Exp, hit dice, and combat abilities as cleric. Dex of 15 or higher = +5% exp. Dwarves and halflings suffer a -10%
experience penalty (which can be partially off set by high dexterity).
Thieves only wear leather armor or lighter and use light
weapons and short bows, and light x-bows.
+1 to saving throws vs. traps.
Back Stab: if a thief
sneaks up on an opponent, they get the normal attack bonus against an unaware opponent. If they hit, they gain x2 damage. At 5th level they get x3 damage
and at 8th level x4 damage.
Challenge Resolution System: handled by
rolling 1d6, roll of 6 always fails, all characters (fighters, elves, dwarves,
etc… can perform these, but thieves get a better chance)
Skill
|
Normal Class Skill
|
Thief Starting Skill
|
Find Traps (secret doors)
|
2/6
|
3/6
|
Remove Traps
|
2/6
|
3/6
|
Move Silently/Sneak
|
2/6
|
3/6
|
Hide in Shadows
|
2/6
|
3/6
|
Open Locks
|
None
|
2/6
|
Hear Noise
|
1/6
|
2/6
|
Climb Walls
|
NA (use equipment)
|
Special
|
Pick Pockets
|
1/6
|
2/6
|
Dwarves automatically get 4/6 chance at finding/removing
underground traps.
Elves automatically get 4/6 chance at noticing secret doors.
Halflings automatically get a 4/6 chance at sneak, and hide
in shadows.
At each level a thief can improve one skill by a single
rank. The same skill cannot be increased
two times in a row.
*The Core concept of using all d6's to resolve thief skills is a combination of earlier posts of mine, here, and here, combined with the "Delver's Delve" article by David Bowman p3 of Fight On Winter issue 2009. The "normal" class skill is a suggestion of how to resolve the action but I'm planning to think about this. I've always appreciated the theory behind not having a thief class. Since none of my players have decided to play a thief yet... I'm keeping this one fluid, and will rely on situational rulings not rules for now...
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