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If you have ever felt like your gold purse was lighter, you were probably pick pocketed by a Thief. They are skilled at getting what they want by simply taking it and skirting away unnoticed. On adventures, they have skills that often benefit their party... such as picking the locks of a discovered treasure chest! This means most people will simply ignore the small crimes that Thieves commit, because it may benefit them later on. You should never trust a Thief however, because they'll probably sweet talk you before pulling a coin right from your pocket.

Why be a thief?

If you desire trickery, the opportunity to screw over other players, or an easy way to get your fingers on some extra gold... you might want to be a thief. This class comes with the risk of your character being killed or thrown in jail, so play it only with that kept in mind! Their skill set is built around the ability to get access to things that most wouldn't, including picking locks and avoiding traps. It is not an easy class to play, but if you are looking for a challenge then it might be a fun one for you.

How do they fair in battle?

A thief is not quite a courageous person and will typically avoid battle if they can, including lying and tricking their way out of it. When stuck with no other option than to fight though, they'll do their best to use any tricks they may possess to fight dirty and get the upper hand since they don't have any genuine fighting prowess.

How do they fair in quests?

VERY useful... and very dangerous to have in the party. If there is a thief amidst your ranks, you may very well have something stolen from you by the end of the adventure. However, a thief's greed can sometimes come in handy and benefit the rest of the party if they come across a locked room or chest they want to get into.

What race and alignment are most typical for this class?

Fae when choosing to not go the magical path will typically pick up the nasty habit of stealing. Most races know that when something odd turns up missing, like an article of clothing or an eating utensil, then the Fae are probably behind it. Shapeshifters also find that being a thief can be in their favor since their ability to shift leaves them disguised and offers quick escape from the scene of the crime.

Greed is the main personality of any thief, and that can span across any alignment. Typically they remain neutral though because if they can have the chance to benefit themselves by treading the line of both sides, they will usually gain more out of it.


10 AGL

Main Class Skills

(Starts unlocked at 90 DL. Invest CP to make stronger.)

Skill Name


Weapons Allowed:

Armor Allowed:

Magic Allowed (1 CP per type):



It takes 1 CP to use any of the following, and each CP invested will increase it.

Camping Knowledge
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.

If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.

(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.

Hidden Paths
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.

If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.