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Thief

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The Thief focuses their cunning prowess into stealth, guile, and unparalleled situational awareness. Whether disarming traps, luring the enemy into an ambush, or sneaking their companions past an unsuspecting army, the Thief knows how to get in, get the job done, and get out again.


Thief Class Features

The Thief gains the following class features:


Weapon Proficiencies

As a rogue, the Thief is proficient with blades, bludgeons, thrown weapons, and crossbows.


Armor Proficiencies

As a rogue, the Thief is proficient in light armor.


Magic Proficiencies

As a rogue, the Thief cannot perform magic.


Skill Proficiencies

As a rogue, the Thief is proficient in Bluff and Stealth.
Additionally, cunning trickster grants additional training in Bluff,
and legerdemain grants proficiency in Thievery.


Starting Feats


Cunning Trickster

(Thief class feature)

Basics

(Level 0)

Class Trick

  • You gain the following trick:

Clever Ruse

(per-encounter standard actionattack trick)

Prerequisites:

Cunning Trickster

Target:

Burst 10 within 15 paces (Bluff vs. Sense)

Hit:

The target immediately moves up to its speed towards the center of the burst, and is dazed until the end of your next turn.

Miss:

The target immediately moves up to half its speed towards the center of the burst, and is slowed until the end of your next turn.

Effect:

Each target suffers a -5 penalty to Perception checks and Spot defense until the end of your next turn.

Legerdemain

(Thief class feature)

Basics

(Level 0)

  • You gain training in the Thievery skill.
  • You gain a +1 class bonus to your Reflex defense.
  • Whenever an adjacent enemy misses an attack, you may slide that enemy one space as a free reaction.

Class Trick

  • You gain the following trick:

Nimble Fingers

(per-encounter immediate reactionattack trick)

Prerequisites:

Legerdemain

Requirement

You must have a hand free.

Trigger:

An adjacent enemy provokes an opportunity attack or misses with a melee weapon attack (Thievery vs. Reflex).

Hit:

You disarm the target and take their weapon. You may instead attempt to take another item if the Game Master decides it is accessible; the Game Master will adjust the difficulty of the attack accordingly.

Miss:

The target suffers a penalty to all weapon attacks equal to your Dexterity modifier until the end of your next turn.


Rogue Talents

Choose a Talent to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that talent.

Dirty Fighting

Training in Endurance or Athletics, choose a fighting style.

Poison Master

Training in Nature and Heal, built-up immunity.

Relic Hunter

Training in Religion and History, activate magic item.

Ruffian

Training in Intimidate and Streetwise, night full of knives.

Sapper

Training in Arcana and Craft, expert throw.


Leveling Up

At each level, you gain new features and bonuses to increase your cunning prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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