Post by Stix on Jul 14, 2008 0:46:59 GMT -5
Ability Requirements: Dexterity 9
Prime Requisite: Dexterity
Hit Die: d6
Weapons: Any
Armor: Padded, Leather, Studded Leather, Hide
Thief abilities: Thieves receive a complement of skills which they can improve as they gain levels. At 1st level, a thief gains 60 percentage points to divide among his thieving skills (those marked with an asterisk). Whenever the thief gains a level, he receives another 30 percentage points.
Followers: The PC attracts followers at 9th level as per the PHB.
Scroll use: At 10th level, a thief can use magical spell scrolls as per the PHB.
A thief may use Character Points to buy the following abilities at character creation:
Combat bonus (5/15): For 5 CPs, the rogue’s THAC0 advances as if he were a priest of equal level. For 15 CPs, the rogue’s THAC0 advances as a warrior’s.
Greater hit die (10/20): For 10 points, the rogue rolls d8 for hit points. With the 20-point option, the rogue rolls d10 for hit points.
A thief may buy the following abilities at any level:
Audible glamer (5): A thief often needs to cause a diversion when he has to slip past some annoying hardheads or other law-enforcing berks. The PC can cast an audible glamer once a day.
Backstab bonus (5): The thief now attacks with a +6 to all backstab attacks.
Bow bonus (5): A thief with this ability gains +1 bonus to hit when using a bow of any type.
Charm resistance (5/10): Thieves with this ability gain a +1 bonus to all saving throws vs. charm-like spells and effects for 5 points. For 10 points, the bonus is +2.
Comprehend languages (5): The planes house a tremendous number of races and a knight of the cross-trade has to be able to speak their languages to get what he wants from them (usually a profitable peel). Once a day, the PC can cast tongues.
Defensive bonus (10/15): An unarmored and unencumbered thief gains a +2 to his armor class. For 15 points, the thief receives a +3 bonus to AC.
Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.
Detect magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.
Dimension door (10): Berks about to get nabbed by the law usually wish they’d have planned some form of escape. Some planar thieves, usually Sigilian, have learned a sure-fire way to escape. Once a week, the PC can employ a dimension door. At 9th level, the PC can enact this ability once a day.
Draw followers (5): The PC attracts followers at 9th level even without a stronghold, or whenever he establishes a stronghold, regardless of level.
Increased skill progression (15): Thieves with this ability do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 90 points to distribute amongst their skills and an additional 45 points per level. The standard thief restrictions for the distribution of points remain unchanged.
Know faction (5): In Sigil and elsewhere, lots of cutters try to hide who they are and who they serve. This thief has made it his business to know who he is dealing with before he deals with them. The thief can know faction once a day as the Indep spell in the Factol’s Manifesto.
Magic thief (10): At 7th level, the thief can steal enchantment once a day.
Master of poisons (15): The thief can learn to manufacture and use poison, as detailed in the Dark Sun Campaign Setting.
Poison resistance (5): The character receives a +1 bonus to saving throws vs. nonmagical poisons.
Portal lock (5): If on the run, some thieves need to keep annoying berks like Harmonium from following them through portals. Once a day, the thief can attempt temporarily to shut down a portal by casting surelock (PLANESCAPE campaign setting).
Proficiency group crossovers (5+): Normally, thieves may learn non-weapon proficiencies from the Rogue Group and General Group at no extra cost. Each additional crossover groups costs 5 CPs and allows the thief to learn non-weapon proficiencies from another character group's list with no penalty.
Scroll use (10): By purchasing this skill, the thief has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring.
Sense portal (10): Always looking for a possible means to escape should the need arise, the thief can cast warp sense (PLANESCAPE campaign setting) once a day.
Shadow thief (10): At 7th level,thief can cast Lorloveim’s shadowy transformation on himself twice a day.
Silence (5): Once a day, the thief can render himself silent as the 2nd-level priest spell silence 15’ radius, except only the thief is affected.
Tunneling* (10): A thief might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses.
Unusual luck (10): For 10 CPs, the thief may make one reroll per game day. Use the best of the two die rolls.
Warrior ability bonuses (10): Thieves with this option use the warrior Strength and Constitution bonuses for exceptional scores.
Weapon specialization (15): This thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.
Thieves may also select any of the following limitations:
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
Reduced hit points (10/15): For a 10 point restriction, thieves with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a thief uses a d3. In addition the thief is limited to a Constitution bonus of +1 per die.
Reduced skill progression (15): Thieves with this limitation do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 30 points to distribute amongst their skills and 15 additional points per level.
Weapons restriction (5/10): For a 5 point restriction, thieves with this limitation may only have proficiency in the weapons allowed to a wizard (dagger, dart, knife, sling, staff). As a 10 point restriction, the thief can never have proficiency in any weapon.
Prime Requisite: Dexterity
Hit Die: d6
Weapons: Any
Armor: Padded, Leather, Studded Leather, Hide
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 1,250 | 2 |
3 | 2,500 | 3 |
4 | 5,000 | 4 |
5 | 10,000 | 5 |
6 | 20,000 | 6 |
7 | 40,000 | 7 |
8 | 70,000 | 8 |
9 | 110,000 | 9 |
10 | 160,000 | 10 |
11 | 220,000 | 10+2 |
12 | 440,000 | 10+4 |
13 | 660,000 | 10+6 |
14 | 880,000 | 10+8 |
15 | 1,100,000 | 10+10 |
16 | 1,320,000 | 10+12 |
17 | 1,540,000 | 10+14 |
18 | 1,760,000 | 10+16 |
19 | 1,980,000 | 10+18 |
20 | 2,200,000 | 10+20 |
Thief abilities: Thieves receive a complement of skills which they can improve as they gain levels. At 1st level, a thief gains 60 percentage points to divide among his thieving skills (those marked with an asterisk). Whenever the thief gains a level, he receives another 30 percentage points.
- Pick pockets*
- Open locks*
- Find/remove traps*
- Hide in shadows*
- Move silently*
- Climb walls*
- Detect noise*
- Read languages*
- Backstab: If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage.
- Thieves’ cant: Thieves use slang terms when referring to their illegal operations. This lets them converse about such dealings in the open without others knowing what they are talking about.
Followers: The PC attracts followers at 9th level as per the PHB.
Scroll use: At 10th level, a thief can use magical spell scrolls as per the PHB.
A thief may use Character Points to buy the following abilities at character creation:
Combat bonus (5/15): For 5 CPs, the rogue’s THAC0 advances as if he were a priest of equal level. For 15 CPs, the rogue’s THAC0 advances as a warrior’s.
Greater hit die (10/20): For 10 points, the rogue rolls d8 for hit points. With the 20-point option, the rogue rolls d10 for hit points.
A thief may buy the following abilities at any level:
Audible glamer (5): A thief often needs to cause a diversion when he has to slip past some annoying hardheads or other law-enforcing berks. The PC can cast an audible glamer once a day.
Backstab bonus (5): The thief now attacks with a +6 to all backstab attacks.
Bow bonus (5): A thief with this ability gains +1 bonus to hit when using a bow of any type.
Charm resistance (5/10): Thieves with this ability gain a +1 bonus to all saving throws vs. charm-like spells and effects for 5 points. For 10 points, the bonus is +2.
Comprehend languages (5): The planes house a tremendous number of races and a knight of the cross-trade has to be able to speak their languages to get what he wants from them (usually a profitable peel). Once a day, the PC can cast tongues.
Defensive bonus (10/15): An unarmored and unencumbered thief gains a +2 to his armor class. For 15 points, the thief receives a +3 bonus to AC.
Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.
Detect magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.
Dimension door (10): Berks about to get nabbed by the law usually wish they’d have planned some form of escape. Some planar thieves, usually Sigilian, have learned a sure-fire way to escape. Once a week, the PC can employ a dimension door. At 9th level, the PC can enact this ability once a day.
Draw followers (5): The PC attracts followers at 9th level even without a stronghold, or whenever he establishes a stronghold, regardless of level.
Increased skill progression (15): Thieves with this ability do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 90 points to distribute amongst their skills and an additional 45 points per level. The standard thief restrictions for the distribution of points remain unchanged.
Know faction (5): In Sigil and elsewhere, lots of cutters try to hide who they are and who they serve. This thief has made it his business to know who he is dealing with before he deals with them. The thief can know faction once a day as the Indep spell in the Factol’s Manifesto.
Magic thief (10): At 7th level, the thief can steal enchantment once a day.
Master of poisons (15): The thief can learn to manufacture and use poison, as detailed in the Dark Sun Campaign Setting.
Poison resistance (5): The character receives a +1 bonus to saving throws vs. nonmagical poisons.
Portal lock (5): If on the run, some thieves need to keep annoying berks like Harmonium from following them through portals. Once a day, the thief can attempt temporarily to shut down a portal by casting surelock (PLANESCAPE campaign setting).
Proficiency group crossovers (5+): Normally, thieves may learn non-weapon proficiencies from the Rogue Group and General Group at no extra cost. Each additional crossover groups costs 5 CPs and allows the thief to learn non-weapon proficiencies from another character group's list with no penalty.
Scroll use (10): By purchasing this skill, the thief has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring.
Sense portal (10): Always looking for a possible means to escape should the need arise, the thief can cast warp sense (PLANESCAPE campaign setting) once a day.
Shadow thief (10): At 7th level,thief can cast Lorloveim’s shadowy transformation on himself twice a day.
Silence (5): Once a day, the thief can render himself silent as the 2nd-level priest spell silence 15’ radius, except only the thief is affected.
Tunneling* (10): A thief might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses.
Unusual luck (10): For 10 CPs, the thief may make one reroll per game day. Use the best of the two die rolls.
Warrior ability bonuses (10): Thieves with this option use the warrior Strength and Constitution bonuses for exceptional scores.
Weapon specialization (15): This thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.
Thieves may also select any of the following limitations:
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
- potions, oils, and scrolls
- rods, staves, wands, and miscellaneous magical items
- weapons
- armor
Reduced hit points (10/15): For a 10 point restriction, thieves with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a thief uses a d3. In addition the thief is limited to a Constitution bonus of +1 per die.
Reduced skill progression (15): Thieves with this limitation do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 30 points to distribute amongst their skills and 15 additional points per level.
Weapons restriction (5/10): For a 5 point restriction, thieves with this limitation may only have proficiency in the weapons allowed to a wizard (dagger, dart, knife, sling, staff). As a 10 point restriction, the thief can never have proficiency in any weapon.