Difference between revisions of "Test Page 8"

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(Crack Knack)
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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="12;" style="background:#63a16f;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Thief</font></div>
+
! colspan="12;" style="background:#71AA7C;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Thief</font></div>
 
|-
 
|-
 
| colspan="9"|&nbsp;
 
| colspan="9"|&nbsp;
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|1 || +0 || +0 || +1 || +0 || +2 || +0 || +1 || align="left"|Kyfe, Thieves' Cant || 1d4 || 1 || 4
 
|1 || +0 || +0 || +1 || +0 || +2 || +0 || +1 || align="left"|Kyfe, Thieves' Cant || 1d4 || 1 || 4
 
|-style="background:#C2DAC7;"
 
|-style="background:#C2DAC7;"
|2 || +1 || +1 || +2 || +1 || +3 || +1 || +2 || align="left"|Sham || 1d4 || 1 || 6
+
|2 || +1 || +1 || +2 || +1 || +3 || +1 || +2 || align="left"|Uncanny Senses || 1d4 || 1 || 6
 
|-
 
|-
 
|3 || +2 || +1 || +3 || +1 || +4 || +1 || +2 || align="left"|&nbsp; || 1d6 || 1 || 7
 
|3 || +2 || +1 || +3 || +1 || +4 || +1 || +2 || align="left"|&nbsp; || 1d6 || 1 || 7
 
|-style="background:#C2DAC7;"
 
|-style="background:#C2DAC7;"
|4 || +3 || +2 || +4 || +1 || +4 || +1 || +3 || align="left"|Sham || 1d6 || 1 || 8
+
|4 || +3 || +2 || +4 || +1 || +4 || +1 || +3 || align="left"|Uncanny Senses || 1d6 || 1 || 8
 
|-
 
|-
 
|5 || +3 || +2 || +5 || +2 || +5 || +2 || +3 || align="left"|&nbsp; || 1d6 || 2 || 10
 
|5 || +3 || +2 || +5 || +2 || +5 || +2 || +3 || align="left"|&nbsp; || 1d6 || 2 || 10
 
|-style="background:#C2DAC7;"
 
|-style="background:#C2DAC7;"
|6 || +4 || +3 || +6 || +2 || +6 || +2 || +4 || align="left"|Sham || 1d6 || 2 || 11
+
|6 || +4 || +3 || +6 || +2 || +6 || +2 || +4 || align="left"|Uncanny Senses || 1d6 || 2 || 11
 
|-
 
|-
 
|7 || +5 || +3 || +7 || +3 || +7 || +3 || +5 || align="left"|&nbsp; || 1d8 || 2 || 12
 
|7 || +5 || +3 || +7 || +3 || +7 || +3 || +5 || align="left"|&nbsp; || 1d8 || 2 || 12
 
|-style="background:#C2DAC7;"
 
|-style="background:#C2DAC7;"
|8 || +6 || +4 || +8 || +3 || +7 || +3 || +5 || align="left"|Sham || 1d8 || 2 || 14
+
|8 || +6 || +4 || +8 || +3 || +7 || +3 || +5 || align="left"|Uncanny Senses || 1d8 || 2 || 14
 
|-
 
|-
 
|9 || +6 || +4 || +9 || +3 || +8 || +3 || +6 || align="left"|&nbsp; || 1d8 || 3 || 15
 
|9 || +6 || +4 || +9 || +3 || +8 || +3 || +6 || align="left"|&nbsp; || 1d8 || 3 || 15
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|18 || +13 || +9 || +18 || +7 || +15 || +7 || +11 || align="left"|Thief Talent || 1d12 || 5 || 27
 
|18 || +13 || +9 || +18 || +7 || +15 || +7 || +11 || align="left"|Thief Talent || 1d12 || 5 || 27
 
|-
 
|-
|19 || +14 || +9 || +19 || +7 || +16 || +7 || +12 || align="left"|&nbsp; || 1d20 || 5 || 28
+
|19 || +14 || +9 || +19 || +7 || +16 || +7 || +12 || align="left"|&nbsp; || 2d10 || 5 || 28
 
|-style="background:#C2DAC7;"
 
|-style="background:#C2DAC7;"
|20 || +15 || +10 || +20 || +8 || +16 || +8 || +12 || align="left"|Thief Talent || 1d20 || 5 || 30
+
|20 || +15 || +10 || +20 || +8 || +16 || +8 || +12 || align="left"|Thief Talent || 2d10 || 5 || 30
 
|}
 
|}
  
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=Thief=
 
=Thief=
 
[[Image:Thief_of_Light.png|thumb|250px|right|Baggins, iconic thief]]
 
[[Image:Thief_of_Light.png|thumb|250px|right|Baggins, iconic thief]]
: ''"I steal from the rich, and give to... uh, well, me."''
+
: ''"What style of stuffing ya want to borrow? Who's your uncle?"''
  
 
What is this? This is an experimental class... there are a lot of notions flying about here, but the catalyst was [http://www.tgdmb.com/viewtopic.php?p=223590#223590 this post]. We've been running around in circles on skills for awhile now, but in a class-based system, I think skills just... muddy the waters. Not to mention they're always a giant pain in the ass for leveling purposes: it's the only mechanic in the game that requires players to spend points in such a way that is permanent. If you put points into a skill that never comes up... why have the skill? We let casters trade out spells every few levels so they don't get screwed, but we have no similar mechanic for skills, and to attempt to do so would be messy because of the way you get skill points.
 
What is this? This is an experimental class... there are a lot of notions flying about here, but the catalyst was [http://www.tgdmb.com/viewtopic.php?p=223590#223590 this post]. We've been running around in circles on skills for awhile now, but in a class-based system, I think skills just... muddy the waters. Not to mention they're always a giant pain in the ass for leveling purposes: it's the only mechanic in the game that requires players to spend points in such a way that is permanent. If you put points into a skill that never comes up... why have the skill? We let casters trade out spells every few levels so they don't get screwed, but we have no similar mechanic for skills, and to attempt to do so would be messy because of the way you get skill points.
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<div id="Proficiencies">
 
<div id="Proficiencies">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#63a16f;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
! style="background:#71AA7C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 
|}
 
|}
 
'''Weapons:''' Any four.
 
'''Weapons:''' Any four.
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'''Armor:''' Cloth, leather.
 
'''Armor:''' Cloth, leather.
  
'''Implements:''' None.
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
 
<div id="Thievery">
 
<div id="Thievery">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#63a16f;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Thievery</font></div>
+
! style="background:#71AA7C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Thievery</font></div>
 
|}
 
|}
 
Thieves engage in ''thievery'', with individual sorts of tasks being referred to as ''tricks'' which are grouped into ''knacks'', specializations that exist under the umbrella of thievery as a whole.
 
Thieves engage in ''thievery'', with individual sorts of tasks being referred to as ''tricks'' which are grouped into ''knacks'', specializations that exist under the umbrella of thievery as a whole.
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{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="57;" style="background:#63a16f;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Thievery Knacks</font></div>
+
! colspan="57;" style="background:#71AA7C;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Thievery Knacks</font></div>
 
|-
 
|-
 
|width="10%"|'''Knack'''
 
|width="10%"|'''Knack'''
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&nbsp;
 
&nbsp;
  
The thief can make use of any of his ''tricks'' at any time; when he does, he usually makes a ''thievery check'', which is d20 + his SKL + his trick's knack's secondary ability modifier + his ''expertise die''. Some tricks are constantly active, provided you meet their conditions, while others have additional requirements you must meet in order to use them.
+
The thief can make use of any of his ''tricks'' at any time; when he does, he usually makes a ''thievery check'', which is d20 + his SKL + his trick's knack's secondary ability modifier. If the thief has a kit implement, he can add his attunement bonus to the check, if any. Some tricks are constantly active, provided you meet their conditions, while others have additional requirements you must meet in order to use them.
  
 
If the thief is not ''stressed'', he can ''take 10'' on his ''thievery checks'', acting as though he had rolled a 10 on the d20 and adding his normal bonuses.
 
If the thief is not ''stressed'', he can ''take 10'' on his ''thievery checks'', acting as though he had rolled a 10 on the d20 and adding his normal bonuses.
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<div id="Kyfe">
 
<div id="Kyfe">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#63a16f;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Kyfe</font></div>
+
! style="background:#71AA7C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Kyfe</font></div>
 
|}
 
|}
 
Regardless of their specialization, no matter how far they have come in life, every thief knows how to ''kyfe'', the thieves' cant term for obvious theft lacking in all subtlety.
 
Regardless of their specialization, no matter how far they have come in life, every thief knows how to ''kyfe'', the thieves' cant term for obvious theft lacking in all subtlety.
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<div id="Thieves_Cant">
 
<div id="Thieves_Cant">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#63a16f;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Thieves' Cant</font></div>
+
! style="background:#71AA7C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Thieves' Cant</font></div>
 
|}
 
|}
 
Part of operating in the shady part of society is learning the lingo.
 
Part of operating in the shady part of society is learning the lingo.
  
 
You automatically learn the thieves' cant language.
 
You automatically learn the thieves' cant language.
 +
 +
<div id="Uncanny Senses">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#71AA7C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Uncanny Senses</font></div>
 +
|}
 +
The thief who fails to keep his wits about him and one eye open at all times winds up either in prison or dead. Due to this natural selection among thieves, those who live to see another die often pick up uncanny senses, seemingly able to detect danger relevant to their skill sets long before it becomes a problem.
 +
 +
* Detect Traps
 +
* Focused Cracker
 +
* Trap Sense
 +
* Quick Picks
 +
*
  
 
=Thief Knacks and Tricks=
 
=Thief Knacks and Tricks=
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==Crack Knack==
 
==Crack Knack==
 
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="3;" style="background:#63a16f;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Crack Tricks</font></div>
+
! colspan="3;" style="background:#71AA7C;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Crack Tricks</font></div>
 
|-
 
|-
 
|width="20%" align="left" style="background:#99C2A1;"|'''Device'''
 
|width="20%" align="left" style="background:#99C2A1;"|'''Device'''
|width="20%" align="left" style="background:#99C2A1;"|'''Active/Passive'''
+
|width="80%" align="left" style="background:#99C2A1;"|'''Effect'''
|width="40%" align="left" style="background:#99C2A1;"|'''Effect'''
+
|-align="left"
+
|Crack Code || Active || You can crack codes used to intentionally obfuscate text.
+
|-align="left"
+
|Decipher Script || Active || You can determine words in unfamiliar languages.
+
|-align="left"
+
|Detect Traps || Passive || You can immediately identify traps when you see them.
+
 
|-align="left"
 
|-align="left"
|Disable Trap || Active || You can temporarily disable a trap.
+
|Crack Code || You can crack codes used to intentionally obfuscate text.
 
|-align="left"
 
|-align="left"
|Finesse Lock || Active || You can work open combination and puzzle locks.
+
|Decipher Script || You can determine words in unfamiliar languages.
 
|-align="left"
 
|-align="left"
|Focused Cracker || Passive || You can ''take 10'' on ''thievery checks'' for Crack tricks when under ''stress''.
+
|Disable Trap || You can temporarily disable a trap.
 
|-align="left"
 
|-align="left"
|Hack Engine || Active || You can bypass simple security on engines.
+
|Finesse Lock || You can work open combination and puzzle locks.
 
|-align="left"
 
|-align="left"
|Hotwire || Active || You can activate an item that you shouldn't normally be able to operate.
+
|Hack Engine || You can bypass simple security on engines.
 
|-align="left"
 
|-align="left"
|Pick Lock || Active || You can work open locks that take normal keys.
+
|Hotwire || You can activate an item that you shouldn't normally be able to operate.
 
|-align="left"
 
|-align="left"
|Sabotage || Active || You can disable an item in such a way as to catastrophically fail at some point.
+
|Pick Lock || You can work open locks that take normal keys.
 
|-align="left"
 
|-align="left"
|Trap Sense || Passive || You have a second sense about traps, and can react before they go off.
+
|Sabotage || You can disable an item in such a way as to catastrophically fail at some point.
 
|}
 
|}
  
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<div id="Rogue">
 
<div id="Rogue">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#63a16f;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ROGUE [Job]</font></div>
+
! style="background:#71AA7C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ROGUE [Job]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
 
|You've dabbled in the more... clandestine arts.
 
|You've dabbled in the more... clandestine arts.

Revision as of 20:38, 13 June 2016

Don't mind me, just playing with an idea...
The Thief
  Thievery
Level CMB FRC SKL Fort Ref Will Det Special Expertise Die Knacks Tricks
1 +0 +0 +1 +0 +2 +0 +1 Kyfe, Thieves' Cant 1d4 1 4
2 +1 +1 +2 +1 +3 +1 +2 Uncanny Senses 1d4 1 6
3 +2 +1 +3 +1 +4 +1 +2   1d6 1 7
4 +3 +2 +4 +1 +4 +1 +3 Uncanny Senses 1d6 1 8
5 +3 +2 +5 +2 +5 +2 +3   1d6 2 10
6 +4 +3 +6 +2 +6 +2 +4 Uncanny Senses 1d6 2 11
7 +5 +3 +7 +3 +7 +3 +5   1d8 2 12
8 +6 +4 +8 +3 +7 +3 +5 Uncanny Senses 1d8 2 14
9 +6 +4 +9 +3 +8 +3 +6   1d8 3 15
10 +7 +5 +10 +4 +9 +4 +6 Thief Talent 1d8 3 16
11 +8 +5 +11 +4 +10 +4 +7   1d10 3 18
12 +9 +6 +12 +4 +10 +4 +8 Thief Talent 1d10 3 19
13 +9 +6 +13 +5 +11 +5 +8   1d10 4 20
14 +10 +7 +14 +5 +12 +5 +9 Thief Talent 1d10 4 22
15 +11 +7 +15 +6 +13 +6 +9   1d12 4 23
16 +12 +8 +16 +6 +13 +6 +10 Thief Talent 1d12 4 24
17 +12 +8 +17 +6 +14 +6 +11   1d12 5 26
18 +13 +9 +18 +7 +15 +7 +11 Thief Talent 1d12 5 27
19 +14 +9 +19 +7 +16 +7 +12   2d10 5 28
20 +15 +10 +20 +8 +16 +8 +12 Thief Talent 2d10 5 30

 

Thief

Baggins, iconic thief
"What style of stuffing ya want to borrow? Who's your uncle?"

What is this? This is an experimental class... there are a lot of notions flying about here, but the catalyst was this post. We've been running around in circles on skills for awhile now, but in a class-based system, I think skills just... muddy the waters. Not to mention they're always a giant pain in the ass for leveling purposes: it's the only mechanic in the game that requires players to spend points in such a way that is permanent. If you put points into a skill that never comes up... why have the skill? We let casters trade out spells every few levels so they don't get screwed, but we have no similar mechanic for skills, and to attempt to do so would be messy because of the way you get skill points.

We tried the jobs concept, which I think was mostly a bust, but it paved the way for a better understanding of mechanics. Learn from failures, and try new angles.

So: what is this? The thief is going to be one of several new classes I'm going to try to do justice to, which round out the class list. They're not force-aligned, they're not combatants, but they let you do other shit. We're going to do this in concert with the idea of saying "fuck you" to multiclassing penalties, so that if a character wants to pick up a level or two of thief, they're totally allowed to do that. Because of how we handle casting now, this should - generally - not be as terribad an idea as it may sound... speaking of which, I need to bring back the Versed in the Force feat and fix it so that it applies to any class (basically, it will allow you to not fuck yourself if you take a couple levels here and there in other classes, in terms of casting and what-not).

Further contemplation on that idea... nah. We're good. If you take a level in thief, you're only a level behind, and because of potency, you're not actually missing out on anything - you've just expanded your breadth in a different direction than you would have if you had kept leveling in the one class.

So yeah. We're cool.

Game Rule Information

Thieves have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity, Bravery, and Luck are all important here.

Hit Points at 1st Level: 10 + Con score.

Hit Points at Each Additional Level: 7 + Con modifier.

Healing Surges: 8 + Con modifier.

Class Skills: The Thief's class skills are... surprise! None. This experiment involves a radical idea for d20: skills and classes don't mix. So we're going to assume that skills don't exist in the classic sense.

Starting Age: Simple.

Class Features

All of the following are class features of the thief.

Proficiencies

Weapons: Any four.

Armor: Cloth, leather.

Implements: Kits.

Thievery

Thieves engage in thievery, with individual sorts of tasks being referred to as tricks which are grouped into knacks, specializations that exist under the umbrella of thievery as a whole.

 

Thievery Knacks
Knack Secondary Ability Description
Crack Int Locks, traps, undecipherable text: you know your way around security measures and codes, and know how to bypass or crack them.
Eyes Per Part of a successful heist is the lookout, and you're trained to keep a sharp eye.
Grift Cha It's easier to convince someone to give you their key than to force the lock, and this skill set teaches you how.
Lift Brv The classics never die, and for thieves, that means taking what isn't yours.
Sneak Dex That which is never seen, never gets caught: you know to move silently and invisibly.

 

The thief can make use of any of his tricks at any time; when he does, he usually makes a thievery check, which is d20 + his SKL + his trick's knack's secondary ability modifier. If the thief has a kit implement, he can add his attunement bonus to the check, if any. Some tricks are constantly active, provided you meet their conditions, while others have additional requirements you must meet in order to use them.

If the thief is not stressed, he can take 10 on his thievery checks, acting as though he had rolled a 10 on the d20 and adding his normal bonuses.

Kyfe

Regardless of their specialization, no matter how far they have come in life, every thief knows how to kyfe, the thieves' cant term for obvious theft lacking in all subtlety.

As a standard action, if you have at least one hand free (holding nothing), you can make a thievery check against a creature's Reflex. This ability can be used in melee to take any item that is not hidden in a bag or pack. You must select the item to be taken before the check is made.

Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a creature (such as cloaks, sheathed weapons, or pouches), or that the creature is actively holding in their hands, are more difficult to take, and you suffer a -5 penalty on your thievery check. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this ability.

Although this ability can only be used if the target is within your reach, you can use a reach weapon to steal an object from a target within range of the weapon with a –4 penalty on the thievery check.

If your thievery check is successful, you may take the selected item from your opponent. The target is immediately aware of this theft.

Thieves' Cant

Part of operating in the shady part of society is learning the lingo.

You automatically learn the thieves' cant language.

Uncanny Senses

The thief who fails to keep his wits about him and one eye open at all times winds up either in prison or dead. Due to this natural selection among thieves, those who live to see another die often pick up uncanny senses, seemingly able to detect danger relevant to their skill sets long before it becomes a problem.

  • Detect Traps
  • Focused Cracker
  • Trap Sense
  • Quick Picks

Thief Knacks and Tricks

The trick index can be found here.

Crack Knack

Crack Tricks
Device Effect
Crack Code You can crack codes used to intentionally obfuscate text.
Decipher Script You can determine words in unfamiliar languages.
Disable Trap You can temporarily disable a trap.
Finesse Lock You can work open combination and puzzle locks.
Hack Engine You can bypass simple security on engines.
Hotwire You can activate an item that you shouldn't normally be able to operate.
Pick Lock You can work open locks that take normal keys.
Sabotage You can disable an item in such a way as to catastrophically fail at some point.

 

Feats

The following are a selection of feats that are relevant to thieves.

 

ROGUE [Job]
You've dabbled in the more... clandestine arts.
Prerequisites: No levels in thief.
Benefit: You gain access to a single thief knack, and learn two thief tricks of your choice from that knack. Your expertise die is d2.
Special: If you take a level in thief, you must immediately retrain this feat; the new feat cannot be a [Job] feat.