Sunday, September 4, 2016

Proposed optional class: The Thief

Rather than get into my own schizophrenic thought about thieves in D&D, I'll present my proposal for the thief in Mythical Journeys, typos and all.


THE THIEF (Optional Class)

Thieves are the extraordinary individuals who leave hearth-and-home with nary more than their cunning and wit (and perhaps a sword and lantern) to learn of the Greater World and claim it’s treasure as their own. However, Thieves can be a bit shady and they sometimes are not as trustworthy as other classes.

The Prime Requisite of the Thief is Dexterity.  See Table 2 for XP adjustments due to high or low Dexterity.

Arms and Armor:  Thieves don’t train in the use of heavy armors.  They are limited to Leather, and may not use a shield.  They may use any one-handed melee weapon (including those which are thrown) and the Light Crossbow.

The Thief’s Class Abilities:

Sneak Attack:  Whenever a defender is unaware of the Thief, is flanked by the Thief and an ally, or is unable to actively defend itself (bound or surprised), the Thief may attempt to Sneak Attack. Using this special attack, the Thief may make one attack at +4 to hit, and if he does, he deals double damage. At Level 5, this multiplier increases to x3; At Level 10, x4.  Damage is multiplied after the damage die is rolled.

Pick Locks:  A Thief is skilled in picking locks, but needs lock picks to do so. Under normal circumstances, a Thief can pick any lock in ten minutes.  The Referee should call for a roll when the Thief is rushed, must be quiet, or is dealing with a lock of a kind he is somehow unfamiliar.  He can only try to pick a lock one time, and if he fails, he may not try the same lock again until he reaches a higher experience level. The referee might grant an additional try depending on the complexity of the lock. 

Remove Traps:  A Thief is very good at removing and bypassing traps that the party finds, and can even remove magical traps.  However, he may only try one time to remove a particular trap. If a Thief uses a tool, such as a 10’ pole or small steel mirror, he receives a +1 bonus to his removal roll.   This action takes one Turn (10 minutes).  Someone must find a trap before he can remove it! 

Sleight of Hand: This skill is the bread and butter of non-adventuring Thieves.  It is a quick source of income, but not without peril.  A Thief may use this skill to attempt to pick-pocket someone.  A roll that equals half or less of the skill target number means the intended victim notices the Sleight attempt. The Referee will then roll 2d6 on the reaction table with a -2 modifier, to determine the victim’s reaction.

Stealth:  Anyone can attempt to move quietly; only the Thief can be truly silent.  When successful, others will not hear the movements of a Thief. However, the Thief always thinks he is successful in this skill, and will not know otherwise unless others react to his presence.  A Thief may attempt stealth even in unusual conditions, such as stepping on dried leaves, over egg shells, or between sleeping animals. 

Climb Sheer Surfaces:  Anyone can climb, with assistance and the proper climbing gear.  Thieves are adept at scaling sheer surfaces, including walls or steep cliffs. They require a skill roll for each 100 feet they intend to climb. If the roll fails, they fall a distance equal to half the attempted distance, taking 1d6 points of damage per 10 feet.  Thieves are adept at determining whether they can climb a particular sheer surface at a glance.  Roll the Thief’s chance of success in climbing the first 100’ before he starts his ascent.  If he fails this roll, he knows that this particular wall is beyond his ability until he reaches his next experience level.

Hide: Anyone can hide.  A Thief can hide in a mere shadow!  While remaining motionless or using Stealth, a Thief who succeeds with his Hide roll becomes invisible to all visual senses including Darkvision.  A Thief will always think he is successful in this skill, and will not know otherwise until others react to his presence.

Listen:  While every character has a chance to listen for sounds (1 on d6), the Thief’s senses are keener than others’.  Thieves can attempt to listen for noises in a cave or hallway and at a door or other locations but the Thief must be quiet and in a quiet environment, and remove his Helmet.

Read Languages:  Starting at Level 4, the Thief  can read any language on a 5-in-6 throw, including codes and cyphers.  This ability does not include magical writings. If the roll does not succeed, the Thief may not try to read that particular piece of writing until he reaches a higher level of experience.

Cast from Scrolls:  Starting at level 7, a Thief can read and cast magic from Wizard and Cleric scrolls with 5-in-6 accuracy. A failed roll means the spell does not function as expected, and can create a horrible or hilarious effect at the Referee’s discretion.

 
Table 11: The Thief
Level
Title
XP
HD
1
Dungeoneer
0
1d4+1
2
Footpad
1,251
2d4
3
Robber
2,501
3d4
4
Burglar
5,001
4d4
5
Cutpurse
10,001
5d4
6
Sharper
20,001
6d4
7
Pilferer
40,001
7d4
8
Thief
80,001
8d4
9
Master Thief
160,001
9d4*
10
Guildmaster
280,001
10d4
11
11th Level Guildmaster
400,001
10d4+1
12
12th Level Guildmaster
520,001
10d4+2
*Hits adjustment due to Constitution no longer accrue.


Table 12: Thief Skill Matrix (2d6) Roll Equal or Higher
Level
Locks
Traps
Sleight of Hand
Stealth
Climb
Hide
Listen
1
8
9
9
10
5
10
9
2
8
9
9
9
5
10
9
3
7
9
8
9
5
10
9
4
7
8
8
9
5
9
8
5
7
8
7
8
5
9
8
6
6
7
7
8
4
9
8
7
6
7
7
7
4
8
7
8
6
7
6
7
4
7
7
9
5
6
5
6
4
7
7
10
5
5
5
5
4
6
6
11
4
4
4
4
3
5
6
12
4
4
4
4
3
4
5


No comments:

Post a Comment