AGRC Thief: Difference between revisions
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== Scroll Use == | == Scroll Use == |
Revision as of 07:09, 10 June 2025
Back to: Agrimoor Homebrew Rules
Requirements: | None |
Prime Requisite: | Dexterity (DEX) |
Hit Dice: | 1d6 |
Maximum Level: | 14 |
Armour: | Leather, no shields |
Weapons: | Any |
Languages: | Alignment, Common |
Backstab
When attacking an unaware opponent from behind, gain a +4 bonus to hit, and affecting damage as such:
Thief Level | 1st | 6th | 10th | 14th |
---|---|---|---|---|
Backstab Damage Multiplier | x2 | x3 | x4 | x6 |
Scroll Use
Thieves of 10th level can cast arcane spells from scrolls with a 10% chance of error: wherein the spell does not function as expected.
After 9th Level
The thief may establish a thief den, attracting 2d6 apprentices of 1st level. They will serve the character reliably; however, if any are arrested or killed, the thief will not be able to attract apprentices to replace them.
Thief Skills
At first level, a thief will have 60 points that may be added to their skill base scores as desired. However, no more than 30 points may be assigned to any one skill at a time.
At each level after, the thief will gain 30 points to distribute to each of their skill base scores. This time restricting the limit of points which may be assigned to any one skill down to 15 points.
No skill may be raised to above 95% this way.
Skill | Base Score |
---|---|
Pick Pockets | 15% |
Open Locks | 10% |
Find/Remove Traps | 5% |
Move Silently | 10% |
Hide in Shadows | 5% |
Detect Noise | 15% |
Climb Walls | 60% |
Read Languages | 0% |