Wednesday, October 3, 2012

Fantasy Core RPG--The Thief

The Thief
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+0
+2
+0
2nd
+2
+0
+3
+0
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
5th
+3
+1
+4
+1
6th
+4
+2
+5
+2
7th
+4
+2
+5
+2
8th
+5
+2
+6
+2
9th
+5
+3
+6
+3
10th
+6
+3
+7
+3
Description: A rogue seeking wealth by their skills and wits, rather than brute force. 10th Level example: Abu, Thief of Baghdad.
Hit Die: d6.
Prime Abilities: Dex and Int, and choose either Wis or Cha.
Subprime Ability: Con.
Weapon and Armor Proficiency: Thieves are proficient with dagger, club, light crossbow, rapier, sap, dart, shortbow, and short sword. Thieves are proficient with light armor (and magic Elven chain mail), but not with shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, Thief tools; dagger and short bow with 20 arrow quiver or short sword and 2 daggers.

Surprise Attack
Requires that the Thief make a successful Stealth Check and a successful melee attack roll on an unaware foe. Failing the Stealth Check means that the attack is only a normal attack. A successful Surprise Attack inflicts double maximum damage + ½ level
In general, the DC for the stealth maneuver is DC 12 vs foes of equal or less HD than the Thief, DC 18 for higher HD. However, a lower HD creature with enhanced, all-around senses might instead be DC 18. A higher HD person fighting three other combatants or otherwise disadvantaged might be DC 12. The Surprise Attack can be attempted on an opponent once per encounter.

Knockout
A Thief using a blunt melee weapon may opt to try to KO unaware human-ish foes of equal of less HD instead of inflicting damage with a Surprise Attack. With a successful attack, the victim must make a DC 12 Fort save to remain conscious, otherwise they are out for 1 turn. The KO attack can be tried on an opponent once per encounter.


Sneak Attack
May be attempted while the Thief is engaged in melee combat with a foe. Requires that the Thief make a successful Stealth check and a successful attack roll, as in a Surprise Attack. The Stealth roll represents the Thief trying to maneuver around to hit a weak spot. Failing the Stealth check means that the attack is only a normal attack. A successful Sneak Attack causes maximum damage + stun 1 rd.  The Sneak Attack can be tried on an opponent once per encounter.

Saving Throws: A Thief never takes full damage from a failed Save (Fort, Ref, Will), only 1/2 damage (if applicable). If a successful save gives ½ damage, the thief takes no damage.
Lucky: On the first hit in a rd, a Thief can attempt a DC 12 Will Sv to avoid damage from melee and ranged attacks (not spells or environmental damage).  If the Luck Sv is failed, the Thief will take ½ damage.  Any other hits in a rd cannot be avoided. 

Thief Skills: The Thief adds ½ level + ability bonuses to attempts.  In general, figure DC 12 for difficult tasks or against someone of equal or less HD; DC 18 for very hard tasks or higher HD.  
(Int + Wis)/2: Detection (Traps, ambushes), Detection (Trapped items), Find (Secret doors and items)
(Dex + Int + Wis)/3: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
(Dex + Str)/2: Acrobatics (Balancing, jumping), Climb
(Cha + Wis)/2: Charm, Negotiate, Intimidate (Psychologically), Disguise

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