Thief, Wander:
This is a non-comformist class of thief, hated by conventional thief guilds, hunted by all.
Prerequisite(s):
1. Seeker Abilities: "Ambidextrous"
2. Seeker Abilities: “Armor Proficiency" (leather armor).
3. Seeker Abilities: “Basic Defense / Offense”.
4. Seeker Abilities: “Stealth Prowess”.
5. Trade-Skill: “Locksmith”.
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Ferret's Luck:
Modification Point Cost: 60
Thief slips away, even when right in front of others. "It's a complicated escape, but doable".
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Force Secret Lever/Switch:
Modification Point Cost: 18
Gives the chance to force the triggering of a Secret Lever, or Secret Switch.
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Force Trap:
Modification Point Cost: 14
Gives the chance to force the triggering of a trap.
Notes:
The Wander Thief must be a specific caster type, to force certain magical traps (i.e., Spiritualist to force a spiritual trap, Dream Weaver to force a dream trap, etc.).
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Presence:
Modification Point Cost: 17
After invoking Presence, the Wander Thief will stay perfectly still, unmoving. Those who do not notice the Wander Thief will not know he or she is there unless they can smell out an enemy, or bump into him or her.
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Safe Point:
Modification Point Cost: 15
Gives the Wander Thief a sense of the best location to be physically in and not be hurt, or even effected, by a weapon or spell-strike, or a landslide, etc.
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Secret Lever:
Modification Point Cost: 12
Finds a secret/hidden lever.
Roll 1-D100 + your dexterity.
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Secret Panel:
Modification Point Cost: 12
Finds a secret/hidden Panel.
Roll 1-D100 + your dexterity.
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Secret Switch:
Modification Point Cost: 12
Finds a secret/hidden switch.
Roll 1-D100 + your dexterity.
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ShadowSlip:
Modification Point Cost: 30
Prerequisite(s): "Presence".
A more powerful form of "Presence". This can take the wander thief away from the visual notice of unwanted company, even in the visual presence of those they are before if the Wander Thief is not observed at all times. Unlike Presence, in which the Wander Thief must remain stationary, the Wander Thief can move at a rate of 1 space (5') per 15 points of coordination.
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Social Ferrett:
Manipulate mood(s) of another. Coupled with a Gildarious ability enhance this amazing ability to soften the mood, increase target control, and manipulate decisions based on awareness traits.
Example:
Larth is approached by two curious citadel guards patrolling the inner city. Instantly Larth states, or slips a note to the G.M.) signalling in his way that he will be invoking "Social Ferrett". It is an instant invoke ability, and so the game is on . . . any social interactions vs. non-suspicious targets are as follows:
Silent communication: Larth's awareness divided by 3 (+1% per level advanced after learning this ability) will be the instant chance to sway, convince, and/or fool targets.
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The Gray:
Modification Point Cost: 80
Others who witness what the Wander Thief is doing do not have the ability to care . . . until it is too late.
Prerequisite(s):
Thief Adventurer Abilities: "Hide", "Move Undetected".
Thief Seeker Abilities: "Concealment", "Evasion", "Move Undetected".
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