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|d=Almost as shady as the {{L|Class|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.
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 Duelist 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.Metadata.
Restrictions
Armor Restrictions
Thiefs lose all abilities they gain from this class if they wear armor with an AV greater than 2.
Requirements:You may only target the triggering creature.
End condition:At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On hit:Target becomes incapable of the ability they were using.If proficient:This also makes the effect of that abilityfizzle.
Requirements:You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.
You become hidden. As you do this, you may roll 1d20 + 2 × SNK. If this is greater than your passivesneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passivesneak.
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 passivesneak (10 + 2 × 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 passiveperception (10 + 2 × 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.
You catch the item. If multiple creatures are all trying to catch the same item, they all roll 1d20. The creature with the highest roll catches the item.If proficient:You instead roll 1d20 + P.If fluent:You instead roll 1d20 + F.
Requirements:You may only target the triggering creature.
End condition:At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On hit:Target becomes incapable of the ability they were using.If proficient:This may be triggered by basic abilities as well.
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.
Requirements:Target is in a location with shadows, dim light, or three-quarters cover.
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.If proficient:Instead roll 1d20 + SNK + P for their hidden DC.If fluent:Instead roll 1d20 + SNK + F for their hidden DC.