Thief

Thieves specialize in gaining entry into semi secure structures, Pickpocketing, Robbing and generally absconding with the possessions of others. They are outfitted with a variety of skills, traits and abilities that allow them to excel in stealth, deception and the acquisition of wealth.

Thief

Thieves specialize in gaining entry into semi secure structures, Pickpocketing, Robbing and generally absconding with the possessions of others. They are outfitted with a variety of skills, traits and abilities that allow them to excel in stealth, deception and the acquisition of wealth.

Playing a Thief

XP Cost: 4 Prerequisites: 14 DEX

Choosing this Archetype and paying its XP cost grants the following.

Training

Gain Training in Fine Motor and 3 of the following Skills of your choice; Athletics, Acrobatics, Stealth, Charm, Deception, Insight, Perception, Investigation, or Knowledge.

Gain Training in any 2 Melee, Ranged or Thrown Weapon Types of your choice.

You Can Read, Write and Sign the Language known as Shadow-Signs.

Equipment

Acquire a common or uncommon Suit of Light Armor of your choice.

Acquire 2 Common or Uncommon Weapons of your Choice.

Acquire a Treasure Hunter's Bundle.

Trait

Financially Motivated You gain Advantage on Fine Motor Skill Rolls made to Pickpocket, Steal or use Sleight of Hand while engaging in theft. You gain a miscellaneous +2 to all Rolls made to Acquire Rare or Exceptionally Valuable Items. You gain access to 1 Contact that acts as your Fence for selling stolen belongings and valuables.

Trait

Professional You gain +1 to your Training Bonus. You gain an additional +1 to skill rolls when you use an Attribute Resource Pool Point to Add a Destiny Die to a Skill Roll.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Thief

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Expert Evasion

XP Cost: 2 Prerequisites: Thief, Nimble

When you Pass a Dexterity Saving Throw to reduce damage from a Spell, Ability or Effect to Half, you instead receive 1 quarter of the original damage dealt.

Strong

XP Cost: 2 Prerequisites: Thief

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Thief

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Basic Maneuvers

(Can be taken multiple times)

XP Cost : 1 Prerequisites : Thief

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Expert Maneuvers

(Can be taken multiple times)

XP Cost : 2 Prerequisites : Thief, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Special Maneuvers

(Can be taken multiple times)

XP Cost : 3 Prerequisites : Thief, Expert Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Appraiser

XP Cost : 2 Prerequisites : Thief

You can accurately estimate the value of any mundane item or object via a successful DC 14 Knowledge Skill Roll. You gain a miscellaneous +2 to Knowledge Skill Rolls made to determine an item or object’s value.

High Ground

XP Cost : 1 Prerequisites : Thief

You gain +2 to Hit and +2 to Damage on Melee Attacks when you are 1 to 2 Meters above your target.

Light Armor Specialist

XP Cost : 2 Prerequisites : Thief

You gain an additional Bonus to your AC equal to ½ your DEX Modifier.

Natural Camouflage

XP Cost : 1 Prerequisites : Thief

You gain +2 to Stealth Checks made in high foliage environments, such as crop fields, forests, jungles, swamps and tall grass.

Urban Camouflage

XP Cost : 1 Prerequisites : Thief

You gain +2 to Stealth Checks made in urban environments, such as city streets, rooftops, alleys, building interiors and crowded areas.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Thief

You reduce the Initial cost of all Tier I Might Maneuvers by ½.

Might Maneuver Veteran

XP Cost : 3 Prerequisites : Thief, Might Maneuver Expert

You reduce the Initial cost of all Tier II Might Maneuvers by ½.

Might Maneuver Specialist

XP Cost : 4 Prerequisites : Thief, Might Maneuver Veteran

You reduce the Initial cost of all Tier III Might Maneuvers by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Thief

You reduce the Initial cost of all Tier I Stamina Maneuvers by ½.

Stamina Maneuver Veteran

XP Cost : 3 Prerequisites : Thief, Stamina Maneuver Expert

You reduce the Initial cost of all Tier II Stamina Maneuvers by ½.

Stamina Maneuver Specialist

XP Cost : 4 Prerequisites : Thief, Stamina Maneuver Veteran

You reduce the Initial cost of all Tier III Stamina Maneuvers by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Thief

You reduce the Initial cost of all Tier I Focus Maneuvers by ½.

Focus Maneuver Veteran

XP Cost : 3 Prerequisites : Thief, Focus Maneuver Expert

You reduce the Initial cost of all Tier II Focus Maneuvers by ½.

Focus Maneuver Specialist

XP Cost : 4 Prerequisites : Thief, Focus Maneuver Veteran

You reduce the Initial cost of all Tier III Focus Maneuvers by ½.

Nimble Evasion

XP Cost : 1 Prerequisites : Thief

Gain Training in DEX Saving Throws.

Agile Recovery

XP Cost : 2 Prerequisites : Thief

You may stand from a prone position using a Motion.

Lightning Reflexes

XP Cost : 1 Prerequisites : Thief

You gain +2 to your Initiative.

Relentless

XP Cost : 2 Prerequisites : Thief

You have one additional Reaction at your disposal.

Relentless II

XP Cost : 3 Prerequisites : Thief, Relentless

You have one additional Reaction at your disposal.

Relentless III

XP Cost : 4 Prerequisites : Thief, Relentless II

You have one additional Reaction at your disposal.

Efficient

XP Cost : 1 Prerequisites : Thief

You have one additional Motion at your disposal.

Efficient II

XP Cost : 2 Prerequisites : Thief, Efficient

You have one additional Motion at your disposal.

Efficient III

XP Cost : 3 Prerequisites : Thief, Efficient II

You have one additional Motion at your disposal.

Superior Focus

XP Cost : 2 Prerequisites : Thief

Increase your Maximum Focus by 2.

Abilities

Money Sense

XP Cost : 2 Prerequisites : Thief

You can use your Insight Skill to attempt to determine if creatures are carrying valuables. The higher the the more accurate the sense. You can determine if creatures are carrying: No, Some, Much or a Great Deal of Wealth on their person. People attempting to obscure or hide their wealth cause the DC to increase at the narrator’s discretion.

Resourceful Picker

XP Cost : 2 Prerequisites : Thief

You do not need lockpicks or tools to pick locks or disarm traps. You instead use anything and everything in your surroundings to aid you. You can use this ability while you are bound or restrained. You do not gain any other bonuses a kit tool would offer.

Agile Climber

XP Cost : 2 Prerequisites : Thief

You may use your Dexterity Modifier + Training for Athletics Skill Rolls to Climb down.

You may use the Average of your Strength and Dexterity Modifiers + Training for Athletics Skill Rolls to climb up.

Lay of the Land

XP Cost : 1 Prerequisites : Thief

You can use a 10 Minute Perception or Investigation Skill Check to Scout Out up to 100 Meters of Area. When you do so, you gain +2 on all Skill Checks made in that area for the next 12 Hours.

Quick Draw

XP Cost : 2 Prerequisites : Thief

You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Thief

You gain +2 to your AC while you have a melee weapon held in two of your hands.

You gain an additional Melee Attack Action while you have a melee weapon held in two of your hands. The Additional Attack Action is always rolled with a -2 to Hit Modifier.

You gain an additional Ranged Attack Action while you have a Ranged weapon held in two of your hands. The Additional Attack Action is always rolled with a -2 to Hit Modifier.

Pincushion

XP Cost : 2 Prerequisites : Thief

Each additional Hit on the same target deals +1 Damage after the first Hit(Maximum of 10). The bonus damage expires after the round it was dealt.