ChomZ
2007-07-16, 07:46 PM
Tiny Thief
Often Halflings make the most able thieves. Their dexterous fingers and small stature mean they are able to reach even the most well protected places. Because they are so small, the Halflings like to stay out of direct combat, preferring to use the shadows, and throwing daggers to their advantage.
The tiny thief is a skilled lock pick, as well as a knife dancer.
Requirements
Race: Halfling
Base Attack Bonus: +3
Skills: Hide 6 ranks, Move Silently 6 ranks, Slight of hand 8 ranks, escape artist 3 ranks, Open Lock 6 ranks
Feats: Weapon Focus (dagger), weapon finesse
Special: Sneak Attack +1d6
Special: must own a set of masterwork thieves tools
Tiny Theif/b]
{table=head][b]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Uncanny Dogde, Two Weapon Fighting
2nd|
+1|
+0|
+3|
+0|Sneak Attack +1d6
3rd|
+2|
+1|
+3|
+1|Distant Throw, Planned Lie
4th|
+3|
+1|
+4|
+1|Achilles Strike
5th|
+3|
+1|
+4|
+1|Sneak Attack +1d6
6th|
+4|
+2|
+5|
+2|Improved Catch
7th|
+5|
+2|
+5|
+2|Hide in Plane Sight
8th|
+6|
+2|
+6|
+2|Sneak Attack +1d6, Deft Strike
9th|
+6|
+3|
+6|
+3|Improved Uncanny Dodge, Ranged Flank
10th|
+7|
+3|
+7|
+3|Superior Catch[/table]
Class Skills: Appraise, Balance, Bluff, Climb, Disable Device, Disguise Self, Escape artist, Gather Information, Hide, Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Slight of Hand, Spot, Use Rope. (Skills per level: 6+int mod.) HD: 1d6
Class Features:
Weapon and Armour
None
Two Weapon Fighting
Because the tiny thief uses primarily knives in combat, she has mastered the ability to use one in each hand. She gains the two weapon fighting feat even if prerequisites are not met.
Uncanny Dodge
Usual rules.. see rogue in PHB
Sneak Attack
You know the drill.. Lv 2 and every 3 Lvs after adds another 1d6
Distant Throw
Her practice with throwing daggers has given the tiny thief a longer range increment for throwing a dagger. The range increment becomes 30 ft instead of 10.
Planned Lie
A practiced tiny thief always has a plan for when she gets caught, but it takes time to formulate an adequate story. If the tiny thief is discovered ‘furthering her career’ she can receive a +10 circumstance bonus to bluff checks once a week or a +1 circumstance bonus if it has bee less than a week.
Achilles’ Strike
Any time a tiny thief is able to sneak attack a creature of medium size or larger, she may trade 2d6 of damage to attempt an Achilles’ Strike. On a successful hit the victim must make a fort save (DC 10 + class level (in classes giving sneak attack) + Dex modifier). If the creature fails the check their speed is cut in half until half the points of damage inflicted by the attack are healed, and they must make a reflex save (DC 15) or fall prone.
Improved Catch
A tiny thief can take better advantage from a dagger’s returning capabilities. When she throw’s a returning dagger, a tiny thief may move and the dagger will still return to her as long a line of sight is constant.
Hide in Plain Sight
You know…… (see DMG shadow dancer ability for details)
Deft Strike
If a tiny thief is able to study a victim for 2 full rounds before a successful sneak attack, she gains increased accuracy do to better knowledge of her victim’s armour. When stuck with a deft strike, a tiny thieves victim loses all AC from visible armour, (a force shield retains its effectiveness as the tiny thief cannot study it to find a weak point. The Crit range on the tiny thief’s weapon is double when she uses deft strike.
Improved Uncanny Dodge
Blah blah blah blah blah blah… etc. (rouge in PHB for details)
Ranged Flank
A tiny thief has had so much practice avoiding direct melee fighting that she is eventually able to distract her opponents with her thrown weapons. A Tiny Thief is treated as if standing in the nearest square adjacent to the opponent(s) she is attacking for purposes of flanking.
Superior Catch
The ability to catch a returning weapon increases. A tiny thief can now throw two returning weapons for two attacks each round. Or one returning weapon 3 times in one round as long as it is within one range increment.
I'd apreciate some feedback :P
Often Halflings make the most able thieves. Their dexterous fingers and small stature mean they are able to reach even the most well protected places. Because they are so small, the Halflings like to stay out of direct combat, preferring to use the shadows, and throwing daggers to their advantage.
The tiny thief is a skilled lock pick, as well as a knife dancer.
Requirements
Race: Halfling
Base Attack Bonus: +3
Skills: Hide 6 ranks, Move Silently 6 ranks, Slight of hand 8 ranks, escape artist 3 ranks, Open Lock 6 ranks
Feats: Weapon Focus (dagger), weapon finesse
Special: Sneak Attack +1d6
Special: must own a set of masterwork thieves tools
Tiny Theif/b]
{table=head][b]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Uncanny Dogde, Two Weapon Fighting
2nd|
+1|
+0|
+3|
+0|Sneak Attack +1d6
3rd|
+2|
+1|
+3|
+1|Distant Throw, Planned Lie
4th|
+3|
+1|
+4|
+1|Achilles Strike
5th|
+3|
+1|
+4|
+1|Sneak Attack +1d6
6th|
+4|
+2|
+5|
+2|Improved Catch
7th|
+5|
+2|
+5|
+2|Hide in Plane Sight
8th|
+6|
+2|
+6|
+2|Sneak Attack +1d6, Deft Strike
9th|
+6|
+3|
+6|
+3|Improved Uncanny Dodge, Ranged Flank
10th|
+7|
+3|
+7|
+3|Superior Catch[/table]
Class Skills: Appraise, Balance, Bluff, Climb, Disable Device, Disguise Self, Escape artist, Gather Information, Hide, Knowledge (Local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Slight of Hand, Spot, Use Rope. (Skills per level: 6+int mod.) HD: 1d6
Class Features:
Weapon and Armour
None
Two Weapon Fighting
Because the tiny thief uses primarily knives in combat, she has mastered the ability to use one in each hand. She gains the two weapon fighting feat even if prerequisites are not met.
Uncanny Dodge
Usual rules.. see rogue in PHB
Sneak Attack
You know the drill.. Lv 2 and every 3 Lvs after adds another 1d6
Distant Throw
Her practice with throwing daggers has given the tiny thief a longer range increment for throwing a dagger. The range increment becomes 30 ft instead of 10.
Planned Lie
A practiced tiny thief always has a plan for when she gets caught, but it takes time to formulate an adequate story. If the tiny thief is discovered ‘furthering her career’ she can receive a +10 circumstance bonus to bluff checks once a week or a +1 circumstance bonus if it has bee less than a week.
Achilles’ Strike
Any time a tiny thief is able to sneak attack a creature of medium size or larger, she may trade 2d6 of damage to attempt an Achilles’ Strike. On a successful hit the victim must make a fort save (DC 10 + class level (in classes giving sneak attack) + Dex modifier). If the creature fails the check their speed is cut in half until half the points of damage inflicted by the attack are healed, and they must make a reflex save (DC 15) or fall prone.
Improved Catch
A tiny thief can take better advantage from a dagger’s returning capabilities. When she throw’s a returning dagger, a tiny thief may move and the dagger will still return to her as long a line of sight is constant.
Hide in Plain Sight
You know…… (see DMG shadow dancer ability for details)
Deft Strike
If a tiny thief is able to study a victim for 2 full rounds before a successful sneak attack, she gains increased accuracy do to better knowledge of her victim’s armour. When stuck with a deft strike, a tiny thieves victim loses all AC from visible armour, (a force shield retains its effectiveness as the tiny thief cannot study it to find a weak point. The Crit range on the tiny thief’s weapon is double when she uses deft strike.
Improved Uncanny Dodge
Blah blah blah blah blah blah… etc. (rouge in PHB for details)
Ranged Flank
A tiny thief has had so much practice avoiding direct melee fighting that she is eventually able to distract her opponents with her thrown weapons. A Tiny Thief is treated as if standing in the nearest square adjacent to the opponent(s) she is attacking for purposes of flanking.
Superior Catch
The ability to catch a returning weapon increases. A tiny thief can now throw two returning weapons for two attacks each round. Or one returning weapon 3 times in one round as long as it is within one range increment.
I'd apreciate some feedback :P