Next Class - Scout
The Scouts encompass the various trackers of Imarel, whose skills allow for the discovery of an enemy's hidden encampment, the less traveled path through...
A neo-Victorian Magitech Adventure RPG
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).
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