Rogue

Thief - by T.A. Saunders ©2013 v1.0

Summary An occupation as old as the world itself, Thieves come in many different shapes and sizes. It could be the street performer, the mud beggar or the dandy leaning against the lamp post, near the pub. Blending into society is their survival and greatest strength, allowing them to quickly and quietly make their marks and alleviate them of anything valuable. When stealth and trickery fail, the Thief can attack with a dizzying blur of feints, parries and ripostes that make them dangerous opponents when cornered. Thieves prefer medium grade armor and easily concealed weapons.

Class Skills Evasion

When in a fight, thieves move quickly and strike fast, making them very difficult to hit. In any given combat situation Thieves are -25% to hit with melee/range attacks and directional spells. Furthermore, a thief can opt to evade an attack rather than attacking in a combat round with a 80% chance of effectiveness. (-25% to hit with melee/range/directional spells and 80% to evasion).

Backstab

Any good thief knows that the first strike is the most important one. When positioned behind an opponent and out of combat, a thief can backstab with a 85% chance of success and a 30% chance to cause a mortal wound. Should a mortal wound be landed, the target will immediately collapse from the wound and bleed for 1d4 rounds at which point he or she will be unconscious. If another 1d4 rounds passes and the wound is not tended to, the backstabbed individual will die. This attack can be used once per combat scenario. If the mortal wound attempt fails, the damage is still significant and will stun the victim for one round. ( 85% base to backstab, 30% for a mortal wound. Useable once per combat scenario).

Thievery

The thievery skill is more like a skill check for several talents a Thief has. Whenever a Thief wants to Pick Pockets, Scale Shear Surfaces, Move Silently, Fall Softly or Set/Disarm Traps, a base chance of 85% is used. Bonuses and penalties for these skills are added/subtracted at the arbitration of the standing GM during an event. In cases where racial bonuses may supersede the thief bonus, those skill checks are used instead. These skills can be used at any time, but only one can be used per round and logic always applies to usage. (85% base chance to use various thief skills).