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Recruiting to playtest Steel Dragon's World of Orea RPG: D&D 1 & 2e base +
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<blockquote data-quote="steeldragons" data-source="post: 6161342" data-attributes="member: 92511"><p>Thief Class features:</p><p><strong>Skill Mastery:</strong> The Thief has become very well-acquainted with the value of paying close (if unnoticed) attention, learning quickly, and duplicating tasks accurately. Beginning at 1st level, a Thief receives +1 to their Skill rolls. This Skill Mastery (SM) bonus increases every 3rd level. So the bonus goes up to +2 @ 3rd, +3 @ 6th, etc...to a maximum of +5.</p><p></p><p>This bonus, effectively, gives the 1st level Thief a “leg up” when dealing with any skill. Untrained skills are rolled as if they were trained (+1). The trained skill is slightly more adept than the average person with that skill (+2). The adept skills (including their Class Features) are bumped up to “Expert” level (+3), etc...</p><p><strong></strong></p><p><strong>Stealth:</strong> The Thief is a master of going unnoticed whenever they like, as many of their skills and abilities are greatly assisted by doing so. The Thief receives an automatic +2 (+ Skill Mastery) bonus to all rolls involving the following:</p><p>~ Move Silently: the Rogue is able to maintain their normal movement rate and keep their motions quiet.</p><p>~ Hide in Shadows: the Rogue is able to blend into areas of darkness and shadow to shroud their movements or blend and freeze to simply hide unseen. On a successful roll the Thief is able to move up to half their normal movement rate and remain hidden from normal view. Additional senses, like creatures with acute noses, heat-sensing vision or psychic powers can reveal the Thief. A <em>Detect Invisible</em> spell, however, will not as the Rogue hiding by means of this skill is not cloaked with magical invisibility.</p><p><strong></strong></p><p><strong>Climbing & Footing:</strong> Rogues have the reflexes and balance to travel along surfaces that many others dare not: climbing walls or other sheer surfaces, edging along narrow ledges or rafters, angled rooftops, etc... The Rogue requires <em>no roll</em> to climb a normal line/rope, rough hewn stone or other non-slippery surfaces that could provide hand- and foot-holds.</p><p></p><p>Other surfaces (smooth rock or wooden beams, treading an icy ledge, etc...) would require a roll and apply a +2 (+ Skill Mastery) bonus to any rolls involving Climbing and/or Balance. They can move half their normal rate while doing so. </p><p></p><p><strong>Search:</strong> The Thief keeps a watchful and dubious eye on their surroundings. Rogues add +2 to rolls when conducting searches for just about anything: traps, secret doors, hidden compartments, noticing treasure in a pile of trash, etc... This +2 (+ Skill Mastery) also applies to noticing other creatures (and rogues) who might be attempting to hide and/or move stealthily. </p><p></p><p><strong>Sleight of Hand:</strong> Thieves are very nimble-fingered and have a knack for grabbing, palming, and/or slipping small hand held objects into or out of view. This might be used to snag an extra gem or two from the treasure, pick pockets, slip a potion into someone’s drink, card or coin tricks and other non-magical legedermain, as well as the “find the stone under the cup” or other scam-type tricks. The Rogue receives +2 (+ Skill Mastery) to their rolls for any such activity.</p><p><strong></strong></p><p><strong>Disarm Device: </strong>Thieves have all come across the occasional...“impediments” in their time and can figure out how to get around them. The Thief receives +2 (+ Skill Mastery) to any rolls to open locks, shut down or bypass non-magical traps and other mechanisms or devices that the Rogue can get their slender picks into. Note the Rogue must have a set of “Thieves’ Tools” available to attempt disarming.</p><p><strong></strong></p><p><strong>Sneak Attack:</strong> Rogues can surprise and strike a vulnerable spot on a target who has not noticed them prior to the attack. Generally, though not always, this demands a successful Stealth roll to get into position and a minimum of 1 round observing the target (your DM will tell you what is necessary). If a Sneak Attack is possible, the attack roll receives a +2 to hit against the target’s base AC -ignoring any Dexterity or shield bonus of the target.</p><p>A successful hit deals additional damage of +5 hit points every other level: +5 1st-2nd, +10 3rd-4th, +15 5th-6th, etc... It should, however, be noted, that some creatures’ abilities, physiology, magic, etc... might make a Sneak Attack on them impossible.</p><p><strong></strong></p><p><strong>Bonus Language:</strong> Thieves are able to “speak” and understand the double talk, slang and hand gestures that comprise the disreputable language known as “Thieves’ Cant.”<em> [Yes, Hygarr gets this regardless of his Int. score. You can add it to your Languages list.]</em></p><p><em></em></p><p><strong>Themes:</strong> Rogues begin play with 1 Theme and gain an additional rank every 3 levels (3rd, 6th, etc...). A Rogue may choose any Rogue Class or General list Themes, plus the Warrior Class options of <em>Archer, Brawler, Dual-wielder, or Skirmishe</em>r.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6161342, member: 92511"] Thief Class features: [B]Skill Mastery:[/B] The Thief has become very well-acquainted with the value of paying close (if unnoticed) attention, learning quickly, and duplicating tasks accurately. Beginning at 1st level, a Thief receives +1 to their Skill rolls. This Skill Mastery (SM) bonus increases every 3rd level. So the bonus goes up to +2 @ 3rd, +3 @ 6th, etc...to a maximum of +5. This bonus, effectively, gives the 1st level Thief a “leg up” when dealing with any skill. Untrained skills are rolled as if they were trained (+1). The trained skill is slightly more adept than the average person with that skill (+2). The adept skills (including their Class Features) are bumped up to “Expert” level (+3), etc... [B] Stealth:[/B] The Thief is a master of going unnoticed whenever they like, as many of their skills and abilities are greatly assisted by doing so. The Thief receives an automatic +2 (+ Skill Mastery) bonus to all rolls involving the following: ~ Move Silently: the Rogue is able to maintain their normal movement rate and keep their motions quiet. ~ Hide in Shadows: the Rogue is able to blend into areas of darkness and shadow to shroud their movements or blend and freeze to simply hide unseen. On a successful roll the Thief is able to move up to half their normal movement rate and remain hidden from normal view. Additional senses, like creatures with acute noses, heat-sensing vision or psychic powers can reveal the Thief. A [I]Detect Invisible[/I] spell, however, will not as the Rogue hiding by means of this skill is not cloaked with magical invisibility. [B] Climbing & Footing:[/B] Rogues have the reflexes and balance to travel along surfaces that many others dare not: climbing walls or other sheer surfaces, edging along narrow ledges or rafters, angled rooftops, etc... The Rogue requires [I]no roll[/I] to climb a normal line/rope, rough hewn stone or other non-slippery surfaces that could provide hand- and foot-holds. Other surfaces (smooth rock or wooden beams, treading an icy ledge, etc...) would require a roll and apply a +2 (+ Skill Mastery) bonus to any rolls involving Climbing and/or Balance. They can move half their normal rate while doing so. [B]Search:[/B] The Thief keeps a watchful and dubious eye on their surroundings. Rogues add +2 to rolls when conducting searches for just about anything: traps, secret doors, hidden compartments, noticing treasure in a pile of trash, etc... This +2 (+ Skill Mastery) also applies to noticing other creatures (and rogues) who might be attempting to hide and/or move stealthily. [B]Sleight of Hand:[/B] Thieves are very nimble-fingered and have a knack for grabbing, palming, and/or slipping small hand held objects into or out of view. This might be used to snag an extra gem or two from the treasure, pick pockets, slip a potion into someone’s drink, card or coin tricks and other non-magical legedermain, as well as the “find the stone under the cup” or other scam-type tricks. The Rogue receives +2 (+ Skill Mastery) to their rolls for any such activity. [B] Disarm Device: [/B]Thieves have all come across the occasional...“impediments” in their time and can figure out how to get around them. The Thief receives +2 (+ Skill Mastery) to any rolls to open locks, shut down or bypass non-magical traps and other mechanisms or devices that the Rogue can get their slender picks into. Note the Rogue must have a set of “Thieves’ Tools” available to attempt disarming. [B] Sneak Attack:[/B] Rogues can surprise and strike a vulnerable spot on a target who has not noticed them prior to the attack. Generally, though not always, this demands a successful Stealth roll to get into position and a minimum of 1 round observing the target (your DM will tell you what is necessary). If a Sneak Attack is possible, the attack roll receives a +2 to hit against the target’s base AC -ignoring any Dexterity or shield bonus of the target. A successful hit deals additional damage of +5 hit points every other level: +5 1st-2nd, +10 3rd-4th, +15 5th-6th, etc... It should, however, be noted, that some creatures’ abilities, physiology, magic, etc... might make a Sneak Attack on them impossible. [B] Bonus Language:[/B] Thieves are able to “speak” and understand the double talk, slang and hand gestures that comprise the disreputable language known as “Thieves’ Cant.”[I] [Yes, Hygarr gets this regardless of his Int. score. You can add it to your Languages list.] [/I] [B]Themes:[/B] Rogues begin play with 1 Theme and gain an additional rank every 3 levels (3rd, 6th, etc...). A Rogue may choose any Rogue Class or General list Themes, plus the Warrior Class options of [I]Archer, Brawler, Dual-wielder, or Skirmishe[/I]r. [/QUOTE]
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