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Thread: Princess Celestia's Homebrew Corner

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    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Master Thief

    The Master Thief

    Prerequisites:
    Skills: Hide +8, Move Silently +8, Open Lock +4, Sleight of Hand +12
    Feats: Darkstalker, Skill Focus (Sleight of Hand)
    Special: Skill Mastery (Sleight of Hand), Sneak Attack +2d6

    ------------------------------

    Hit Die: d6

    Level BAB Saves Special
    1 +0 +0/+2/+0 Thief's Guile, Sneak Attack +1d6
    2 +1 +0/+3/+0 Sticky Fingers, Night Owl
    3 +2 +1/+3/+1 Sleight of Blade
    4 +3 +1/+4/+1 Hide in Plain Sight, Sneak Attack +2d6
    5 +3 +1/+4/+1 Sleight of Opportunity
    6 +4 +2/+5/+2 Thief's Step
    7 +5 +2/+5/+2 Thief's Talent, Sneak Attack +3d6
    8 +6 +2/+6/+2 Sleight of Clothing
    9 +6 +3/+6/+3 Thief's Cunning
    10 +7 +3/+7/+3 Sleight of Power, Sneak Attack +4d6
    Class Skills (6 + Int)
    Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Peform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope

    Weapon and Armor Proficiency: A Master Thief does not gain any proficiency in weapons or armor.

    Thief's Guile (Ex): A Master Thief knows that there is more to thieving than just skill. Strategy, planning, and thinking on your feet are just as important. A Master Thief adds her intelligence modifier on all Hide, Move Silently, Open Lock, and Sleight of Hand checks in addition to her Dexterity modifier.

    Sticky Fingers (Ex): One is not destined to be a thief for long if one does not know how to steal without getting caught. By second level, a Master Thief has begun extensive training in the art of pickpocketing. She adds her class level on all Sleight of Hand checks to steal something.

    Night Owl (Ex): Thieves primarily work at night, so it is within one's best interest to be adept at seeing in such conditions. At level two, a Master Thief gains Low-light Vision. If she already has Low-light Vision, she, instead, gains Improved Low-light Vision. She also gains Darkvision out to 60 feet or improves her existing Darkvision by 30 feet.

    Sleight of Blade (Ex): A clever thief can use her skills of deception and dexterity even on the battlefield. At third level, whenever a Master Thief makes a melee attack with a dagger, she can substitute her attack roll for a Sleight of Hand check against the opponent's AC. If successful, she hits the opponent and deals damage as normal. She can still receive critical hits as normal if her d20 roll results in a value within her dagger's threat range. Use the same Sleight of Hand bonus for the confirmation roll. If a Master Thief beats her opponent's AC by five or more using this ability, she can add her sneak attack dice as if the opponent had been denied its Dexterity bonus to AC. If the opponent was already denied its Dexterity bonus to AC, then she adds her sneak attack dice as normal on a hit regardless of the result.

    Hide in Plain Sight (Su): As the Shadowdancer ability.

    Sleight of Opportunity (Ex): A true thief takes every opportunity available to steal. Whenever an opponenet provokes an attack of opportunity from a fifth level Master Thief, she can choose to, instead of attacking, make a Sleight of Hand check to lift something off the opponent.

    Thief's Step (Su): Sometimes even the best of thieves run out of luck and get cornered with no way out. A sixth level Master Thief, however, always has an escape plan. As part of her normal movement, she can teleport once as per the spell Dimension Door with a caster level equal to her class level. She can use this ability once per 1d4 rounds.

    Thief's Talent (Ex): The war between locks and lockpickers is an ancient one, with each side one-upping the other. The Master Thief has definitively ended this conflict with her unmatched skill. When a Master Thief who has reached level seven either rolls a natural twenty or takes twenty on an Open Lock check, she automatically succeeds regardless of the DC of the lock, even if the lock can't actually be picked.

    Sleight of Clothing (Su): By level eight, a Master Thief's skill in pickpocketing has reached truly astounding levels, and she can steal thing that would otherwise be impossible. She can use Sleight of Hand to steal any object within a target's inventory, even if it is currently being worn or is within extradimensional space. Such an act of incredible skill is not easy, however, and has a DC of 30 rather than the normal 20.

    Thief's Cunning (Su): Some individuals decide to lock their treasures behind supposedly impenetrable defenses, but nothing is beyond the abilities of a Master Thief. At level nine, she becomes ethereal until the end of her next turn whenever she moves ten or more feet in a single round. While ethereal, she can continue to pick up and manipulate unattended objects if she wishes.

    Sleight of Power (Su): At level ten, a Master Thief has truly earned her title as there is no longer any limit to what can be stolen. She can use Sleight of Hand to steal one special ability from a target. If successful, she temporarily gains access to this ability for 2d4 rounds while the target loses access to it for the same amount of time. This is, of course, remarkably difficult and carries a DC of 25 plus the target's hit dice total. A Master Thief can only have one stolen special ability at a time.

    The stolen ability uses the Master Thief's hit dice and ability scores rather than the creature's for all purposes. If it is an ability dependant on one's level in a certain class, treat her level as her Master Thief level plus any levels in classes that provide sneak attack.

    If the stolen ability is usable at will but has a waiting period between uses, such as a dragon's breath weapon, the Master Thief receives the ability ready to use. When the ability is returned to the creature, it also receives the ability ready to use. If the ability has a certain number of daily uses, like most spell-like abilities, the number of uses does not reset when the ability is stolen or returned. For instance, if a creature can use an ability 3/day and has already used it once, the Master Thief receives it with two available uses. If she then uses it twice, the creature gets it back with zero uses.
    Last edited by Celestia; 2017-01-20 at 03:19 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!