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ThiefThieves
learn early to be self-reliant and how to steal. They draw power from their
self-confidence and the knowledge that they must depend only on themselves. The
abundance of rumors governing thief guilds means such groups do, in fact, exist,
but the proof or disproof of their reality remains a secret. Allowed Classes Rogue Discipline
Main Statistic Dexterity Racial Restrictions Obsidiman,
Troll Saves
Talents Climbing
1 Karma adds 3 to a climb roll. Each extra Karma adds an additional 3 to the
roll. When Karma is used for this talent the DC of a Smooth, flat, vertical
surface is 30 and the Thief is able to move to dodge blows while climbing.
Climbing is done at your full speed with no penalty and only one roll a round Lock
Picking 1 Karma adds 3 to
the open locks roll. There is no penalty for not having lock picks as a magical
green glowing set appears that the thief may use at a range of 1 foot. Each
Karma adds an additional 3 to the roll or another foot to the range. Silent
Walk 1 Karma adds 3 to the
move silent roll. Each additional Karma adds 3 to the roll. There is no penalty
for terrain when using the talent. Surprise
Strike 1 Karma and one
target creature must make a will save or a Sense Motive check. If the check
fails on the next round the Thief’s first attack vs. the target is a Sneak
Attack. Each extra Karma adds to the DC of the save or the damage of the attack.
It may only be used once per encounter per target Trap
Sense 1 Karma allows the
Thief to automatically use spot or search to find traps (vs. the Search DC) for
10 minutes and gain a 1 point bonus to any save required by traps encountered.
Each extra Karma adds both 2 point bonus to the spot check and a 1 point bonus
to any save required by traps encountered or adds 10 minutes to the duration. Conceal
Weapon 1 Karma allows the
Thief to place a weapon of a size class equal to themselves in an
extra-dimensional space for 10 minutes. The Thief makes a pickpockets roll with
a +6 bonus to determine the DC of a search or spot roll to find the weapon. Each
extra Karma adds 2 to the DC or 10 minutes to the duration. Frisking the Thief
does not add a +4 bonus for the searcher. The Thief may remove the weapon from
the extra-dimensional space as a free action as if he had Quick Draw Pick Pockets 1 Karma allows the Thief to use levitation and slight of hand to use pick pockets at a range of 1 foot. Each extra Karma adds a +3 to the Pick Pockets roll or one foot to the range. All regular pick pockets modifiers effect the use of this Talent. Lightning
Throw 1 Karma allows the
Thief to throw a weapon before initiative is rolled catching their target flat
footed. Each extra Karma adds a 1 point bonus to the to hit roll. |