for each Thief to make. For good or ill, all Thieves are skilled pilferers.

Hit Dice: d6

Ability for Dual-Classing: Dexterity

Alignment: Any other than Lawful Good

Features:
Set Snare
Level Effect
1-102d8+5 missile damage
11-152d8+5 missile damage, 2d6 poison damage per round for the next three rounds
16-203d8+5 missile damage, 4d8+2 fire damage
21+3d8+5 missile damage, 20 poison damage (no save), slays target instantly (Save vs. Death with a +4 bonus negates)
  • Weapons and Armor. The Thief may wear only Leather, Studded Leather, and Hide Armor, and may not use any shield larger than a Buckler. The Thief's weapons are limited to the following: Long Sword, Short Sword, Katana, Scimitar, Dagger, Club, Quarterstaff, Crossbow, Shortbow, Dart, and Sling.

  • Proficiency. The Thief may achieve, but not exceed, Proficiency in any weapon they can use, as well as any fighting style.

  • Thieving Abilities. The Thief starts at 1st level with 40 skill points that they can assign to any of the following skills: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide in Shadows, Detect Illusion, and Set Traps. Every level thereafter, the Thief gains an additional 25 skill points to assign to these skills.

  • Backstab Multiplier. Starting at 1st level, any time the Thief makes a successful melee attack while stealthed or invisible and standing behind their target, the Thief's damage with that attack is doubled. At 5th level, the damage is tripled instead. At 9th level, the damage is quadrupled, and from 15th level onward the damage is multiplied by five. Bonus damage from a high Strength score or other situational bonuses are not multiplied in this way.

  • Set Snare. Once per day, plus an additional time for every five levels in this class, the Thief may lay a trap for enemies. With a successful Set Traps check, the Thief lays down a device that will deal damage to the next enemy that walks over it, as shown in the table to the right.


Kits (EE)

Assassin. The Assassin is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his task.

Features:
Poison Weapon
Level Effect
1-4Target suffers 1 poison damage per second for 6 seconds (save vs. death at +1 negates)
5-8Target suffers 1 poison damage per second for 12 seconds (save vs. death negates), and also immediately suffers 2 poison damage (no save)
9-12Target suffers 1 poison damage per second for 18 seconds (save vs. death at -1 negates), and also immediately suffers 4 poison damage (no save)
13+Target suffers 1 poison damage per second for 24 seconds (save vs. death at -2 negates), and also immediately suffers 6 poison damage (no save)
  • Thieving Abilities. The Assassin starts at 1st level with only 30 skill points, and only receives 15 skill points at every level thereafter.

  • Deadly Skill. The Assassin gains a permanent +1 bonus on all attack and damage rolls.

  • Improved Backstab. Starting at 17th level, the Assassin's backstab multiplier improves to x6; at 21st level, the multiplier increases to x7.

  • Poison Weapon. Once per day, plus an additional use for every four levels in this class, the Assassin can coat their weapons with a volatile poison that lasts for five rounds. Each successful hit within the next 5 rounds causes a poison effect based on the character's level, as shown in the table to the right. Each target can only be affected once per round.

Bounty Hunter. This Thief is historically a hunter of humanoid targets, skilled in tracking quarry and bringing them back alive -- whether for lawful authorities or underworld masters. Today, however, the Bounty Hunter's skills are more commonly used to subdue enemies with traps to make them easier to kill. Though there are still some bounty hunters interested in bringing their targets back alive, most lack the patience or the means to feed and escort their prisoners. Instead, they have honed their trap-making abilities well beyond those of the average Thief; a creature unfortunate enough to encounter one of these mechanisms will find themselves debilitated and maimed, if not killed outright.

Set Special Snare
Level Effect
1-103d8+5 missile damage, slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed
11-154d8+5 missile damage, holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed
16-20Effects of Otiluke's Resilient Sphere spell on the target for 7 rounds if a Save vs. Spell is failed
21+Effects of Maze spell on the target
Features:
  • Thieving Abilities. The Bounty Hunter gains a permanent +15% bonus to their Set Traps skill. However, the Bounty Hunter only receives 20 skill points to assign at each level beyond 1st level.

  • Set Special Snare. Once per day, plus an additional time for every five levels in this class, the Bounty Hunter may set an additional trap that is different from the Thief's normal traps, as shown in the table to the right.

Shadowdancer. Shadowdancers harness the power of magic to increase their stealth abilities. Enigmatic and dangerous, these uniquely skilled Thieves blend seamlessly into the shadows in ways that a normal Thief cannot. They strike without warning, sometimes with supernatural speed.

Features:
  • Backstab Multiplier. The Shadowdancer's backstab multiplier is reduced by one. Thus, the Shadowdancer has no multiplier at 1st level; at 5th level their multiplier is x2; at 9th level their multiplier is x3; and at 13th level their multiplier is x4.

  • Hide in Plain Sight. The Shadowdancer may attempt to use the Stealth ability even while being observed.

  • Shadowstep. Once per day, plus an additional time for every five levels in this class, the Shadowdancer may step through the Plane of Shadow to move a short distance. In essence, the Shadowdancer is affected by the Time Stop spell for seven seconds, during which time the Shadowdancer can do nothing but move.

  • Slippery Mind. The Shadowdancer gains a permanent +1 bonus to all Saving Throws.

  • Alignment. The Shadowdancer's alignment may not be lawful.

  • Thieving Abilities. The Shadowdancer starts at 1st level with only 30 skill points to assign to thieving abilities, and receives only 15 skill points at every level thereafter.

  • No Set Snare. The Shadowdancer may not use the Set Snare ability.

  • Dual-Classing Restriction. The Shadowdancer's primary abilities for dual-classing are Strength, Dexterity, and Charisma.

Swashbuckler. This rogue is part acrobat, part duelist, and part wit: the epitome of charm and grace.

Features:
  • No Backstab. The Swashbuckler does not benefit from a Backstab multiplier.

  • Combat Bonuses. The Swashbuckler gains a permanent +1 bonus to Armor Class at 1st level, which improves by one for every five levels in this class. In addition, they gain a permanent +1 bonus to all attack and damage rolls starting at 5th level that also improves by one for every five levels in this class.

  • Specialization. The Swashbuckler may achieve, but not exceed, Specialization in any melee weapon they can use, as well as any fighting style. They may achieve Mastery in Two Weapon Style.