Post by Head Moderator on Jul 12, 2014 19:41:28 GMT -5
Uncanny Awareness: A thief adept gains the ability to react to danger before her senses would normally allow her to even be aware of it. Once per combat, she can retain her Quickness bonus to her Defense DC even if she has been stunned or otherwise normally made to have a DDC of 10.
Prerequisite: Thief Adept (Primary), Ruby Rank
COMBATx
Confound the Caster: Whenever you successfully pass a spell save, you may cause the caster of the spell to become confused for as many rounds as a normal lose turn is allowed if they fail a Willpower Check of DC10 + Your Quickness.
Prerequisite: Thief Adept, Amber Rank
(V - Amber Rank)
COMBATx
Flummox the Fighter: When an opponent attacks you and misses, you are able to cause the attacker to become confused for one round if they fail a Willpower Check of DC10 + Your Quickness.
Prerequisite: Thief Adept, Amber Rank
(V - Amber Rank)
COMBATx
Sneaky Strike: Your ability to attack your targets stealthily improves your Strike when you are using a bit of thief magic. You now gain a +1 boost to strike in combat. At Ruby it is +2, and at Obsidian it is +3.
Prerequisites: Thief Adept (Primary)
COMBATx
Spell Feint: You are able to fool your target into thinking you are casting a spell, only to surprise them with a melee or ranged attack instead. This attack gains an extra 1d to your combat dice.
Prerequisites: Thief Adept (Primary)
COMBATx
Aerial Acrobatics: Someone with this skill can climb a rope as fast as they can normally walk. They only need one hand free to climb a rope, and may perform actions while hanging from a rope which usually requires having two free hands. Finally, they may descend a rope with doubled speed of up to 60 ft without penalty or damage.
Prerequisites: Thief Adept, Acrobatics Skill
(V - Acrobatics Skill)
FLAVORx
Calculated Hit: A thief adept has gained insight into how best to strike their opponents. Once per combat, they may roll Strike twice, and take best one.
Prerequisites: Thief Adept (Primary), Obsidian Rank
COMBATx
Distracted Shot: A thief adept with this skill knows how to take advantage of her opponents when they are distracted by her allies. When an opponent is engaged in melee with an ally, the thief adept can target that opponent with a ranged attack, treating him as though they have Defense DC (DDC) of 10. This can be used once per combat.
Prerequisites: Thief Adept
COMBATx
Honest Lies: If a thief adept is placed under an effect that would force her to tell the truth, she may make a Bluff Check to cause the effect to not detect her lies or force her to speak the truth.
Prerequisites: Thief Adept, Ruby Rank
(V - Magical or Psionic Affinity, Ruby Rank)x
Wall Climber: A thief adept with this skill has become an expert at leaping from surface to surface, and perching on walls and corners. She can ascent slopes or stairs at full speed, and may ascend any perpendicular or parallel vertical surfaces she can reach (a corner, or walls as far apart as the space the thief adept occupies) at normal movement speed by jumping back and forth off the surfaces. The thief adept may also perch between such walls or corners, allowing her to perform actions that usually require two free hands to perform.
Prerequisites: Thief Adept, Walk the Walls Skill
(V - Walk the Walls Skill)x
Deadly Cocktail: A thief adept or rogue with this skill can apply two doses of poison to a weapon at one time. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin which cause double the effects and increase the save DC by +1.
Prerequisites: Thief Adept (Primary) or Rogue (Primary), Obsidian Rank
COMBATx
Defensive Roll: This skill allows a thief adept to roll with a potentially damaging blow so as to take less damage than she otherwise would. Once per combat, if more than 20 points of damage will be taken from a weapon or unarmed attack, she may attempt to roll with the damage by making an Acrobatics Check (DC = 1/2 damage dealt BEFORE use of armor, spell defenses, etc. For instance, if you are about to take 30 damage, it is DC15. Round up.) If the save succeeds you only take half damage. If it fails, you take full damage.
Prerequisites: Thief Adept, Acrobatics Skill
(V - Acrobatics Skill)
DEFENSE - Evadex
Nulling Attack: Opponents that are dealt surprise damage by a thief adept using Surprise Strike are affected by a targeted null magic effect, causing them to be unable to use any magic, spells, or magical items for one round of combat.
Prerequisites: Thief Adept (Primary), Ruby Rank
COMBATx
Hardened Mind: A thief adept with this skill is hard to fool with mind-affecting effects. Once per combat, at the start of her turn, if she is subject to any mind-effecting spells or effects she can make a willpower save of DC15. If she succeeds, she is no longer subject to the mind-affecting effect. She can also make this save against effects that normally don't allow a save.
Prerequisites: Thief Adept (Primary), Amber Rankx
Hard to Fool: Once per adventure, this skill allows the thief adept to roll twice while making an Insight check, and can take the better result. You must choose to use this before you make your Insight Check roll.
Prerequisites: Thief Adept
(V)
FLAVORx
Easy to Flimflam: Once per adventure, this skill allows the thief adept to roll twice while making a Bluff check, and can take the better result. You must choose to use this before you make your Bluff Check roll.
Prerequisites: Thief Adept
(V)
FLAVORx
Scavenger: A thief adept is so gifted at thievery, he is able to scavenge through fallen bodies and recover gold hidden even in the hardest to find places. This enables a thief to roll their rank dice up to three times per adventure to loot the bodies of fallen creatures (per DM approval) for gold. Whatever they roll (such as 24 38) is added together for how much gold they are able to scavenge.
Prerequisites: Thief Adept, Thievery Skill
FLAVORx
Advanced Thievery: A thief adept is trained at thievery, and is able to now use the Thievery skill during combat as often as they successfully attack a target with an unarmed or short weapon attack. Using this skill does not allow you the doubled, tripled or quadrupled bonus from your one use of Thievery - you take simply the amount you roll (such as rolling 40 40 = 80 gold).
Prerequisites: Thief Adept (Primary), Sapphire Rank, Thievery Skillx
Point Blank Spells: You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
Prerequisites: Arcane Class
(V - Magical or Psionic Affinity)x
Prerequisite: Thief Adept (Primary), Ruby Rank
COMBATx
Confound the Caster: Whenever you successfully pass a spell save, you may cause the caster of the spell to become confused for as many rounds as a normal lose turn is allowed if they fail a Willpower Check of DC10 + Your Quickness.
Prerequisite: Thief Adept, Amber Rank
(V - Amber Rank)
COMBATx
Flummox the Fighter: When an opponent attacks you and misses, you are able to cause the attacker to become confused for one round if they fail a Willpower Check of DC10 + Your Quickness.
Prerequisite: Thief Adept, Amber Rank
(V - Amber Rank)
COMBATx
Sneaky Strike: Your ability to attack your targets stealthily improves your Strike when you are using a bit of thief magic. You now gain a +1 boost to strike in combat. At Ruby it is +2, and at Obsidian it is +3.
Prerequisites: Thief Adept (Primary)
COMBATx
Spell Feint: You are able to fool your target into thinking you are casting a spell, only to surprise them with a melee or ranged attack instead. This attack gains an extra 1d to your combat dice.
Prerequisites: Thief Adept (Primary)
COMBATx
Aerial Acrobatics: Someone with this skill can climb a rope as fast as they can normally walk. They only need one hand free to climb a rope, and may perform actions while hanging from a rope which usually requires having two free hands. Finally, they may descend a rope with doubled speed of up to 60 ft without penalty or damage.
Prerequisites: Thief Adept, Acrobatics Skill
(V - Acrobatics Skill)
FLAVORx
Calculated Hit: A thief adept has gained insight into how best to strike their opponents. Once per combat, they may roll Strike twice, and take best one.
Prerequisites: Thief Adept (Primary), Obsidian Rank
COMBATx
Distracted Shot: A thief adept with this skill knows how to take advantage of her opponents when they are distracted by her allies. When an opponent is engaged in melee with an ally, the thief adept can target that opponent with a ranged attack, treating him as though they have Defense DC (DDC) of 10. This can be used once per combat.
Prerequisites: Thief Adept
COMBATx
Honest Lies: If a thief adept is placed under an effect that would force her to tell the truth, she may make a Bluff Check to cause the effect to not detect her lies or force her to speak the truth.
Prerequisites: Thief Adept, Ruby Rank
(V - Magical or Psionic Affinity, Ruby Rank)x
Wall Climber: A thief adept with this skill has become an expert at leaping from surface to surface, and perching on walls and corners. She can ascent slopes or stairs at full speed, and may ascend any perpendicular or parallel vertical surfaces she can reach (a corner, or walls as far apart as the space the thief adept occupies) at normal movement speed by jumping back and forth off the surfaces. The thief adept may also perch between such walls or corners, allowing her to perform actions that usually require two free hands to perform.
Prerequisites: Thief Adept, Walk the Walls Skill
(V - Walk the Walls Skill)x
Deadly Cocktail: A thief adept or rogue with this skill can apply two doses of poison to a weapon at one time. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin which cause double the effects and increase the save DC by +1.
Prerequisites: Thief Adept (Primary) or Rogue (Primary), Obsidian Rank
COMBATx
Defensive Roll: This skill allows a thief adept to roll with a potentially damaging blow so as to take less damage than she otherwise would. Once per combat, if more than 20 points of damage will be taken from a weapon or unarmed attack, she may attempt to roll with the damage by making an Acrobatics Check (DC = 1/2 damage dealt BEFORE use of armor, spell defenses, etc. For instance, if you are about to take 30 damage, it is DC15. Round up.) If the save succeeds you only take half damage. If it fails, you take full damage.
Prerequisites: Thief Adept, Acrobatics Skill
(V - Acrobatics Skill)
DEFENSE - Evadex
Nulling Attack: Opponents that are dealt surprise damage by a thief adept using Surprise Strike are affected by a targeted null magic effect, causing them to be unable to use any magic, spells, or magical items for one round of combat.
Prerequisites: Thief Adept (Primary), Ruby Rank
COMBATx
Hardened Mind: A thief adept with this skill is hard to fool with mind-affecting effects. Once per combat, at the start of her turn, if she is subject to any mind-effecting spells or effects she can make a willpower save of DC15. If she succeeds, she is no longer subject to the mind-affecting effect. She can also make this save against effects that normally don't allow a save.
Prerequisites: Thief Adept (Primary), Amber Rankx
Hard to Fool: Once per adventure, this skill allows the thief adept to roll twice while making an Insight check, and can take the better result. You must choose to use this before you make your Insight Check roll.
Prerequisites: Thief Adept
(V)
FLAVORx
Easy to Flimflam: Once per adventure, this skill allows the thief adept to roll twice while making a Bluff check, and can take the better result. You must choose to use this before you make your Bluff Check roll.
Prerequisites: Thief Adept
(V)
FLAVORx
Scavenger: A thief adept is so gifted at thievery, he is able to scavenge through fallen bodies and recover gold hidden even in the hardest to find places. This enables a thief to roll their rank dice up to three times per adventure to loot the bodies of fallen creatures (per DM approval) for gold. Whatever they roll (such as 24 38) is added together for how much gold they are able to scavenge.
Prerequisites: Thief Adept, Thievery Skill
FLAVORx
Advanced Thievery: A thief adept is trained at thievery, and is able to now use the Thievery skill during combat as often as they successfully attack a target with an unarmed or short weapon attack. Using this skill does not allow you the doubled, tripled or quadrupled bonus from your one use of Thievery - you take simply the amount you roll (such as rolling 40 40 = 80 gold).
Prerequisites: Thief Adept (Primary), Sapphire Rank, Thievery Skillx
Point Blank Spells: You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
Prerequisites: Arcane Class
(V - Magical or Psionic Affinity)x