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<blockquote data-quote="Dausuul" data-source="post: 5577963" data-attributes="member: 58197"><p>Gonna mostly quit posting exact stats since I'm constantly tinkering with those, but on to the thief. (I've turned the fighter and the magic-user into proper class writeups, along with a section on stats. When I get all the classes done, I'll convert it to .PDF and post it while I start on combat rules.)</p><p></p><p><strong>THIEVES</strong></p><p></p><p><em>Agility:</em> Thieves have base AC equal to or a bit better than fighters, but they get -1 AC when wearing chain and -2 AC when wearing plate. (Thus, while chain and plate are still a net AC gain, the gain is small. Plus, backstab and many thief talents don't work in armor heavier than leather.)</p><p></p><p><em>Backstab:</em> Backstab is an attack at +5 to hit that deals set damage, regardless of the weapon used. Currently the damage starts at 1d6+8 (level 1) and scales up to 4d6+60 (level 36). This is enough to pretty reliably one-shot another thief of the same level. I did a couple of test runs with thief + 2 fighters versus 3 fighters, and each side scored one victory, so I think this is in the right ballpark. Need to do some more trial runs though.</p><p></p><p><em>Thief Talents:</em> You start out with 6 picks from the thief talent list, and get another pick at levels 3, 6, 9, 12, 18, 24, 30, and 36. You can use your picks to choose a talent at the basic level, or improve an existing talent to advanced. Starting at level 12, you can also improve advanced talents to expert.</p><p></p><p>I plan on having about a dozen thief talents to choose from. Note that in most cases, no roll is necessary to use the talent. Here are the ones I've got so far:</p><ul> <li data-xf-list-type="ul"><strong>Hide in Shadows</strong>: In torchlight or moonlight, you can hide with only shadows for cover. (You still have to roll Dexterity to hide.) <em>Advanced:</em> Twilight or bright lamplight.<em> Expert:</em> Broad daylight.</li> <li data-xf-list-type="ul"><strong>Climb Walls</strong>: If you start on the ground, you can take a move action to climb your full speed up a rough surface (e.g., unmortared stone). Further climbing is handled normally. <em>Advanced:</em> Mortared brick. <em>Expert:</em> Smooth stone or ice.</li> <li data-xf-list-type="ul"><strong>Sense Traps</strong>: You can sense traps and ambushes, even in the absence of visible clues. When such danger threatens, the DM rolls 1d20+5 versus DC 20. On a success, you receive a warning at least 1 round before the trap is sprung. <em>Advanced:</em> 1d20+10. <em>Expert:</em> 1d20+15.</li> <li data-xf-list-type="ul"><strong>Read Languages</strong>: When examining written materials, you can get the gist even if you don't know the language. You understand 1d10x10% of any piece of writing. You can identify magical symbols up to 3rd level without triggering them, and use scrolls of up to 3rd level. <em>Advanced:</em> Scrolls and symbols up to 6th level. <em>Expert:</em> All scrolls and symbols.</li> <li data-xf-list-type="ul"><strong>Open Locks</strong>: In 1d6 minutes, you can pick a normal lock. <em>Advanced:</em> High-quality lock. <em>Expert:</em> Magical lock or seal.</li> <li data-xf-list-type="ul"><strong>Escape</strong>: In 1d6 minutes, you can escape from simple bonds such as rope and blindfold. <em>Advanced:</em> Manacles and irons. <em>Expert:</em> Magical confinement.</li> </ul><p>Still working on: Move Silently, Pick Pockets, Detect Noise, Bribe, Tunneling, Appraise. (I pilfered most of this list from 2E Skills and Powers.) In most cases, the challenge is not to come up with rules to do the thing but to find a way to make the thief's version "special," granting an advantage over a regular schlub relying on ability checks.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5577963, member: 58197"] Gonna mostly quit posting exact stats since I'm constantly tinkering with those, but on to the thief. (I've turned the fighter and the magic-user into proper class writeups, along with a section on stats. When I get all the classes done, I'll convert it to .PDF and post it while I start on combat rules.) [b]THIEVES[/b] [i]Agility:[/i] Thieves have base AC equal to or a bit better than fighters, but they get -1 AC when wearing chain and -2 AC when wearing plate. (Thus, while chain and plate are still a net AC gain, the gain is small. Plus, backstab and many thief talents don't work in armor heavier than leather.) [i]Backstab:[/i] Backstab is an attack at +5 to hit that deals set damage, regardless of the weapon used. Currently the damage starts at 1d6+8 (level 1) and scales up to 4d6+60 (level 36). This is enough to pretty reliably one-shot another thief of the same level. I did a couple of test runs with thief + 2 fighters versus 3 fighters, and each side scored one victory, so I think this is in the right ballpark. Need to do some more trial runs though. [i]Thief Talents:[/i] You start out with 6 picks from the thief talent list, and get another pick at levels 3, 6, 9, 12, 18, 24, 30, and 36. You can use your picks to choose a talent at the basic level, or improve an existing talent to advanced. Starting at level 12, you can also improve advanced talents to expert. I plan on having about a dozen thief talents to choose from. Note that in most cases, no roll is necessary to use the talent. Here are the ones I've got so far: [list][*][b]Hide in Shadows[/b]: In torchlight or moonlight, you can hide with only shadows for cover. (You still have to roll Dexterity to hide.) [i]Advanced:[/i] Twilight or bright lamplight.[i] Expert:[/i] Broad daylight. [*][b]Climb Walls[/b]: If you start on the ground, you can take a move action to climb your full speed up a rough surface (e.g., unmortared stone). Further climbing is handled normally. [i]Advanced:[/i] Mortared brick. [i]Expert:[/i] Smooth stone or ice. [*][b]Sense Traps[/b]: You can sense traps and ambushes, even in the absence of visible clues. When such danger threatens, the DM rolls 1d20+5 versus DC 20. On a success, you receive a warning at least 1 round before the trap is sprung. [i]Advanced:[/i] 1d20+10. [i]Expert:[/i] 1d20+15. [*][b]Read Languages[/b]: When examining written materials, you can get the gist even if you don't know the language. You understand 1d10x10% of any piece of writing. You can identify magical symbols up to 3rd level without triggering them, and use scrolls of up to 3rd level. [i]Advanced:[/i] Scrolls and symbols up to 6th level. [i]Expert:[/i] All scrolls and symbols. [*][b]Open Locks[/b]: In 1d6 minutes, you can pick a normal lock. [i]Advanced:[/i] High-quality lock. [i]Expert:[/i] Magical lock or seal. [*][b]Escape[/b]: In 1d6 minutes, you can escape from simple bonds such as rope and blindfold. [i]Advanced:[/i] Manacles and irons. [i]Expert:[/i] Magical confinement.[/list] Still working on: Move Silently, Pick Pockets, Detect Noise, Bribe, Tunneling, Appraise. (I pilfered most of this list from 2E Skills and Powers.) In most cases, the challenge is not to come up with rules to do the thing but to find a way to make the thief's version "special," granting an advantage over a regular schlub relying on ability checks. [/QUOTE]
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