Seeker Abilities and Spells (Thief Studies):

Modification-Point Cost: 2

Taps into the abilities of this class. Once this has been purchased, a character can then proceed to purchase actual abilities.

 

Prerequisites for this class:

Seeker Abilities: "Armor Proficiency" (leather armor), "Basic Defense / Offense" and "Stealth Prowess".

Trade-Skill:        "Locksmith"

 

%Roll: Thief Abilities: 6

01-17:   Back Attack (Ability)

18-34:   Concealment (Ability)

35-51:   Disarm Minor Trap (Ability)

52-68:   Evasion (Ability)

69-85:   Move Undetected (Ability)

86-00:   Scapegoat (Ability)

 

 

Back Attack (Seeker Ability (levels 0 - 5) Return to top

 

Gain a damage bonus on all back-attacks.

Modification-Point Cost (M.P.C.): 2

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

None. Passive ability.

Area of Effect:

Target that the thief does combat with.

Avoidance-Roll:

None.

Damage:

Bonus damage will be given for all back-stabs as follows: +1-D6 (+1-D6 per 2 levels advanced).

Duration:

Permanent. This ability is always in effect if the thief is backstabbing.

Effect Time:

Always in effect.

Explanation:

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This ability will give the Thief bonus damage added when attacking directly from behind with a physical weapon.

 

Bonus damage for each and every strike will be added to the normal damage caused per strike.

 

See: "Damage".

Hand Movement:

Thief must damage a foe from behind with a physical weapon.

Healing:

None.

Immunities:

Creatures with vision that enables them to see behind.

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

+18 damage. See: "Notes": #1

Notes:

1. This damage will be added to the damage of the Adventurer Ability, "Back Attack".

 

2. This extra damage is delivered to a target upon each successful

    strike on all back attacks (with the exception of a target who has

    the ability to see behind without looking).

Range:

Thief must damage a foe from behind with a physical weapon.

Resting Time:

None.

Special:

None.

Susceptibilities:

Sleeping and surprised targets will take double the bonus damage.

Value: 1,800 white-gold

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Concealment (Seeker Ability (levels 0 - 5) Return to top

 

Conceal, or hide, one or more hand-sized objects from the view and search of others.

Modification-Point Cost (M.P.C.): 2

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

1

See: "Duration".

Area of Effect:

One hand-sized item.

Avoidance-Roll:

The thief must make a successful avoidance-roll vs. "Dexterity" each time another searches the thief physically.

 

This avoidance-roll only needs to be successful one time if the same person is searching the thief.

Damage:

None.

Duration:

Each time the thief is checked for items, the 1 ability-point must be expended in order to have the chance to conceal a hand-sized item.

Effect Time:

Instant.

Explanation:

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This ability will enable the thief to possibly conceal and hide a hand-sized object upon his or her person so well, even if searched thoroughly, that item cannot be found. If the thief make the successful avoidance-roll vs. "Dexterity" one who is searching the thief, whether visually or physically will miss the item entirely.

 

More than one item can be concealed at a time, but each item the thief attempts to hide will cost 1 ability-point and an avoidance-roll vs.
"Dexterity" must be rolled for.

Hand Movement:

Two hands. The thief will manipulate the item from hand to hand, or sleeve to sleeve, etc., thus both hands will be needed to keep the item concealed.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

The thief must have the item, or items, to be concealed in hand, or within an easily accessed place (i.e., sleeve, glove, pocket, etc.).

Resting Time:

None.

Special:

If a thief is stripped of all clothing, this ability is only possible if concealed within a hand, or in the mouth.

Susceptibilities:

The thief will gain 2 chances to avoid vs. "Dexterity" if those who are checking him or her are intoxicated, or are under any mind-altering influence.

Value: 2,300 white-gold

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Disarm Minor Trap (Adventurer Ability (levels 6+) Return to top

 

Disarm a discovered trap set in your path.

Modification-Point Cost (M.P.C.): 4

Prerequisites -------------------------- : None.

Ability-points to invoke:

2

Area of Effect:

One trap.

Avoidance-Roll:

Add your Dexterity + Intelligence + 1-D100 roll. If you roll equal to, or higher, you will successfully disarm a trap.

 

See: "Explanation"

Damage:

None. Possible damages occur when you fail to disarm a trap.

Duration:

This depends on the type of trap being disarmed. Simple traps take little time to disarm, while more complex traps are tedious and take time.

Effect Time:

As long as it takes to disarm this trap. See: "Traps, Disarming:" in the T section of the Basic Rules Book.

Explanation:

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The study of traps is a must for those that dare raid domains, dungeons, labyrinths, etc., for the art of disarming a discovered trap is vital to survival.

 

There are a multitude of trap types, ranging from simple (common) to incredibly complex (legendary). The"Trap Rarity" will set the difficulty level of the trap you wish to disarm (60-100). At times, traps can even be higher.

 

Each trap in the Basic Rules Book will tell you what the difficulty rating is (the G.M. may devise a trap and set the difficulty rating on it as well).

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant, though it may take more than one turn to disarm a trap (your dexterity plays a huge part in the time to disarm and set traps).

Maximum Adjustment:

Not applicable.

Notes:

There are a few rulings in the T (traps) section of the Basic Rules Book that should be read over.

Range:

Touch.

Resting Time:

None.

Special:

This ability stacks with the Seeker Ability, "Disarm Trap".

Susceptibilities:

None.

Value: 4,000 white-gold

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Evasion (Seeker Ability (levels 0 - 5) Return to top

 

Thief will have a chance to know where the best place to remain concealed from others.

Modification-Point Cost (M.P.C.): 2

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

2

Area of Effect:

Thief only.

See: "Explanation".

Avoidance-Roll:

None

 

Note:

If this ability fails, you may conceal what you are hiding (cover up your failed ability check) by making a successful avoidance-roll vs. "Dexterity". This can only be one once per situation (per 10 levels advanced), and luck CANNOT be used.

Damage:

None.

Duration:

3 turns (15 seconds).

Effect Time:

Instant.

Explanation:

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This ability will give the thief a hint that a certain place in a room, on a street, in a store, etc., will be the best place to be standing or moving within to have the best chance of being undetected by others. This ability is best used by the thief when he or she is preparing to use any type of stealth/sneak ability.

 

When Evasion is invoked, the thief will gain a +1 to all dice-rolls that relate to remaining unnoticed. There will also be a +1 bonus added per
level advanced.

 

See: "Notes".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

+12 to all dice-rolls that relate to remaining unnoticed.

Notes:

If any form of moving undetected, or hiding attempt, is attempted witin the "Duration" of Evasion, this ability will stack onto that next
roll.

 

Example:

If you used Evasion at level 6, and then attempted to Move Undetected, and the bonus on your dice-roll for Move Undetected was +6, you would gain a +10 (+4 for Evasion bonus and +6 for Move Undected).

 

Remember that Evasion will only stack with other stealthing abilities when its "Duration" is still in effect.

Range:

Thief only.

Resting Time:

None.

Special:

If a thief is stripped of all clothing, this ability is only possible if concealed within a hand, or in the mouth.

Susceptibilities:

Sleeping and surprised targets will take double the bonus damage.

Value: 3,000 white-gold

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Move Undetected (Seeker Ability (levels 0 - 5) Return to top

 

This ability will give an added bonus to dice-roll checks for sneaking without being discovered

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

2

Area of Effect:

Thief only.

Avoidance-Roll:

See: "Explanation".

Damage:

None.

Duration:

½ the normal spaces the thief can move per turn.

 

Example:

If a thief can move 12 spaces per turn, the duration of this ability will be 6 spaces. Then another 2 ability-points must be used to attempt to Move Undetected again.

Effect Time:

Instant.

Explanation:

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This ability will give a bonus to % roll checks for sneaking without being discovered as follows:

 

+1. An additional +1 will be given per level advanced above level 0.
This ability stacks with other similar abilities.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

+6

Notes:

The +6 adjustment will be added to the adventurer thieving, assassin and forest-knight abilities if any of those paths are taken.

Range:

Thief only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Sleeping and surprised targets will take double the bonus damage.

Value: 1,400 white-gold

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Scapegoat (Seeker Ability (levels 0 - 5) Return to top

 

Cause the eye of suspicion to be turned away from you.

Modification-Point Cost (M.P.C.): 2

Prerequisites --------------------------- : Thief.

Ability-points to invoke:

2

Area of Effect:

All who witness, or hear, the thief who uses this ability.

Avoidance-Roll:

See: "Explanation".

Damage:

None.

Duration:

See: "Explanation".

Effect Time:

3 turns (15 seconds).

Explanation:

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If the thief is caught and questioned for something he or she has done, Scapegoat can be attempted to cause the eye of suspicion to be turned away. The thief can claim innocense, or make an accusation against another. If this ability works, the thief will no longer be suspected. The chance for Scapegoat to work is as follows:

 

3% at level 0. An additional 3% will be given per level advanced above level 0. See: "Special".

 

This ability stacks with other similar abilities.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

18%. See: "Special".

Notes:

None.

Range:

Thief. See: "Area of Effect".

Resting Time:

None.

Special:

If a thief has learned the Divine Favor, "Gift of Charm", the % chance will be 4% at level 0, and an additional 4% will be given per level advanced above level 0. The "Maximum adjustment" will raise to 24% and will still stack with other similar abilities.

Susceptibilities:

None.

Value: 3,400 white-gold

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