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Information


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.

Requirements


Minimum of: 10 AGL & 6 INF

Armor Limit: Cloth when stealing or in stealth. Leather max otherwise.

Weapon Limit: None.

Race Limit: No Ogres
Weapons to Unlock: Dagger, Darts

(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)

Thievery: 15%

Type/Cost: Mastery; 10% per CP invested, maxed at 75%, or 95% for Master Class.

Roll: d100; Roll lower than unlocked percentage to succeed.

Requirements: 10 AGL; For every 2 additional AGL after 10 the Mastery increases by 5% (cannot increase past max.)

Description: Steal valuables off another person preferably without getting their attention.

Thievery 1

(PC Version)

This skill can be used to attempt a thievery on a PC. It must be done in front of a willing GM and only allowed to be attempted once a day. The more CP you invest, the better chance youíll succeed.

How to Steal: Contact the GM in private (in chat only) to request their permission for a thievery attempt. Give them your targetís name (they must be present at the time the roll is made), Agility stat, Skill percent unlocked, and any bonuses; then the GM will make an obscure roll in the room for the attempt.

If the roll is successful, the GM will roll for your reward on a d3 dice.
Result of 1 will steal up to 20 gold per CP invested in the skill (or however much gold the player has available) from the player.
Result of 2 will steal a hand-sized item from the playerís sheet that is picked randomly by the GM (by counting up the total items and then rolling a dice of that total to pick the item so that it stays un-biased)
Result of 3 will steal a single-handed weapon or armor piece from the player also randomly picked by the GM.

Players who have been stolen from will see the result of the theft noted on the next Tally Day of what was stolen.

If the thievery is unsuccessful, in the attempt:
They must roll their Agility, and the GM will announce that a thievery attempt was made (without naming the target) and anyone nearby who wishes to notice the thief (but doesnít have to) must roll Aptitude, then if they are successful at noticing the thief, they can (but donít have to) roll Agility to try capturing the thief.

If no one beats the Thief's Agility roll, they escape. If someone saw the thief (their Aptitude roll beat the thiefís Agility roll) but did not capture them, they can alert the guards and a notice will be put out for the thiefís arrest, meaning the Thief must always be disguised until the search drops to not get caught (2 weeks.)

Thievery 2

(NPC Version)

This skill can be used to attempt a thievery on an NPC. It must be done in front of a willing GM and only allowed to be attempted once a day, event, or quest. The more CP you invest, the better chance youíll succeed.

How to Steal: Contact the GM in private (in chat only) to request their permission for a thievery attempt. Tell them it is against an NPC, give your Agility stat, Skill percent unlocked, and any bonuses; then the GM will make an obscure roll in the room for the attempt.

If the roll is successful, the GM will roll for your reward on a d3 dice.
Result of 1 will steal up to 50 gold per CP invested in the skill.
Result of 2 will steal a (priceless until appraised) hand-sized item from the NPC, playerís choice of a gem, art piece, or jewelry.
Result of 3 will steal a single-handed weapon or armor piece of 3 damage/absorb per CP in skill.

If the thievery is unsuccessful, in the attempt:
They must roll their Agility, and the GM will announce that a thievery attempt was made (without naming the target) and anyone nearby who wishes to notice the thief (but doesnít have to) must roll Aptitude, then if they are successful at noticing the thief, they can (but donít have to) roll Agility to try capturing the thief.

If no one beats the Thief's Agility roll, they escape. If someone saw the thief (their Aptitude roll beat the thiefís Agility roll) but did not capture them, they can alert the guards and a notice will be put out for the thiefís arrest, meaning the Thief must always be disguised until the search drops to not get caught (2 weeks.)

Unlock-able Skills

(Use CP to unlock these additional skills)

Sly Tongue

Type/Cost: Automatic; 3 CP

Roll: None

Requirements: Same language as the person they are convincing.

Description: Once a quest/event, the Thief can talk their way out of a bad situation (escape, no harm, a bad roll for a second chance, etc) unscathed. GM Discretion.

Surprise Attack


Type/Cost: Mastery; 10% per 1 CP invested. Maxed at 70% unless M/C, which lets the mastery increase to 90%.

Roll: d100; must roll lower than listed percentage.

Requirements: Quest Only, OR Duels IF a successful Stealth roll is made first.

Description: Attack an unsuspecting victim dishonorably and viciously from behind or while stealthed. Does double damage, triple for a maxed roll. Allowed once a quest/duel for every 3 CP invested in the skill (1 attack at 10-20%, 2 attacks at 30%, 3 attacks at 60%, 4 attacks at 90%.)

Stealth

Type/Cost: Mastery; 10% per 1 CP invested. Maxed at 80% unless M/C, which lets the mastery increase to 90%.

Roll: d100; must roll lower than listed percentage.

Requirements: Minimum stats of 10 AGL and 6 INF

Description: Your character goes undetected or noticed until they do an action. They cannot be individually targeted/attacked while Stealthed, but group damage will still apply and if damage is taken the Stealth wears off. Cannot do any attacks/actions while Stealthed or it will wear off.
More to Come

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