AGRC Thief

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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

Read Languages

Starting at 4th level, gain the ability to read non-magical text in any language (including dead languages and basic codes) with 80% success. Upon a failure, you may not read that particular text again until after gaining a new level.

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.

Thieving Skill Base Scores
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%