Thursday, March 6, 2014

Thief

BaB: x3/4
Good Saves: Reflex

Class Features by Level
1: Sneak Attack +1d6, Trapfinding
2:
3: Sneak Attack +2d6, Trap Sense +1
4:
5: Sneak Attack +3d6
6: Trap Sense +2
7: Sneak Attack +4d6
8:
9: Sneak Attack +5d6, Trap Sense +3
10: Special Ability
11: Sneak Attack +6d6
12: Trap Sense +4
13: Sneak Attack +7d6, Special Ability
14:
15: Sneak Attack +8d6, Trap Sense +5
16: Special Ability
17: Sneak Attack +9d6
18: Trap Sense +6
19: Sneak Attack +10d6, Special Ability
20: Master Strike
21: Sneak Attack k +11d6, Trap Sense +7
22: Special Ability
23: Sneak Attack +12d6
24: Trap Sense +8
25: Sneak Attack +13d6, Special Ability
26:
27: Sneak Attack +14d6, Trap Sense +9
28: Special Ability
29: Sneak Attack +15d6
30: Trap Sense +10

HP/Level: 8 + Constitution Modifier

Class Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic Device (Int), and Use Rope (Dex).

Skill Points: 8 + Intelligence Modifier

Starting Feats
Armor Proficiency: Light
Weapon Proficiency: Simple

Thieves suffer no non proficiency penalty when using the hand crossbow, rapier, sap, shortbow, or short sword.

Free Feat Tree: Dodge

Class Features
Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
     The thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two thief levels thereafter. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied.
     Ranged attacks can count as sneak attacks only if the target is within 30 feet.
     With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
     The thief must be able to see the target well enough to pick out a vital spot.  A thief  cannot sneak attack while striking a creature with concealment.

Trapfinding: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
     Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
     Thieves (and only thieves) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
     A thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trap Sense (Ex): At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
     Trap sense bonuses gained from multiple classes stack.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, 19th, etc.), a thief gains a special ability of her choice from among the following options.
     Crippling Strike (Ex): A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
     Defensive Roll (Ex): The thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage.  To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thief’s evasion ability does not apply to the defensive roll.
     Opportunist (Ex): Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
     Skill Mastery: The thief becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.  Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A thief may gain this special ability multiple times, selecting additional skills for it to apply to each time.
     Slippery Mind (Ex): This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
     Feat: A thief may gain a bonus feat in place of a special ability.

Master Strike (Ex): Upon reaching 20th level, a thief becomes incredibly deadly when dealing sneak attack damage. Each time the thief deals sneak attack damage, she can choose one of the following three effects.
     The target can be…
  • ·          put to sleep for 1 day
  • ·          paralyzed for 1 encounter, or
  • ·          slain
     Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the thief 's level + the thief 's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that thief 's master strike for 24 hours.


 
Class Specific Feats
Extra Special Ability
     Prerequisites: Thief Level 10 
     Benefit: You gain an extra special ability of your choice.
     Special: You may select this feat multiple times, choosing a new ability for each.