Thief
From pickpocket to backstabber, thieves are city dwelling criminals. Thieves favor the dagger, the sword, and the whip, and wield what suits their personal style. They may be of any alignment and may follow any god or none.
Introduction
One of the oldest and most storied professions, thievery has a long history within each of the mortal races. As such, its modern incarnation lifts methods from a multiplicity of roots. It blends the ancient acrobatics of the aelin; the deadly strength of the srryn; the uneven trickery of the nefortu; the murderous precision of the shuddeni; the chaotic whims of the ch’taren; and the theatrical panache of humanity into a union that transcends simple larceny.
Thieves favor the dagger, the sword, and the whip, and wield what suits their personal style. For them, it is less the type of weapon as it is having one at all. Thieves are notorious for their sudden, massive attacks, be they from the shadows or from an unprotected flank. Their preternatural quickness provides them attacks of opportunity others never know, capitalizing on the momentary weaknesses of their foes. However, their ability to simply disappear, loot in hand, may be what makes them most unnerving.
While thieves’ guilds have risen throughout the known world, they are as diverse as the races that compose them. Thus, thieves may be of any alignment and may follow any god or none. Virtually all organizations can appreciate the talents of a competent thief, even (or perhaps especially) those that serve the light, or the law. In the end, the most renowned thieves seek both their own inscrutable goals and the contents of someone’s coffers.
Races
Traits
- Hide | | Stealth | Cowardly | Fleet | Thieves Cant
Abilities
- Level 1: dagger | sword | whip | hand to hand | backstab | steal
- Level 2: peek
- Level 3: dirt kicking
- Level 4: dual wield
- Level 5: pick lock
- Level 6: obscure evidence
- Level 7: kick
- Level 8: listen | detect theft
- Level 9: enhanced damage
- Level 10: detect hidden | second attack
- Level 11: trip
- Level 12: haggle | tumbling
- Level 13: fast healing | plant
- Level 14: conceal
- Level 15: cower
- Level 16: relock
- Level 17: throw
- Level 18: dash
- Level 19: disarm | flourish
- Level 20: third attack | waylay
- Level 21: lunge | trap
- Level 22: meditation
- Level 23: bargain
- Level 24: retreat
- Level 25: slice
- Level 26: sleeve
- Level 27: loot
- Level 29: opportunism
- Level 30: circle stab
- Level 31: scramble
- Level 32: cutpurse
- Level 34: final strike
- Level 36: defensive roll
- Level 38: dual backstab
- Level 40: shadow mastery