Thief (TOWW)

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This page is a part of the Homebrew setting "The Old Wild World."
Material on this page may not be suitable for traditional 3.5e gameplay.

Thief[edit]

Making a Thief[edit]

Abilities: Dex, Int, Cha.

Alignment: Any unlawful.

Hit Die: d6


Class Skills[edit]

Acrobatics (Dex), Athletics (Str), Bluff (Cha), Caligraphy (Int), Disguise (Cha), Escape Artist (Dex), Intuition (Wis), Knowledge (architecture, aristocratic, and legal) (Int), Perception (Wis), Persuasion (Cha), Search (Int), Sleight of Hand (Dex), Stealth (Dex), Tinker (Dex), and Travel (Wis).

Skill Points at 1st level: (5 + Int modifier) × 4.

Skill Points at each additional level: 5 + Int modifier.


Table: The Thief
Level Base Attack
Modifier
Defense
Modifier
Fort
Save
Ref
Save
Will
Save
Special Sneak Attack Damage Deft Maneuver
Defense Bonus
1st +0 +0 +0 +2 +0 Sneak Attack, Deft Maneuver, Trapfinding, Weapon Finesse +1d6 +2
2nd +1 +0 +0 +3 +0 Scale +1d6 +2
3rd +2 +0 +1 +3 +1 Pickpocket, Trap Sense +1 +1d6 +3
4th +3 +0 +1 +4 +1 Uncanny Dodge +1d6 +3
5th +3 +0 +1 +4 +1 Evasion +2d6 +4
Mastery
6th +4 +0 +2 +5 +2 Loot Sense +1, Trap Sense +2 +2d6 +4
7th +5 +0 +2 +5 +2 +2d6 +5
8th +6/+1 +0 +2 +6 +2 Improved Uncanny Dodge, Loot Sense +2 +2d6 +5
9th +6/+1 +0 +3 +6 +3 Leap, Pickpocket Second Item, Loot Sense +3, Trap Sense +3 +3d6 +6
10th +7/+2 +0 +3 +7 +3 Improved Evasion +3d6 +6
11th +8/+3 +1 +3 +7 +3 Loot Sense +4 +3d6 +7
12th +9/+4 +1 +4 +8 +4 Trap Sense +4 +3d6 +7
13th +9/+4 +1 +4 +8 +4 Defensive Roll, Loot Sense +5 +4d6 +8
14th +10/+5 +1 +4 +9 +4 +4d6 +8
15th +11/+6/+1 +1 +5 +9 +5 Perfect Maneuver, Loot Sense +6, Trap Sense +5 +4d6 +9
16th +12/+7/+2 +1 +5 +10 +5 Opportunist, Pickpocket Third Item +4d6 +9
17th +12/+7/+2 +1 +5 +10 +5 Loot Sense +7 +5d6 +10
18th +13/+8/+3 +1 +6 +11 +6 Trap Sense +6 +5d6 +10
19th +14/+9/+4 +1 +6 +11 +6 Loot Sense +8 +5d6 +11
20th +15/+10/+5 +1 +6 +12 +6 +5d6 +11


Class Features[edit]

All of the following are class features of the thief.

Weapon and Armor Proficiency

A thief is proficient with any three simple weapons, and two martial weapons of her choosing. Thieves are proficient with light armor.

Sneak Attack

If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The thief’s attack deals extra damage any time her target would be denied a dexterity modifier to defense, or when the thief flanks her target. This extra damage is 1d6 at 1st level, and it increases as she levels up. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With 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 –5 penalty.

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 cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Sneak attack damage can only be applied once per attack action. If a thief takes the full attack action, her sneak attack damage is only applied to the first enemy she attacks.

Deft Maneuver

A thief who moves through a threatened square gains a bonus to defense against attacks of opportunity. This bonus does not apply if the thief would be denied her Dexterity modifier to defense, even if she still retains it.

Trapfinding

Thieves can use the Search skill to locate traps when the task has a DC higher than 20.

A thief who beats the trap's DC by 10 or more with a Tinker check can study a trap, figure out how it works, and bypass it without disarming it.

Weapon Finesse

With a light weapon, rapier, whip, or katana made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you are using a shield, its armor check penalty applies to your attack rolls.

Natural weapons are always considered light weapons.

Scale

A 2nd level thief gains a +5 bonus to athletics checks when climbing, and does not move any slower in combat when climbing terrain.

A thief may choose to scale a creature of size size huge or larger by making a athletics check. If a thief has successfully scaled a creature, and it is being attacked by another person, the thief is considered flanking.

Pickpocket

At 3rd level, a thief may select a specific type of item from the Pickpocket Items Table. A thief gets a +5 bonus to sleight of hand and Search checks involving items of that type. A thief can also place items on a person with a sleight of hand check (not limited to pickpocket item types).

At 9th level and 15th level, a thief may select an additional pickpocket item type, or increase the existing bonus of any pickpocket item by +5.

Table: Pickpocket Item Types
Item Type
Money
Jewelry
Small Weapons
Medium Weapons
Large Weapons
Documents
Tools
Ammunition

Trap Sense (Ex)

At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on reflex saves made to avoid traps and a +1 dodge bonus to defense against attacks made by traps. These bonuses rise by +1 every three thief levels.

Uncanny Dodge (Ex)

Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity modifier to defense even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her dexterity modifier to defense if immobilized.

If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Evasion (Ex)

If a 5th level thief would take damage equal to half of her total health or more in one hit, she can make a reflex saving throw (DC=damage dealt). If the save succeeds, she only takes half damage.

Mastery[edit]


Before leveling up to 6th, a thief chooses a mastery specialization. She can progress into a detective, shadow warrior, or a mastery thief.

Loot Sense (Ex)

At 7th level, a thief gains an intuitive sense that there is something worth stealing nearby. The thief can roll for intelligence and add her loot sense bonus to gain information according to the table below. These bonuses rise to +2 when the thief reaches 8th level, to +3 when the thief reaches 9th level, to +4 when she reaches 11th level, to +5 when she reaches 13th level, to +6 when she reaches 15th level, to +7 at 17th level, and to +8 at 19th level.

A thief gains her pickpocket bonus on the loot sense roll if that is the type of detected item.

Loot Sense
DC
Information
10 There is a person or building nearby that has something of value in it
20 You know what room in a building something is in, or what person has the item on them
30 You know what type of item is nearby, and what person carries it, or what room of a building it is in
40 You know exactly what item is being stored, what part of the body the item is stored on for a person, or what part of a room the item is in
45 You know exactly what item is being stored, how much it is worth, how much it weighs, what pocket of a person it is in, or exactly where it is being stored in a room, as well as if it has safeguards in place

Improved Uncanny Dodge (Ex)

A thief of 8th level or higher can no longer be flanked.

This defense denies another thief (or detective, or shadow warrior) the ability to sneak attack the thief by flanking her, unless the attacker has at least four more thief levels than the target does.

If a character already has uncanny dodge (see above) 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.

Leap

During a move action, a 9th level thief may choose to attempt to jump over a target of size large or smaller. She may attempt to make an athletics check to jump over her target (DC 10 for small creatures, 15 for medium creatures, 20 for large creatures). Jumping over her target provokes an attack of opportunity where the thief is treated as having her deft maneuver ability. On a successful jump, the thief and her target roll opposed Dexterity, and if the thief succeeds, she is considered to be flanking with herself.

Improved Evasion (Ex)

This ability works just like evasion, only that on a successful reflex saving throw, the damage is instead reduced to 0.

Defensive Roll (Ex)

Once per day, if a 13th level thief would take damage that would reduce her to 0 or fewer hit points in combat (from some form of physical attack), 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 half damage from the attack. A thief must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her dexterity modifier to defense, she can’t use this ability.

Perfect Maneuver

At 15th level, a thief no longer provokes attacks of opportunity when moving through a threatened square. The defense bonus from deft maneuver now applies to all attacks of opportunity made against the thief. The thief still loses her defense bonus if she is denied her dexterity modifier to defense.

Opportunist

Once per round, a 16th level thief can make a melee attack of opportunity against an opponent who has just been struck by another character. This attack is treated as flanking. The combat reflexes feat does not increase the number of attacks that can be made with opportunist.

Epic Thief[edit]

Table: The Epic Thief

Hit Die: d6

Level Special Sneak Attack
Damage
21st Loot Sense +9, Trap Sense +7 +6d6
22nd +6d6
23rd Loot Sense +10 +6d6
24th Trap Sense +8, Bonus Feat +6d6
25th Loot Sense +11 +7d6
26th +7d6
27th Loot Sense +12, Trap Sense +9 +7d6
28th Bonus Feat +7d6
29th Loot Sense +13 +8d6
30th Trap Sense +10 +8d6

5 + Int modifier skill points per level.

Sneak Attack

The epic thief's sneak attack damage increases by +1d6 every 4 thief levels starting at 21st.

Trap Sense (Ex)

The epic thief's bonus increases by +1 every three thief levels after 18th.

Loot Sense (Ex)

The epic thief's bonus increases by +1 every other thief level.

Bonus Feats

The epic thief gains a bonus feat (selected from the list of epic thief feats) every four thief levels after 20th.

Epic Thief Bonus Feat List:

(Needs to be Redone.)

Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reflexes, Epic Reputation, Epic Skill Focus, Great Dexterity, Great Intelligence, Improved Combat Reflexes, Intuitive Trapfinding, Self-Concealment, Superior Initiative, Uncanny Accuracy.


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