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===Description=== | ===Description=== | ||
Guild thieves are thieves who operate in urban areas as part of an organized thieves' guild. They control and manipulate almost all the crime in their home cities. Guild thieves are usually organized into divisions (assassins, beggars, bounty hunters, burglars, con artists and tricksters, cutpurses and pickpockets, enforcers and thugs, racketeers, scouts and spies, and fences, pirates, and smugglers), each of which is led by a guildmaster responsible for crimes of that type. The guildmasters report to a head guildmaster. Guild thieves generally only know their own minions, their coworkers, and their superior. This web of secrecy preserves the organization, because any that are captured can only sell out a few others. | |||
Most guild thieves are [[rogue]]s, although specialists in some divisions are more likely to be [[fighter]]s or [[ranger]]s. [[Cleric]]s of evil deities (particularly [[Mask]] and [[Shar]]) take roles in many divisions, and [[sorcerer]]s and [[wizard]]s also have important roles, but their prominence is dependent on the land in which they operate. (Some lands have few [[sorcerer]]s and [[wizard]]s or discourage them from staying or developing by placing many restrictions on them.) Guild thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts. | |||
===Requirements=== | ===Requirements=== | ||
'''[[Skill]]s''': [[Bluff]] 3 ranks, [[Hide]] 8 ranks, [[Intimidate]] 3 ranks, [[ | '''[[Skill]]s''': [[Bluff]] 3 ranks, [[Hide]] 8 ranks, [[Intimidate]] 3 ranks, [[Move Silently]] 3 ranks | ||
'''[[Feat]]s''': [[Stealthy]] | '''[[Feat]]s''': [[Stealthy]] | ||
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===Class Features=== | ===Class Features=== | ||
{{Class base features|hit die=d6 | {{Class base features|hit die=d6 | ||
|proficiencies= Weapons ([[Weapon | |proficiencies= Weapons ([[Weapon Proficiency (simple)|simple]]), armor ([[Armor Proficiency (light)|light]]) | ||
|skill pts=6 | |skill pts=6 | ||
|class skills=[[ | |class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Intimidate]], [[Linguistics]], [[Listen]], [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense motive]], [[Sleight of Hand]], [[Spot]]. | ||
|BAB=Medium | |BAB=Medium | ||
|high save=[[Reflex]] | |high save=[[Reflex]] | ||
| Line 16: | Line 19: | ||
}} | }} | ||
====Sneak Attack==== | ====Sneak Attack==== | ||
Starting at 1st level, the guild thief gets the [[ | Starting at 1st level, the guild thief gets the [[Sneak Attack]] ability at +1d6 damage. This is the same as the [[Rogue]] ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level. | ||
====Doublespeak==== | ====Doublespeak==== | ||
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====Bonus Feat==== | ====Bonus Feat==== | ||
At 2nd level and 4th level the | At 2nd level and 4th level the guild thief gets a bonus feat. This feat can be: | ||
*[[Alertness]] | *[[Alertness]] | ||
*[[ | *[[Blind Fight]] | ||
*[[ | *[[Combat Expertise]] | ||
*[[Feint]] | *[[Feint]] | ||
*[[ | *[[Lightning Reflexes]] | ||
*[[ | *[[Nimble Fingers]] | ||
*[[ | *[[Skill Focus]] | ||
*[[ | *[[Silent Spell]] | ||
*[[ | *[[Still Spell]] | ||
*[[Track]] | *[[Track]] | ||
*[[ | *[[Weapon Finesse]] | ||
*[[ | *[[Weapon Focus]] | ||
====Uncanny Dodge==== | ====Uncanny Dodge==== | ||
At 2nd level the guild thief retains their [[Dexterity]] bonus to [[AC]] even when caught [[flat-foot]]ed. | At 2nd level the guild thief retains their [[Dexterity]] bonus to [[Armor Class|AC]] even when caught [[flat-foot]]ed. | ||
====Reputation==== | ====Reputation==== | ||
| Line 43: | Line 46: | ||
====Improved Uncanny Dodge==== | ====Improved Uncanny Dodge==== | ||
At 5th level, the guild thief can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the [[character level]]s of the | At 5th level, the guild thief can no longer be sneak attacked by flanking except by a character with 4 or more total levels in classes that grant sneak attack than the [[character level]]s of the Guild Thief. | ||
===Class Progression=== | ===Class Progression=== | ||
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! Level !! Features Gained | ! Level !! Features Gained | ||
|- | |- | ||
| 1 || Sneak | | 1 || [[Sneak Attack]] +1d6, Doublespeak | ||
|- | |- | ||
| 2 || Bonus feat, [[ | | 2 || Bonus feat, [[Uncanny Dodge]] | ||
|- | |- | ||
| 3 || Sneak | | 3 || [[Sneak Attack]] +2d6, Reputation | ||
|- | |- | ||
| 4 || Bonus feat | | 4 || Bonus feat | ||
|- | |- | ||
| 5 || Sneak | | 5 || [[Sneak Attack]] +3d6, [[Improved Uncanny Dodge]] | ||
|} | |} | ||
Latest revision as of 14:12, 30 March 2025
Description
Guild thieves are thieves who operate in urban areas as part of an organized thieves' guild. They control and manipulate almost all the crime in their home cities. Guild thieves are usually organized into divisions (assassins, beggars, bounty hunters, burglars, con artists and tricksters, cutpurses and pickpockets, enforcers and thugs, racketeers, scouts and spies, and fences, pirates, and smugglers), each of which is led by a guildmaster responsible for crimes of that type. The guildmasters report to a head guildmaster. Guild thieves generally only know their own minions, their coworkers, and their superior. This web of secrecy preserves the organization, because any that are captured can only sell out a few others.
Most guild thieves are rogues, although specialists in some divisions are more likely to be fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take roles in many divisions, and sorcerers and wizards also have important roles, but their prominence is dependent on the land in which they operate. (Some lands have few sorcerers and wizards or discourage them from staying or developing by placing many restrictions on them.) Guild thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.
Requirements
Skills: Bluff 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks
Class Features
| Hit die: d6 |
| Proficiencies: Weapons (simple), armor (light) |
| Skill points: 6 + Int modifier |
| Class skills: Acrobatics, Appraise, Athletics, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Linguistics, Listen, Lore: Local, Move Silently, Open Lock, Parry, Search, Sense motive, Sleight of Hand, Spot. |
| Base attack bonus progression: Medium |
| Saving throws | high: | Reflex |
| low: | Fortitude, Will |
Sneak Attack
Starting at 1st level, the guild thief gets the Sneak Attack ability at +1d6 damage. This is the same as the Rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.
Doublespeak
At 1st level, the guild thief gets a +2 bonus on all Bluff and Diplomacy checks.
Bonus Feat
At 2nd level and 4th level the guild thief gets a bonus feat. This feat can be:
- Alertness
- Blind Fight
- Combat Expertise
- Feint
- Lightning Reflexes
- Nimble Fingers
- Skill Focus
- Silent Spell
- Still Spell
- Track
- Weapon Finesse
- Weapon Focus
Uncanny Dodge
At 2nd level the guild thief retains their Dexterity bonus to AC even when caught flat-footed.
Reputation
At 3rd level, the guild thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of their reputation.
Improved Uncanny Dodge
At 5th level, the guild thief can no longer be sneak attacked by flanking except by a character with 4 or more total levels in classes that grant sneak attack than the character levels of the Guild Thief.
Class Progression
| Level | Features Gained |
|---|---|
| 1 | Sneak Attack +1d6, Doublespeak |
| 2 | Bonus feat, Uncanny Dodge |
| 3 | Sneak Attack +2d6, Reputation |
| 4 | Bonus feat |
| 5 | Sneak Attack +3d6, Improved Uncanny Dodge |