THIEVES
Thieves go about their business unseen by others.
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A thief can be a scout, burglar, pickpocket, or robber. Their skills (hiding in shadows, picking pockets, opening locks, detecting traps, climbing walls, ...) depend upon stealth and a high dexterity (create a thief, name a thief). By adhering to time-tested protocols, thieves gain their skills via Sesamar and Desamar, but they sometimes worship an avatar.
Thief hierarchy is this:
Pickpocket | Levels 1 - 2 |
Burglar | Levels 3 - 6 |
Thief | Levels 7 - 9 |
Master Thief | Levels 10+ |
Thieves are ever present in Poxmuth and Joria. These cities are notorious for violent thieves and assassins. However, Vullaria has a well-known thieves guild, called the Friends of Findus.
Skills Modified by Research
Thieves have a number of skills available to them. If a thief spends time studying his/her mark, the path of a climb, the type of lock to be picked, ..., thieves' chances of success can be positively affected, according to this table.
Time Spent Studying (Non-Cumulative) | Modifier |
1 round | +5% |
1 turn | +10% |
1 day | +20% |
1 week | +30% |
The modifier above must be placed on the base modifier before any other modifiers and cannot raise the chance above 100%.
Climbing Walls
Regarding the climbing of walls, a new mechanic will be adopted. A thief can climb a typical wall at 10'/round with little sound. If a thief is under no pressure to climb a wall, then the thief will gain a +10% modifier for success. If a wall is slick or it has few or small handholds, the thief will gain a -10% modifier. If a thief fails a roll, it means there is a failure, but not necessarily a fall. The following table will be referenced in the case of a failed climb.
Percentile Dice are Rolled |
1 - 50% | The Climb is Delayed 1 Round. |
51 - 75% | The Climb is Delayed 1 Round Per 10' of Wall. |
76 - 85% | The Climb Cannot Proceed. The Thief is Stuck Halfway Through the Journey for 1 Turn. Another Roll Must Be Made to Continue. |
86 - 100% | The Thief Falls (1d4 for 10' of Attempted Wall, 2x Cumulative Modifier per 10' Wall Thereafter). |
Falling off of a 50' wall is very hazardous by this mechanic. A 1d4 would be rolled and the multiplier would be 8 times the damage (8, 16, 24, or 32 points of damage).
Specializations
Thieves can specialize, which provides certain advantages and disadvantages. Each specialization is listed below.
Analyst
This specialist gains these tactical abilities: combat effectiveness and detect lie. Analysts gain a +20% modifier for finding/removing traps and picking locks. Other thieves have a -20% when they try to move silently against analysts. Analysts cannot pick pockets or climb walls past level 1 ability.
Combat Effectiveness
Analysts can gain an advantage against opponents with whom they first observe for at least 2 rounds of fighting (attacking or defending). Thieves use the climb walls table but have a -2%/level of their opponent. A successful roll means the observed target lowers his or her armor class by three levels verses attacks by the analyst. The weakness lasts until the observed target gains a level.
Detect Lie
This specialist has a chance to detect lies. The analyst must know the language of the speaker. The base chance is found using the find trapspercentage. Here are modifiers the analyst gains against non-analysts: +15% if analyst knows the speaker, +10% if analyst knows some truthful details surrounding the speaker's message.
Outlaw
Outlaws are more weighted as fighters than thieves. These specialists use the fighter tables for attacks, saving throws, and other purposes like gaining levels from experience. Both their strength and dexterity scores have to be 9 or higher. They can specialize with weapons as fighters, too. However, they can hear noise as a thief and choose only two other thief skills. To use thief skills, they must be wearing armor that is available to thieves.
Scout
Scouts are thieves that cannot pick locks nor pick pockets. However, scouts have these abilities that normal thieves do not: ambush, concealment, survival, and tracking (see ranger abilities).
Ambush
This is the ability to set a trap for an advancing person or group. The scout is able to select a section of terrain that is good for an ambush, such as a forest path, ravine, or any area offering concealment, protective obstacles, a path for withdrawal, and a good view of the target. The trap involves the ambushers to use ranged weaponry without the use of initiative. A scout or group of scouts have a base chance of 50% to detect an ambush. This chance is adjusted against the level of the ambusher: +10% for each level the scout's level is higher than the ambusher's level. If the person who is setting the ambush does not have the skill ambush, the scout gets an additional +20% bonus for detection.
Concealment
As long as a scout is among other thieves or is alone, the scout can move under concealment so long as there are obstacles to hide behind and the thief moves silently. As one can see, scouting is best done alone because it is the most quiet way to move.
Survival
This ability allows the scout to eat, drink and find shelter in known environments.
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