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Thief

Thieves 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. The target must be within 30' to use this talent.

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.