Synergist - Saboteur - Ravager
Skill Bonus: Athletics, Agility, Thievery, Mechanics, Piloting Weapons: Crossbow, Knife, Rapier, Sword, Throwing, Whip Armor: Light Armor, Hats, Headgear Innate Magic: None
Not all heroes earned their fame through their martial expertise, or even their talent with magic. Just as many have found greatness through their sense of practicality, their ability to avoid danger, and their role as a wild card. Many such people started their lives on the streets, where a living was made dishonorably through light feet and even lighter fingers. Many others sought thrills in impossible fortunes, putting their talents at stealth and trickery into treasure hunting. Whatever their purpose, Thieves have refined the art of their sleight of hand in such ways as to lift valuable and useful objects out of their opponents in the heat of combat, and those who have persisted still have been rumored to steal treasured qualities from their marks; a warrior's strength, a magician's mana. While not as great in a scuffle as a more practiced fighter, Thieves possess an almost preternatural ability to dodge attacks, yet are dangerous to leave unchecked. Most attacks in combat are parried, or are rendered mere grazing blows by every defensive movement in battle, yet the most lethal attacks are those undefended, hence the common wisdom that a war fought on two fronts cannot be won.
Sneak Attack
Feature
Effect: When the character is under the effects of Hide, is Invisible, or is Pincering a target, abilities with this tag have +20 ACC and deal additional damage equal to SP * Thief Rank.
Footwork
Feature - Support Ability
Effect: Thieves are notoriously hard to catch, and have +5 EVA.
Rampart attacks miss on a critical failure.
The Thief also gains +1 MOV.
Treasure Hunter
Feature - Support Ability
The Thief gains an additional die when making Thievery, Mechanics, or Electronics checks to unlock locks or arm/disarm traps.
The Thief also receives +5 to passive Notice checks to detect treasure chests and hidden doorways, passages and the like.
Abilities
The Thief's primary A-Ability is Thievery.
Rank 1
Accumulate
Thievery - Chain 1 - PA - Weapon Range - Sneak Attack - Chain Bonus
Description: An attack that fuels fighting spirit, increasing further damage dealt this round.
Damage: Normal damage.
On Hit: Adds +PA as bonus damage to all further attacks in this chain. This bonus stacks with further uses of Accumulate.
Focus Strike
Thievery - Chain 1 - PA - Weapon Range - Sneak Attack - Chain Bonus
Description: An attack that sets up an opening in the enemy's defenses, increasing accuracy for further attacks this round.
Damage: Normal damage.
On Hit: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Defensive Strike
Innate - Thievery - Chain 1 - PA - Weapon Range - Sneak Attack - Chain Bonus
Description:
Damage: Half damage.
Effect: Defensive Strike has -10 ACC. Once per turn, the character gains +5 EVA until the end of this round.
Steal Item I
Innate - Thievery - Static 1 - Range 1
Description: Ever the master of treasure hunting, the Thief relieves the enemy of a small item carried on their person.
Effect: Roll 1d100 and consult the following chart. When multiple items are listed, roll randomly to determine what is stolen.
Special: Steal Item automatically fails against targets that are not carrying any equipment or gear (generally, non-Humanoids). Once Steal Item has been used against a target, it cannot be used against it again this combat.
Prime: Add +5 to the roll per Thief Rank.
Swarmstrike
Thievery - Finisher 2 - PA - Weapon Range - Sneak Attack
Description:
Damage: Normal damage.
On Hit: DEX vs. RES to cause Poison (-).
Prime: While Poisoned, the target takes additional damage equal to the Thief's SP*2.
Blind Powder
Thievery - Finisher 1 - PA - Range 1
Description:
Effect: DEX vs. RES to cause Blind (4).
Prime: While Blinded, ACC is reduced by an additional amount equal to the Thief's SP.
Break - Mirage Dive
Thievery - Interrupt
Description:
Trigger: The Thief evades a melee attack.
Effect: The Thief moves to the opposite side of the target and gains one Action Slot that must immediately be used on a Thievery ability targeting the target. Treat the targets if they are being flanked. If that space is occupied, Mirage Dive fails.
Break - Perfect Dodge
Thievery - Interrupt
Description:
Trigger: The Thief is hit by any evadeable attack.
Effect: The enemy must reroll the attack and keep the second result. Then, the Thief's EVA rises by 50 until the beginning of their next turn.
Rank 2
Hide
Thievery - Static 1 - Self
Description:
Effect: The Thief must be in cover, behind an object, or concealed in shadows or fog. The Thief becomes Invisible (2).
Prime: Invisibility does not tick down as long as the Thief ends out of line of sight of all enemies.
Reflexes
Support Ability
Description:
Effect: Increases EVA by 5.
Sprint
Support Ability
Description:
Effect: When Dashing, the character moves an additional four spaces.
Dagger Lore
Support Ability - Weapon Lore
Description:
Effect: Knife WP increases by 1 and ACC increases by 5 while using a Knife.
Rang Lore
Support Ability - Lore
Description:
Effect: Throwing weapons gain Explosive Critical and +1 Range.
Flee I
Support Ability
Description:
Effect: Rampart attacks against the character are not auto-hit, but have +20 ACC.
Greased Lightning
Thievery - Chain 1 - PA - Weapon Range
Description:
Damage: Half damage.
Effect: Disable the target's Rampart until the end of your turn.
Prime: This ability can be passed off with Trick Attack.
Trick Attack
Thievery - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal damage.
Effect: An ally who is adjacent to your target who has not taken their turn yet this round can immediately start their turn, attacking your target.
Prime: All attack bonuses accumulated through the chain (i.e. Accumulate, Focus Strike) transfer to the ally for their attack. In addition, the ally benefits from any Stolen attributes the Thief has collected this round.
Steal Initiative
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES save: the Thief may switch his initiative roll with the target next round. If the Thief does not switch initiative with the target, the target receives -2 Initiative next round, and the Thief receives +2 Initiative.
Prime: The Thief may switch the target's initiative with an ally that is adjacent with the target instead.
Steal Stamina
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES save: The target gains Stolen Stamina (4), which exhausts one slot (and is otherwise treated as Exhaust). This ability cannot be used if the target has no available Action Slots to steal.
Prime: The Thief gains one Action Slot for use while any target is under the effects of Stolen Stamina.
Steal Mana
Thievery - Static 1 - PA - Drain - Range 1
Description:
Effect: DEX vs. RES save: The Thief drains SP*1 MP from the target.
Prime: The target loses an additional SP*1 MP.
Rank 3
Sticky Fingers
Reaction Ability
Trigger: The character is attacked with a ranged attack made with a Bow, Crossbow, Throwing or Rifle-type weapon.
Effect: 30%: The character automatically evades the attack and adds one of the ammunition used in the attack to their Inventory.
Archer's Bane
Reaction Ability
Trigger: Constant.
Effect: The character has +20 EVA vs. Bow and Crossbow attacks.
Gunner's Bane
Reaction Ability
Trigger: Constant.
Effect: The character has +20 EVA vs. Firearm attacks.
Move Up I
Support Ability
Effect: The character receives +1 MOV.
Prime: This ability does not stack with Footwork; the Thief receives no benefit from selecting it.
Serendipity
Augment: Sneak Attack and Gust Strike
Effect: Sneak Attack and other Thievery abilities that have a modifier based off SP (such as Swarmstrike) modify based off LK instead.
Steal Item II
Innate - Thievery - Static 1 - Range 1
Description: Ever the master of treasure hunting, the Thief relieves the enemy of a small item carried on their person.
Effect: Roll 1d100 and consult the following chart. When multiple items are listed, roll randomly to determine what is stolen.
Special: Steal Item automatically fails against targets that are not carrying any equipment or gear (generally, non-Humanoids). Once Steal Item has been used against a target, it cannot be used against it again this combat.
Prime: Add +5 to the roll per Thief Rank.
Gust Strike
Thievery - Chain 1 - SP - Weapon Range - Requires: Crossbow, Knife, Sword, Throwing, or Whip - Sneak Attack - Chain Bonus
Description:
Damage: Normal damage. The first use of Gust Strike in a round deals an additional (SP*1) damage.
On Hit: Adds +SP as bonus damage to all further attacks in this chain.
Steal Strength I
Thievery - Static 2 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Strength (4), which has the same effect as Debrave.
Prime: While any target is under the effects of Stolen Strength, the Thief gains Brave.
Steal Magick I
Thievery - Static 2 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Magick (4), which has the same effect as Defaith.
Prime: While any target is under the effects of Stolen Magick, the Thief gains Faith.
Steal Vitality I
Thievery - Static 2 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Vitality (4), which has the same effect as Deprotect.
Prime: While any target is under the effects of Stolen Vitality, the Thief gains Protect.
Steal Spirit I
Thievery - Static 2 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Spirit 20 (4), which has the same effect as Curse 20.
Prime: If the target fails their save vs. Stolen Spirit 20, the Thief gains Aquaveil (-).
Steal Speed I
Thievery - Static 2 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Speed 10 (4), which reduces EVA by 10.
Prime: While any target is under the effects of Stolen Speed, the Thief gains +5 EVA.
Steal Heart
Thievery - Static 2 - Range 3
Description:
Effect: DEX vs. SPR save to cause Charm. Non-humanoids gain +40 SPR.
Prime: Non-humanoids do not gain a bonus.
Rank 4
Smile Trick
Thievery - Finisher 2 - PA - Range 3 - Friendly
Effect: An ally in range who has not taken their turn yet this round can immediately start their turn.
Prime: All attack bonuses accumulated through the chain (i.e. Accumulate, Focus Strike) transfer to the ally for their attack. In addition, the ally benefits from any Stolen attributes the Thief has collected.
Break - Chain Trick: Smile Trick (and consequently, Chain Trick) can also be used by the ally it affects as a Finisher 1. The second ally benefits as normal (cumulatively, if attack bonuses or more Stolen attributes were gained).
Flee II
Support Ability
Description:
Effect: As Flee I, but +15 ACC instead.
Abattoir
Augment: Sneak Attack
Effect: Sneak Attack's damage bonus increases by SP*4, but no longer provides an ACC bonus.
Mug
Augment: Steal Item
Effect: Steal Item changes to an attack that deals Normal damage, and only attempts to steal on hit.
Flimflam
Augment: Trick Attack
Effect: Trick Attack changes to a Chain 1 and passes its effects off at the end of the Thief's turn, but must hit to do so.
Ranged Ruse
Augment: Trick Attack
Effect: Trick Attack can pass to an ally in Range 5 of the Thief, but all of that ally's actions must target the creature who was hit by Trick Attack (unless the creature is KO'd).
Accomplice's Strike
Thievery - Chain 1 - Weapon Range
Damage: Normal damage.
On Hit: DEX vs. SPR: The target is Provoked to a willing ally within 3 squares of it.
Booster 8
Thievery - Simple Action - Self
Effect: Doubles Chain Bonuses to damage (from abilities such as Accumulate).
Prime: If Smile Trick or Trick Attack is used, bonuses for ACC, DEX and MND are also doubled for your ally.
Cheap Shot
Thievery - Chain 1 - Weapon Range
Damage: Normal damage.
Effect: Once per round, Cheap Shot's Sneak Attack damage is tripled.
Steal Sight
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES save: Stolen Sight (4), which otherwise is treated as Blind.
Prime: The Thief has +10 ACC while any target is under the effects of Stolen Sight.
Steal Voice
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES save: Stolen Voice (4), which otherwise is treated as Silence.
Prime: The Thief can cast spells that the target knows while the target is under the effects of Stolen Voice.
Break - Illusionary Evade
Thievery - Interrupt
Description:
Trigger: The Thief is targeted by a no-evade attack.
Effect: The enemy must roll ACC vs. the Thief's EVA. If the roll fails, the Thief is unaffected by the attack.
Break - Hauling Plunder
Thievery - Static 1 - Range 3
Description:
Effect: The Thief may distribute any Stolen attributes to allies within Range 3. Their effects translate via the table below, and unless otherwise noted do not expire when the original target's Steal Attribute expires.
Rank 5
Paradigm Shift
Feature Optional
Effect: The White Mage may select a Job Paradigm Shift, replacing some of their Feature abilities. The character may select neither, or one of:
Gambler: Shrewd high rollers that put their faith in a roll of the dice or a draw of the card.
Mime: Acrobats that are particularly expert at copying the abilities of others, even if they do not possess the same capabilities.
Wanderer: Free-spirited vagabonds that use a variety of enhancing abilities.
Steal Glory
Reaction Ability
Description:
Trigger: 30%: An adjacent enemy gets a critical hit.
Effect: The attack deals normal damage instead.
Prime: The Thief also gains Psyched Up (4).
Despoil
Support Ability
Effect: Once per turn, when Steal Item successfully steals an item, you can use a single Steal Attribute ability as a Chain 1.
Slowproof
Support Ability
Effect: The character is immune to Slow.
Vigilance
Support Ability
Effect: The character is never considered Pincered and still acts in the first round of combat if Surprised.
Steal Item III
Innate - Thievery - Static 1 - Range 1
Description: Ever the master of treasure hunting, the Thief relieves the enemy of a small item carried on their person.
Effect: Roll 1d100 and consult the following chart. When multiple items are listed, roll randomly to determine what is stolen.
Special: Steal Item automatically fails against targets that are not carrying any equipment or gear (generally, non-Humanoids). Once Steal Item has been used against a target, it cannot be used against it again this combat.
Prime: Add +5 to the roll per Thief Rank.
Rank 6
Godspeed Strike
Thievery - Chain 1 - SP - Weapon Range - Requires: Crossbow, Knife, Sword, Throwing, or Whip - Sneak Attack - Chain Bonus
Description:
Damage: WP*SP damage.
Artful Dodger
Support Ability
Description:
Effect: The Thief does not have to stop for Rampart when Sprinting, but still suffers Rampart attacks as normal.
Steal Strength II
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Strength (4), which has the same effect as Debrave.
Prime: While any target is under the effects of Stolen Strength, the Thief gains Brave.
Steal Magick II
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Magick (4), which has the same effect as Defaith.
Prime: While any target is under the effects of Stolen Magick, the Thief gains Faith.
Steal Vitality II
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Vitality (4), which has the same effect as Deprotect.
Prime: While any target is under the effects of Stolen Vitality, the Thief gains Protect.
Steal Spirit II
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Spirit 20 (4), which has the same effect as Curse 20.
Prime: If the target fails their save vs. Stolen Spirit 20, the Thief gains Aquaveil (-).
Steal Speed II
Thievery - Static 1 - Range 1
Description:
Effect: DEX vs. RES: Causes Stolen Speed 10 (4), which reduces EVA by 10.
Prime: While any target is under the effects of Stolen Speed, the Thief gains +5 EVA.
Stopproof
Support Ability
Effect: The character is immune to Stop.