Specialist Thief_Magnificentophat - valzi/GLOG-classes GitHub Wiki
Thief
Starting Equipment: leather armor, lock picks, dagger.
Starting Skill: see below. You also gain the Locksmith and Pickpocket skills when you take your first Thief template
A: Always Prepared, the Heist
B: Sharp as a Knife, Lucky
C: Opportunist
D: Very Lucky, Great Escape
E: Deadly Opportunist
F: Dramatic Infiltration
You gain +1 Stealth for each Thief template you possess.
Always Prepared: In town, you may spend any amount of money to buy an Unlabeled Package. When the package is unwrapped, you declare what it contains, as long as the contents comprise the appropriate number of Inventory Slots, don’t cost more than you originally paid, and are available in town. You can put multiple items inside a large Unlabeled Package, including smaller Unlabeled Packages. You can have no more than two Unlabeled Packages at a time.
The Heist: Once per adventure or dungeon or campaign arc, you can gain 10% bonus XP for any one valuable item you personally stole. It has to pass through your hands, or you have to be the one masterminding the theft. Unguarded or abandoned treasure does not count (unless there are traps). For example, a gem worth 1,000sp would give you 100 extra XP. If the bonus XP would cause you to gain a Level, you instead gain the exact amount needed to gain the level.
Sharp as a Knife: When you tests skills to improve them, you may treat your Intelligence as if it were 16. This ability doesn’t apply to knowledge skills like History or Literature. In addition, you may have one skill at rank 7.
Lucky: Once per day you can reroll one of your d20 rolls, or a single Skill test.
Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 damage.
Very Lucky: You get an additional use of your Lucky ability once per day. An adjacent ally can use one of your rerolls, provided you could have plausibly assisted them.
Great Escape: Once per day, you can automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, and awkward social situations, but not sealed coffins.
Deadly Opportunist: Your Opportunist ability improves to +2d6 damage.
Dramatic Infiltration: At any time during the session, you can declare that you are walking “off-screen.” Later on, you can reveal that you were a minor NPC all the time or you can just enter the scene normally. This ability is only limited by plausibility.