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
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.
Benefit: You gain an extra special ability of your choice.
Special: You may select this feat multiple times, choosing a new ability for each.