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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="steeldragons" data-source="post: 5746376" data-attributes="member: 92511"><p>Beginning Skills available for Thieves (2 slots @ 1st level +any bonus slots for high Smarts, if applicable):</p><p></p><p>[EDIT] Note that the Thief only begins with a base 2 Skills due to beginning play with their 4 inherent Thief Abilities. [/EDIT]<strong></strong></p><p><strong></strong></p><p><strong>"Knife" Fighting:</strong> cost 2. This is similar to the Fighter skill of Dual Wielding but, for the Thief, only applies to smaller blades, as follows: daggers, hand axes, short swords or any combination thereof (short sword and dagger, hand axe and short sword, etc.) The Thief must be proficient in the weapons wielded. This Skill allows the Thief 2 attacks/round (one with each weapon) without penalty. </p><p></p><p><strong>Quick-striking:</strong> cost 2. The Thief is light on their feet. This combat skill allows the Thief to slip into a melee, make whatever melee attacks are allowed her (including her Sneak Attack ability), and slip out again, beyond the range of any single-handed weapon.</p><p></p><p><strong>Skilled Tinkering:</strong> cost 1. This Skill allows the Thief +5% to their Thievery Rolls when looking for or working with any mechanical device (locks or traps, basically. DM adjudication as to whether the bonus applies should be expected with this Skill.). This skill may not be taken more than once.</p><p><strong></strong></p><p><strong>Silent Stepping: </strong>cost 1. The thief is extra trained/skilled at being quiet. +5% should be applied to the Thief's Stealth roll any time the Thief is alone (more than 20 feet away from other party members) either hiding or moving. This Skill also allows the Thief to move at their normal movement rate (if I incorporate such a thing at this early stage of play) and maintain their Stealth ability. A running/rushing Thief does not receive this bonus. This Skill may not be taken more than once.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5746376, member: 92511"] Beginning Skills available for Thieves (2 slots @ 1st level +any bonus slots for high Smarts, if applicable): [EDIT] Note that the Thief only begins with a base 2 Skills due to beginning play with their 4 inherent Thief Abilities. [/EDIT][B] "Knife" Fighting:[/B] cost 2. This is similar to the Fighter skill of Dual Wielding but, for the Thief, only applies to smaller blades, as follows: daggers, hand axes, short swords or any combination thereof (short sword and dagger, hand axe and short sword, etc.) The Thief must be proficient in the weapons wielded. This Skill allows the Thief 2 attacks/round (one with each weapon) without penalty. [B]Quick-striking:[/B] cost 2. The Thief is light on their feet. This combat skill allows the Thief to slip into a melee, make whatever melee attacks are allowed her (including her Sneak Attack ability), and slip out again, beyond the range of any single-handed weapon. [B]Skilled Tinkering:[/B] cost 1. This Skill allows the Thief +5% to their Thievery Rolls when looking for or working with any mechanical device (locks or traps, basically. DM adjudication as to whether the bonus applies should be expected with this Skill.). This skill may not be taken more than once. [B] Silent Stepping: [/B]cost 1. The thief is extra trained/skilled at being quiet. +5% should be applied to the Thief's Stealth roll any time the Thief is alone (more than 20 feet away from other party members) either hiding or moving. This Skill also allows the Thief to move at their normal movement rate (if I incorporate such a thing at this early stage of play) and maintain their Stealth ability. A running/rushing Thief does not receive this bonus. This Skill may not be taken more than once. [/QUOTE]
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