Class: Thief

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The Thief
Level BAB 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 Cunning 1d6 1 6
3 +2 +1 +3 +1 +4 +1 +2   1d6 2 7
4 +3 +2 +4 +1 +4 +1 +3 Cunning 1d6 2 8
5 +3 +2 +5 +2 +5 +2 +3   1d6 2 10
6 +4 +3 +6 +2 +6 +2 +4 Cunning 1d8 2 11
7 +5 +3 +7 +3 +7 +3 +5   1d8 3 12
8 +6 +4 +8 +3 +7 +3 +5 Cunning 1d8 3 14
9 +6 +4 +9 +3 +8 +3 +6   1d8 3 15
10 +7 +5 +10 +4 +9 +4 +6 Thief Talent 1d10 3 16
11 +8 +5 +11 +4 +10 +4 +7   1d10 4 18
12 +9 +6 +12 +4 +10 +4 +8 Thief Talent 1d10 4 19
13 +9 +6 +13 +5 +11 +5 +8   1d10 4 20
14 +10 +7 +14 +5 +12 +5 +9 Thief Talent 1d12 4 22
15 +11 +7 +15 +6 +13 +6 +9   1d12 5 23
16 +12 +8 +16 +6 +13 +6 +10 Thief Talent 1d12 5 24
17 +12 +8 +17 +6 +14 +6 +11   1d12 5 26
18 +13 +9 +18 +7 +15 +7 +11 Thief Talent 2d10 5 27
19 +14 +9 +19 +7 +16 +7 +12   2d10 6 28
20 +15 +10 +20 +8 +16 +8 +12 Thief Talent 2d10 6 30



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.


Weapons: Any four.

Armor: Cloth, leather.

Implements: Kits.


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
Acrobatics Dex Moving along thin beams or getting through crowds quickly.
Cracking Int Locks, traps, and all sorts of things of that nature, you know how to get past them or - sometimes - make them work for you.
Extrication Dex This skill set turns you into a contortionist, able to get out of bindings and tight spots in a jiffy.
Grifting Cha It's easier to convince someone to give you their key than to force the lock, and this skill set teaches you how.
Legerdemain Brv The classics never die, and for thieves, that means taking what isn't yours.
Stealth 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.


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.


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 day often pick up a degree of cunning, seemingly able to detect danger relevant to their skill sets long before it becomes a problem, performing tasks significantly faster than seems possible or under intense pressure.

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

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 or speech.
Decipher Script You can determine words in unfamiliar languages.
Decrypt Data You can decrypt encrypted information.
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.
Own System You can commandeer more complex locks, traps, or systems, changing their access parameters.
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.



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


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.


You're acquainted with the fundamentals of magic.
Prerequisites: No levels in a caster class.
Benefit: You gain access to a single magic path, and learn two initiate spells of your choice from that path. You have 2 MP.
Special: If you take a level in any caster class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.


You know a few of the basics of a particular fighting style.
Prerequisites: No levels in at least one warrior class.
Benefit: Choose a warrior class for which you have no levels. You gain the benefits of that class's maneuvers: specifically, you gain one half, rounded down, all numerical benefits provided by the first level of that class under the "Maneuvers" heading. You gain that class's core features.
Special: If you take a level in the selected warrior class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.


You have spent a little time meditating and on self-reflection, and unlocked hidden talents.
Prerequisites: No levels in a manifester class.
Benefit: You gain access to a single psionic discipline, and learn that discipline's base power and one other power of your choice as devotions. You have 1 PP.
Special: If you take a level in any manifester class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.


You have an innate grasp of technology, and understand some of the basic principles.
Prerequisites: No levels in a student class.
Benefit: You gain access to a single technology field, and learn two prototype devices of your choice from that field. You have 1 device slot.
Special: If you take a level in any student class, you must immediately retrain this feat; the new feat cannot be a [Job] feat.


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