| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Thief

Page history last edited by Christopher Mifsud 15 years, 3 months ago

Thieves learn early to be self-reliant and how to steal. They draw power from their self-confidence and the knowledge that they must depend only on themselves. The abundance of rumors governing thief guilds means such groups do, in fact, exist, but the proof or disproof of their reality remains a secret.

 

Important Attributes: Dexterity and Perception

 

Racial Restrictions: Obsidiman, Troll

 

First Circle Talents:

Climbing

Karma Ritual

Lock Pick

Melee Weapons

Picking Pockets

Silent Walk

 

Second Circle Talents:

Durability

Surprise Strike

Throwing Weapons

 

Third Circle Talents:

Avoid Blow

Fence

 

Fourth Circle Talents:

Thread Weaving

Trap Initiative

 

Fifth Circle Talents:

Detect Trap

Disarm Trap

 

Sixth Circle Talents:

Disguise

Missile Weapons

 

Seventh Circle Talents:

Detect Weapon

Lock Sense

 

Eigth Circle Talents:

Conceal Weapon

Wound Balance

 

Use of Half-Magic:

 

Thieves may make Half-Magic Tests to build and/or bypass security measures intended to prevent theft, and to recognize different types of locking mechanisms. Thieves may also make Half-Magic Tests in place of Perception Tests when looking for traps and/or secret doors.

Comments (0)

You don't have permission to comment on this page.