d20 Mob United Media The Thief - A Frontline Core Class.pdf

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A Frontline Core Class by
Malcolm Sheppard
Development and Publishing:
Malcolm Sheppard
¨ 2006 Malcolm Sheppard and Mob United Media. No part of this work may be reproduced, stored in a retrieval
system or transmitted by any form or by any means, electronic, mechanical, photocopying, recording of otherwise
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A thief is a canny warrior of the streets. He
combines stealth and action to steal what he
wants or needs. Many thieves are selfish foot-
pads and bandits, but others are heroic outlaws
who fight and steal for the good of the common
people. Thieves may be good or evil, but above
all, they follow their own law. They value free-
dom and the power to take their own risks and
run their own lives. As such, they cannot enter
the class with a lawful alignment.
Adventures: Thieves are brave . . . after a
fashion. They are willing to risk their necks for
profit as long as theyÓre allowed to plan an ad-
venture to make use of their special skills.
Thieves are capable warriors, but arenÓt as
tough or skilled as fighters. They eschew fron-
tal assaults in favor of attacking an enemyÓs
weak points.
Characteristics: Thieves are often skilled at
hiding their true feelings. Many hide behind
masks of sarcastic humor; others are taciturn,
projecting a dangerous face to the world.
Thieves tend to be quick and agile, but cau-
tious. TheyÓre smart enough to survive alert
guards and turncoats within their own ranks.
Thieves need to be strong and healthy to thrive
in a violent environment, but they arenÓt neces-
sarily musclebound or ruddy with health.
Religion: Thieves arenÓt often religious, but
theyÓre willing to say the right prayers to the
right priests when they need help from a
church. Religious thieves tend to keep their
beliefs private. Some thieves violate the laws
of their gods, but believe that their sins are jus-
tified for the sake of a greater goal. A few
thieves belong to cults devoted to their profes-
sion.
Background: Few thieves come from a
wealthy background. They learned to fight and
steal on the streets. Most thieves come from
cities. Country thieves earn a hardscrabble liv-
ing as poachers and bandits. A few members of
the class come from elite military units. These
special groups learn the skills of the very
criminals and rebels they often fight. Their
generals send them on missions that require
stealth and deception.
Races: If you use this class in a standard fan-
tasy game, it becomes a favored class for half-
orcs. They appreciate the combination of vio-
lence and stealth required to master the thiev-
ing trade. Dwarves also take up the life to bet-
ter acquire wealth in the shadows of their un-
derground kingdoms. Elves, gnomes and
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halflings tend to avoid the class, since it repre-
sents a pragmatic, often brutal lifestyle at odds
with these racesÓ cultural dispositions.
And humans? They take up the class quite of-
ten. Humans have proven time and again that
they will do anything to survive.
Other Classes: Thieves enjoy pairing with
fighters and barbarians. They are the knives in
the back to these classesÓ straightforward
swords and axes. Thieves avoid paladins and
lawful priests and other Ðstraight and narrowÑ
types. Thieves find many rangers to be overly
sentimental, but theyÓre more willing to con-
sider any tactic to win and can follow a thief
into the shadows. Arcane casters are pragmatic
companions, able to deal with threats the thief
can barely comprehend.
While bards tend to attract too much attention,
rogues are ideal companions. Many rogues call
themselves thieves, but are better able to get
themselves into a dangerous situation than out
of it. Thieves are the strong arm at a rogueÓs
side. Their skill at arms complements a rogueÓs
diverse knowledge.
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Any nonlawful.
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d8.
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The thiefÓs class skills (and the key ability for
each skill) are Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Diplomacy (Cha),
Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Intimi-
date (Cha), Jump (Str), Knowledge (local)
(Int), Listen (Wis), Move Silently (Dex), Open
Lock (Dex), Profession (Wis), Search (Int),
Sense Motive (Wis), Sleight of Hand (Dex),
Spot (Wis), Swim (Str), Tumble (Dex), and
Use Rope (Dex).
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(6 + Int modifier) ċ4.
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6 + Int modifier.
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All of the following are class features of the
thief.
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Thieves are proficient with all simple weapons
and martial weapons. Thieves are proficient
with light armor, but not with shields.
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If a thief can catch an opponent when he is un-
able to defend himself effectively from her at-
tack, she can strike a vital spot for extra dam-
age.
The thiefÓs attack deals extra damage any time
her target would be denied a Dexterity bonus to
AC (whether the target actually has a Dexterity
bonus or not), or when the thief flanks her tar-
get. This extra damage is 1d6 at 1st level, and
it increases by 1d6 every two thief levels there-
after. Should the thief score a critical hit with a
sneak attack, this extra damage is not multi-
plied.
Ranged attacks can count as sneak attacks only
if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a
thief can make a sneak attack that deals
nonlethal damage instead of lethal damage. She
cannot use a weapon that deals lethal damage
to deal nonlethal damage in a sneak attack, not
even with the usual -4 penalty.
A thief can sneak attack only living creatures
with discernible anatomiesÏundead, con-
structs, oozes, plants, and incorporeal creatures
lack vital areas to attack. Any creature that is
immune to critical hits is not vulnerable to
sneak attacks. The thief must be able to see the
target well enough to pick out a vital spot and
must be able to reach such a spot. A thief can-
not sneak attack while striking a creature with
concealment or striking the limbs of a creature
whose vitals are beyond reach.
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A thief can also use the sneak attack ability
against an opponent who incurs an attack of
opportunity by leaving a square the thief threat-
ens, but who does not attack the thief that
round. This ability is called a backstab. In this
case the sneak attack inflicts damage as if the
thief were four levels lower. The thief may
only use melee weapons when attacking with a
backstab.
Fwbtjpo )Fy*
At 3 rd level and higher, a thief can avoid even
magical and unusual attacks with great agility.
If she makes a successful Reflex saving throw
against an attack that normally deals half dam-
age on a successful save, she instead takes no
damage. Evasion can be used only if the thief
is wearing light armor or no armor. A helpless
thief does not gain the benefit of evasion.
Dmpbl pg Tibepxt )Fy*
At 4 th level, a thief learns to use the shadows to
evade attacks. If the thief stays within 5 feet of
a shadowy area, he may add his Intelligence
bonus to his AC and to Reflex saving throws.
He loses the AC bonus in any situation where
he would be denied a Dexterity bonus to his
AC, and loses all benefits if he wears heavy
armor of any kind. Against creatures with dark-
vision, a Ðshadowy areaÑ is defined as the re-
gion immediately outside the range of the dark-
vision, allowing thieves the bonus when they at
its edge.
At 8 th level a thief gains this bonus whenever
he is within 10 feet of a shadowy area. At 12 th
level he gains this bonus within 15 feet of a
shadowy area and at 16 th level he gains this bo-
nus whenever the thief has an unobstructed line
of sight to a shadow with at least a 20 square
foot area.
Vodbooz Epehf )Fy*
Starting at 5th level, a thief can react to danger
before her senses would normally allow her to
do so. She retains her Dexterity bonus to AC
(if any) even if she is caught flat-footed or
struck by an invisible attacker. However, she
still loses her Dexterity bonus to AC if immo-
bilized.
If a thief already has uncanny dodge from a
different class she automatically gains im-
proved uncanny dodge instead.
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At 6 th level, a thief may make a Sleight of
Hand check as a move action.
Tjmfou Sfnpwbm )Fy*
An 8 th level thief may drag an enemy into the
shadows after winning a grapple check within
5 feet of concealment and making a successful
Hide check at +4 to the normal DC. If the tar-
get is larger then the thief, add an additional +4
to the DC for each size category of difference.
If this check succeeds, the targetÓs allies cannot
locate him of the thief until the target wins an
opposed grapple check or the ally succeeds at a
Spot check. The thief successfully muffles any
sound the target makes in every round in which
he wins the grapple check.
Jnqspwfe Vodbooz Epehf )Fy*
A thief of 10th level or higher can no longer be
flanked.
This defense denies another thief the ability to
sneak attack the character by flanking her,
unless the attacker has at least four more thief
levels than the target does.
If a character already has uncanny dodge from
a second class, the character automatically
gains improved uncanny dodge instead, and the
levels from the classes that grant uncanny
dodge stack to determine the minimum thief
level required to flank the character.
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On attaining 10th level, and at every three lev-
els thereafter (13th, 16th, and 19th), a thief
gains a special ability of her choice from
among the following options.
Dsjqqmjoh Tusjlf )Fy*
A thief with this ability can sneak attack oppo-
nents with such precision that her blows
weaken and hamper them. An opponent dam-
5
aged by one of her sneak attacks also takes 2
points of Strength damage. Ability points lost
to damage return on their own at the rate of 1
point per day for each damaged ability.
Efgfotjwf Spmm )Fy*
The thief can roll with a potentially lethal blow
to take less damage from it than she otherwise
would. Once per day, when she would be re-
duced to 0 or fewer hit points by damage in
combat (from a weapon or other blow, not a
spell or special ability), the thief can attempt to
roll with the damage. To use this ability, the
thief must attempt a Reflex saving throw (DC
= damage dealt). If the save succeeds, she takes
only half damage from the blow; if it fails, she
takes full damage. She must be aware of the
attack and able to react to it in order to execute
her defensive rollÏif she is denied her Dexter-
ity bonus to AC, she canÓt use this ability.
Since this effect would not normally allow a
character to make a Reflex save for half dam-
age, the thiefÓs evasion ability does not apply
to the defensive roll.
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The thief may substitute a Sleight of Hand
check for a melee touch attack. This ability
works in concert with fast hands.
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The thief may make a Bluff check as a free ac-
tion. This is opposed by the best Sense Motive
check of anyone observing him, +2 for each
additional observer who isnÓt an ally. If this
check succeeds, the thief may perform a Hide
check even while being directly observed.
Jnqspwfe Fwbtjpo )Fy*
This ability works like evasion, except that
while the thief still takes no damage on a suc-
cessful Reflex saving throw against attacks
henceforth she takes only half damage on a
failed save. A helpless thief does not gain the
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