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− | : '''Don't mind me, just playing with an idea...'''
| + | This section describes ''creature types'' in t20. Note that this system is a departure from standard d20, and invokes some 4e elements. |
| | | |
− | {| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
| + | =Creature Origins and Types= |
− | ! 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>
| + | Creatures are classified into groups based on their ''origin'' - where or how they came into existence - and their ''type'', which is more descriptive of what they are. Many creatures also have a ''subtype'', which further defines them. |
− | |-
| + | |
− | | colspan="9"|
| + | |
− | ! colspan="3" style="background:#99C2A1;"|Thievery
| + | |
− | |-
| + | |
− | |width="5%"|'''Level'''
| + | |
− | |width="5%"|'''CMB'''
| + | |
− | |width="5%"|'''FRC'''
| + | |
− | |width="5%"|'''SKL'''
| + | |
− | |width="5%"|'''Fort'''
| + | |
− | |width="5%"|'''Ref'''
| + | |
− | |width="5%"|'''Will'''
| + | |
− | |width="5%"|'''Det'''
| + | |
− | |width="24%" align="left"|'''Special'''
| + | |
− | |width="12%"|''Expertise Die''
| + | |
− | |width="12%"|''Knacks''
| + | |
− | |width="12%"|''Tricks''
| + | |
− | |-
| + | |
− | |1 || +0 || +0 || +1 || +0 || +2 || +0 || +1 || align="left"|Kyfe, Thieves' Cant || 1d4 || 1 || 4
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |2 || +1 || +1 || +2 || +1 || +3 || +1 || +2 || align="left"|Sham || 1d4 || 1 || 6
| + | |
− | |-
| + | |
− | |3 || +2 || +1 || +3 || +1 || +4 || +1 || +2 || align="left"| || 1d6 || 1 || 7
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |4 || +3 || +2 || +4 || +1 || +4 || +1 || +3 || align="left"|Sham || 1d6 || 1 || 8
| + | |
− | |-
| + | |
− | |5 || +3 || +2 || +5 || +2 || +5 || +2 || +3 || align="left"| || 1d6 || 2 || 10
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |6 || +4 || +3 || +6 || +2 || +6 || +2 || +4 || align="left"|Sham || 1d6 || 2 || 11
| + | |
− | |-
| + | |
− | |7 || +5 || +3 || +7 || +3 || +7 || +3 || +5 || align="left"| || 1d8 || 2 || 12
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |8 || +6 || +4 || +8 || +3 || +7 || +3 || +5 || align="left"|Sham || 1d8 || 2 || 14
| + | |
− | |-
| + | |
− | |9 || +6 || +4 || +9 || +3 || +8 || +3 || +6 || align="left"| || 1d8 || 3 || 15
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |10 || +7 || +5 || +10 || +4 || +9 || +4 || +6 || align="left"|Thief Talent || 1d8 || 3 || 16
| + | |
− | |-
| + | |
− | |11 || +8 || +5 || +11 || +4 || +10 || +4 || +7 || align="left"| || 1d10 || 3 || 18
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |12 || +9 || +6 || +12 || +4 || +10 || +4 || +8 || align="left"|Thief Talent || 1d10 || 3 || 19
| + | |
− | |-
| + | |
− | |13 || +9 || +6 || +13 || +5 || +11 || +5 || +8 || align="left"| || 1d10 || 4 || 20
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |14 || +10 || +7 || +14 || +5 || +12 || +5 || +9 || align="left"|Thief Talent || 1d10 || 4 || 22
| + | |
− | |-
| + | |
− | |15 || +11 || +7 || +15 || +6 || +13 || +6 || +9 || align="left"| || 1d12 || 4 || 23
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |16 || +12 || +8 || +16 || +6 || +13 || +6 || +10 || align="left"|Thief Talent || 1d12 || 4 || 24
| + | |
− | |-
| + | |
− | |17 || +12 || +8 || +17 || +6 || +14 || +6 || +11 || align="left"| || 1d12 || 5 || 26
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |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"| || 1d20 || 5 || 28
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |20 || +15 || +10 || +20 || +8 || +16 || +8 || +12 || align="left"|Thief Talent || 1d20 || 5 || 30
| + | |
− | |}
| + | |
| | | |
− |
| + | ==Origins== |
| + | The following are the possible ''origins''. |
| | | |
− | =Thief=
| + | ; Aberrant : Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity. |
− | [[Image:Thief_of_Light.png|thumb|250px|right|Baggins, iconic thief]]
| + | ; Elemental : Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force. |
− | : ''"I steal from the rich, and give to... uh, well, me."'' | + | ; Immortal : Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes. |
| + | ; Natural : Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world. |
| | | |
− | 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.
| + | ==Types== |
| + | The following are the creature ''types''. |
| | | |
− | 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.
| + | ; Animate : Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin. |
| + | ; Beast : Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people. |
| + | ; Humanoid : Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination. |
| + | ; Monster : A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent. |
| | | |
− | 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).
| + | ==Subtypes== |
| + | The following are some of the many ''subtypes''. |
| | | |
− | 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.
| + | ; Animal : Animals are fairly normal non-intelligent creatures that behave in predictable ways. |
− | | + | ; Construct : Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep. |
− | So yeah. We're cool.
| + | ; Dragon : Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon. |
− | | + | ; Gigas : Giants are humanoids that are at least Large in size. |
− | ==Game Rule Information==
| + | ; Ooze : Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked ''prone''. |
− | Thieves have the following game statistics.
| + | ; Spoken : Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language. |
− | | + | ; Plant : Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. |
− | '''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
| + | ; Undead : Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep. |
− | | + | ; Vermin : Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities. |
− | '''[[The_Forces#Force_Resistance | 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.
| + | |
− | | + | |
− | <div id="Proficiencies">
| + | |
− | {| 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>
| + | |
− | |}
| + | |
− | '''Weapons:''' Any four.
| + | |
− | | + | |
− | '''Armor:''' Cloth, leather.
| + | |
− | | + | |
− | '''Implements:''' None.
| + | |
− | | + | |
− | <div id="Thievery">
| + | |
− | {| 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>
| + | |
− | |}
| + | |
− | 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.
| + | |
− | | + | |
− |
| + | |
− | | + | |
− | {| 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>
| + | |
− | |-
| + | |
− | |width="10%"|'''Knack'''
| + | |
− | |width="10%"|'''Secondary Ability'''
| + | |
− | |width="80%" align="left"|'''Description'''
| + | |
− | |-
| + | |
− | |Crack || Int || align="left"|Locks, traps, undecipherable text: you know your way around security measures and codes, and know how to bypass or crack them.
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |Eyes || Per || align="left"|Part of a successful heist is the lookout, and you're trained to keep a sharp eye.
| + | |
− | |-
| + | |
− | |Grift || Cha || align="left"|It's easier to convince someone to give you their key than to force the lock, and this skill set teaches you how.
| + | |
− | |-style="background:#C2DAC7;"
| + | |
− | |Lift || Brv || align="left"|The classics never die, and for thieves, that means taking what isn't yours.
| + | |
− | |-style=
| + | |
− | |Sneak || Dex || align="left"|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 + 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.
| + | |
− | | + | |
− | 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">
| + | |
− | {| 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>
| + | |
− | |}
| + | |
− | 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.
| + | |
− | | + | |
− | <div id="Thieves_Cant">
| + | |
− | {| 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>
| + | |
− | |}
| + | |
− | Part of operating in the shady part of society is learning the lingo.
| + | |
− | | + | |
− | You automatically learn the thieves' cant language.
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− | | + | |
− | =Thief Knacks and Tricks=
| + | |
− | The trick index can be found [[Thievery:_Trick_List|here]].
| + | |
− | | + | |
− | ==Crack Knack==
| + | |
− | {| 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>
| + | |
− | |-
| + | |
− | |width="20%" align="left" style="background:#99C2A1;"|'''Device'''
| + | |
− | |width="20%" align="left" style="background:#99C2A1;"|'''Active/Passive'''
| + | |
− | |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"
| + | |
− | |Disable Trap || Active || You can temporarily disable a trap.
| + | |
− | |-align="left"
| + | |
− | |Finesse Lock || Active || You can work open combination and puzzle locks.
| + | |
− | |-align="left"
| + | |
− | |Focused Cracker || Passive || You can ''take 10'' on ''thievery checks'' for Crack tricks when under ''stress''.
| + | |
− | |-align="left"
| + | |
− | |Hack Engine || Active || You can bypass simple security on engines.
| + | |
− | |-align="left"
| + | |
− | |Hotwire || Active || You can activate an item that you shouldn't normally be able to operate.
| + | |
− | |-align="left"
| + | |
− | |Pick Lock || Active || You can work open locks that take normal keys.
| + | |
− | |-align="left"
| + | |
− | |Sabotage || Active || You can disable an item in such a way as to catastrophically fail at some point.
| + | |
− | |-align="left"
| + | |
− | |Trap Sense || Passive || You have a second sense about traps, and can react before they go off.
| + | |
− | |}
| + | |
− | | + | |
− |
| + | |
− | | + | |
− | =Feats=
| + | |
− | The following are a selection of feats that are relevant to thieves.
| + | |
− | | + | |
− |
| + | |
− | | + | |
− | <div id="Rogue">
| + | |
− | {|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:white;" align="left"
| + | |
− | |You've dabbled in the more... clandestine arts.
| + | |
− | |-align="left"
| + | |
− | |'''Prerequisites:''' No levels in thief.
| + | |
− | |-align="left"
| + | |
− | |'''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.
| + | |
− | |-align="left"
| + | |
− | |'''Special:''' If you take a level in thief, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
| + | |
− | |}
| + | |
− | </div>
| + | |
− | | + | |
− |
| + | |