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.
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