
Metadata.Almost as shady as the Assassin, a Thief is a bit more socially oriented and has a much greater care for her own life. Thieves are the flip side of the Samurai and tend to follow laws and tell the truth only if it serves their purpose. Always trying to make a profit, thieves are the businessmen of the world and will cheat you without blinking an eyelash, that is their job. If you are playing a thief, lie and make up stories, be ever watchful for a chance to search or loot and look for the profit angle, never doing anything for free.
Restrictions
Rank 1
Choose a standard ability as you use Disable Ray. You must choose the same ability each time you use it, unless at least 10 minutes has passed since the last time you used Disable Ray.
On hit: Target becomes incapable of the chosen standard ability.
You become hidden. As you do this, you may roll 1d20 + SNK. If this is greater than your passive sneak (10 + SNK), then you use it as your hidden DC. If not, use your passive sneak.
When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.
While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.
While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.
If proficient: Instead roll 1d20 + SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
Target is no longer glued and you take it.
Rank 2
Attacks you make from hiding are boosted. In addition, whenever you Interact or Unglue as a single action you may make trigger a Basic Attack or a second Interact as a free reaction as well.
If proficient: You may also trigger single action Thief abilities as free reactions in this way.
Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
You are an expert courtier and peacekeeper. You also resist truth detecting effects and may give whichever response you like to them.
You crawl at half speed and can Move at half speed speed while hidden. Additionally, movement effects only require a DC 10 SNK feat save to keep from breaking your hiding.
If proficient: You crawl at full speed and can Move at full speed while hidden. Attribute improvement: This ability sets your SNK score to a minimum of 3. Feat save improvement: This ability gives fluency in SNK feat saves.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
You gain a benefit that you can expend in one of following ways of your choosing.
- Attack Combo
- The next attack you make is AV0.
- Check Combo
- The next time you Attempt Check you do so with advantage.
If proficient: The list of possible benefits you can choose from is expanded to include the following.
- Block Combo
- The next block you make may be done with 2 items instead of 1. You add the BV for both.
- Condition Combo
- Instead of rolling 2d4 to end some effect, you may roll either 1d4 or 3d4 (you choose). The effect ends if any of the dice roll a 4.
- Feat Combo
- The next time you make a feat save, you do so with advantage.
- Resistance Combo
- The next time you make a resistance save, you do so with advantage.
Choose a standard ability as you use Disruption Ball. You must choose the same ability each time you use it, unless at least 10 minutes has passed since the last time you used Disruption Ball.
On hit: Target becomes incapable of the chosen standard ability.
Support Abilities
Whenever you hit another creature with Disarm, they are also moved 10 feet away from you. If it was a critical hit, they are instead moved 20 feet away from you.
Target becomes hidden. As you hide them, you may roll 1d20 + SNK. You may choose to use this as their hidden DC.
End condition: Target moves or is no longer in a location with shadows, dim light, or three-quarters cover.