Job Information
Main Abilities
Innate Ability: Steal
The Thief may use the Thievery skill to pickpocket in combat, and with a much wider variety of possibilities at the GM’s discretion; often everything from snatching their opponent's weapon to the clothes off their backs, proving once and for all that the hand is indeed quicker than the eye.
In order to Steal in the midst of combat a Standard action and opposed check is required – the Thief rolls their Thievery skill versus the Finesse of one opponent within a Short Range. A success means that the Thief managed to nab their chosen prize, where a failure means that Steal has no effect. If the Thief doesn't already have a specific object in mind, the Bestiary lists the items that can be stolen from any given monster; however, we’re certain that creative Thieves will find better uses for this ability than simply lining their pockets and disarming enemies.
Defining Ability: Despoil
When a Thief uses the Steal ability successfully they also inflict a status effect based on what the target’s highest attribute is:
Defining Ability: Master Thief
The Thief can steal things beyond the normal items on a target. When Steal is used successfully the Thief may choose to use one of the following by spending 2 points of Destiny (in addition to stealing an object as normal):
Defining Ability: Mug
When the Thief makes a Thievery check they may reroll a single die used for that check.
When a Thief makes an attack against an enemy for the first time and that attack connects, they may immediately use the Steal ability as an Instant action.
Ultimate Ability: Life of Crime
Whenever the Thief makes a skill check using a skill that is at the Thief’s skill point maximum, that skill check gains a bonus equal to the Thief’s DEX.
The Thief may use the Thievery skill to pickpocket in combat, and with a much wider variety of possibilities at the GM’s discretion; often everything from snatching their opponent's weapon to the clothes off their backs, proving once and for all that the hand is indeed quicker than the eye.
In order to Steal in the midst of combat a Standard action and opposed check is required – the Thief rolls their Thievery skill versus the Finesse of one opponent within a Short Range. A success means that the Thief managed to nab their chosen prize, where a failure means that Steal has no effect. If the Thief doesn't already have a specific object in mind, the Bestiary lists the items that can be stolen from any given monster; however, we’re certain that creative Thieves will find better uses for this ability than simply lining their pockets and disarming enemies.
Defining Ability: Despoil
When a Thief uses the Steal ability successfully they also inflict a status effect based on what the target’s highest attribute is:
- Power: Power Break
- Resilience: Armor Break
- Dexterity: Speed Break
- Mind: Magic Break
Defining Ability: Master Thief
The Thief can steal things beyond the normal items on a target. When Steal is used successfully the Thief may choose to use one of the following by spending 2 points of Destiny (in addition to stealing an object as normal):
- Borrow Time: The Steal target is inflicted with Slow and the Thief gains Haste.
- Steal Ability: The target no longer benefits from a single ability they have for the rest of combat. The thief is treated as though they have that ability until the end of combat.
- Steal Attack: The target can no longer use a specific attack or spell as chosen by the Thief for the rest of combat. The Thief can use that attack or spell until the end of combat. When doing this, they may replace any attribute required for that ability or spell with DEX.
- Steal Aura: The Thief transfers a buff currently on the target to themselves.
- Steal Limelight: The Steal target loses 3 points of Destiny and the Thief gains them.
Defining Ability: Mug
When the Thief makes a Thievery check they may reroll a single die used for that check.
When a Thief makes an attack against an enemy for the first time and that attack connects, they may immediately use the Steal ability as an Instant action.
Ultimate Ability: Life of Crime
Whenever the Thief makes a skill check using a skill that is at the Thief’s skill point maximum, that skill check gains a bonus equal to the Thief’s DEX.
Job Abilities
Ability: Accomplice
After suffering a complication on a skill check, the Thief may choose to activate Accomplice. This allows them to instantly move a Medium Range, treat the complication as if it was rolled by another nearby PC instead of themselves, and gain the Invisible status.
By spending 3 points of Destiny, the Thief may choose to treat the complication as if it was rolled by any other creature nearby instead of a PC.
Ability: Annoy
The Thief may activate Annoy once per combat as an Instant action, or as many times as they like per combat as Standard actions. The Thief chooses one enemy and rolls their Acting skill opposed by their enemy’s Finesse roll. If Annoy is successful, the opponent’s ACC is halved. The effects of Annoy last until the start of the foe’s next turn.
Ability: Artful Dodger
After a Short range standard attack misses the Thief may use an Instant action to either use their Steal ability or make a quick weapon attack against the attacker while they are vulnerable. The weapon attack deals (DEX x 1) + 2d6 damage and ignores ARM.
Ability: Deadly Grace
The Thief’s Finesse score is now calculated as (PWR + DEX + MND)/4. In addition, they may use Finesse instead of Force when making opposed rolls to inflict status effects.
Ability: Escape
When the Thief makes an Escape check they may reroll a single die used for that check.
In addition the Thief may use an Instant action at any time to allow themselves and all allies to immediately make an Escape check to flee combat, even while other actions are going on. Using Escape in this way is usable once per combat; if it fails the enemies will not fall for the same trick twice.
Ability: Feint
The Thief may activate Feint once per combat as an Instant action, or as many times as they like per combat as Standard actions. The Thief chooses one enemy and rolls their Acting skill opposed by their enemy’s Finesse roll. If the Feint is successful, the opponent is treated as having an effective AVD of 0. The effects of Feint last until the start of the foe’s next turn.
Ability: Find Passages
When the Thief makes an Inquiry check they may reroll a single die used for that check.
The Thief has a natural affinity for finding hidden places and secrets. Creatures cannot benefit from the Invisible status effect against a Thief, and the Thief gains a +4 bonus to checks made to detect secret passages. In addition, they can move more quickly through crowded cityways than others, allowing them to automatically flee any combat within them and never get lost while traveling through them.
Ability: Flimflam
When the Thief makes an Acting check they may reroll a single die used for that check.
As a Standard action once per combat the Thief may activate Flimflam to make an Acting skill check that is opposed by a Finesse check made by each of their enemies. The Thief gains a +4 bonus to this check if they had previously used Steal to grab a tuft of hair, uniform, or other item in order to throw together an impromptu disguise.
Each enemy who fails the check to see through Flimflam will be convinced the Thief is one of their own, and affected monsters will not attempt to target the Thief with damaging attacks or spells. Collateral damage (such as randomly targeting attacks) can still occur.
Furthermore, they will treat the Thief as a member of their Group for the purposes of spells and attacks that grant beneficial effects.
The effect of Flimflam is broken if the Thief attacks any monster who fails the finesse check or makes any other obviously hostile actions toward them, but otherwise lasts until the end of combat.
Ability: Inner Compass
The Thief always knows which way is north and cannot get lost. In addition they are immune to the Confuse and Charm status effects.
Ability: Lock Picking
The Thief may use Thievery to lock or unlock objects as an Instant action once per round, even if they normally would take much longer to lock or unlock normally. They may also use a Thievery check to free themself or an ally within short range from the Stop status effect, with a difficulty equal to the Finesse score of the creature who inflicted it.
Ability: Pilfer
The Thief may use Steal to take (DEX x Quarter-Level) HP and MP from a target, ignoring ARM. They may then give this HP and MP to an ally of their choice as an Instant action.
Ability: Precise Strike
When the Thief is wielding a single weapon their attacks ignore ARM, use DEX instead of PWR, and have +2 ACC. This ability does not work if the weapon is Huge sized or they have a Shield or Relic equipped.
Ability: Rest in Peace
When the Thief attacks a creature inflicted with Charm, Confuse, or Sleep those status effects do not end the first time the Thief would normally end them with their attack.
Ability: Safeguard
All of the character’s weapons and Equipment are treated as though they were Unified, Indestructible, and Concealed, allowing the Thief to deal additional damage during the first round of combat and ignore any checks made to Disarm them or break their Equipment. In addition, any Special Mount or Vehicle owned by the Thief or a member of the party gains the Smuggler’s Hold ability (or any other vehicle or mount ability of the Thief’s choice if it already had access to a Smuggler’s Hold).
Ability: Shoplift
When the Thief makes a Mercantile check they may reroll a single die used for that check.
Once per chapter the Thief may make a Thievery check in place of their Mercantile check when dealing with merchants or attempting to purchase items with the difficulty increased by 1 step. If successful they may gain a tier appropriate item from that store for no cost. If unsuccessful those selling the items immediately become hostile towards the Thief.
Ability: Silver Tongue
When the Thief makes a Negotiate check they may reroll a single die used for that check.
By spending one point of Destiny, the Thief may learn one ideal of the target, as well as their Life Goal; though such phrases are normally attributed to the PCs, even the lowliest citizen or most enigmatic vizier’s agenda is clearly laid out for the thief who uses this ability. The character gains a +4 bonus to all Negotiation checks against their target from that point on.
Furthermore, by expending an additional 2 points of Destiny at any time thereafter, the character may automatically succeed at a Godlike (or less) Negotiation check against the target, as they use their silver tongue to convince them that the Thief has the power to help fulfill the target’s ambitions and life goal, and can make them an offer they can’t refuse.
Ability: Shadow Stalk
Whenever a Thief makes a successful Stealth check to hide they may also choose to become Invisible. This invisibility lasts until they make an attack or use a different ability. If the Thief chooses to attack a creature while Invisible in this way their attack is treated as though it has both the Lucky and Stun Inflict properties.
Ability: Soul Blade
[Status] Inflict weapons used by the Thief may still deal their full damage when inflicting negative status effects. In addition, [Status] Touch weapons have an 100% chance of inflicting their negative status effects (though they still need to make the opposed roll as normal).
Ability: Sprint
Once per round as an Instant action the Thief may move a Short range.
Ability: Steal Gil
The first time in a chapter the Thief successfully makes a Thievery skill check against a Notorious Monster, Boss, or Superboss they also gain additional Gil equal to the price of a single Weapon of a tier equal to one fourth their level (minimum 1).
Ability: Throw Gil
As a Standard action the Thief may throw any number of Gil at the target. There are 2 ways this Gil can be used:
Ability: Traumatize
All attacks the Thief makes have their damage increased by one step for each negative status effect on their target.
Ability: Treasure Hunter
Whenever the Thief and their allies defeat a Notorious Monster, Boss, or Superboss in combat the Thief may roll a single d6. The outcome of this d6 determines what type of bonus item they receive for defeating that enemy:
Ability: Trick Attack
Whenever the Thief participates in a successful Teamwork Attack they are treated as having the Lucky property (allowing for critical hits to occur on attack rolls of 11-12) and their damage dealt is increased by two steps; for example, an attack that would normally deal (DEX x 3) + 2d6 would now deal (DEX x 5) + 2d6 instead.
Ability: Vigilance
When the Thief makes an Awareness check they may reroll a single die used for that check.
In addition the Thief may always act on the preemptive round of combat.
Ability: Viper
The Thief gains the ability to Dual Wield and weapons they dual wield automatically gain the Joined property and may be joined and unjoined as an Instant action once per round. When their weapons are Joined they may choose to make their attacks Slow actions, dealing extra steps of damage equal to the Thief's tier when they do so.
After suffering a complication on a skill check, the Thief may choose to activate Accomplice. This allows them to instantly move a Medium Range, treat the complication as if it was rolled by another nearby PC instead of themselves, and gain the Invisible status.
By spending 3 points of Destiny, the Thief may choose to treat the complication as if it was rolled by any other creature nearby instead of a PC.
Ability: Annoy
The Thief may activate Annoy once per combat as an Instant action, or as many times as they like per combat as Standard actions. The Thief chooses one enemy and rolls their Acting skill opposed by their enemy’s Finesse roll. If Annoy is successful, the opponent’s ACC is halved. The effects of Annoy last until the start of the foe’s next turn.
Ability: Artful Dodger
After a Short range standard attack misses the Thief may use an Instant action to either use their Steal ability or make a quick weapon attack against the attacker while they are vulnerable. The weapon attack deals (DEX x 1) + 2d6 damage and ignores ARM.
Ability: Deadly Grace
The Thief’s Finesse score is now calculated as (PWR + DEX + MND)/4. In addition, they may use Finesse instead of Force when making opposed rolls to inflict status effects.
Ability: Escape
When the Thief makes an Escape check they may reroll a single die used for that check.
In addition the Thief may use an Instant action at any time to allow themselves and all allies to immediately make an Escape check to flee combat, even while other actions are going on. Using Escape in this way is usable once per combat; if it fails the enemies will not fall for the same trick twice.
Ability: Feint
The Thief may activate Feint once per combat as an Instant action, or as many times as they like per combat as Standard actions. The Thief chooses one enemy and rolls their Acting skill opposed by their enemy’s Finesse roll. If the Feint is successful, the opponent is treated as having an effective AVD of 0. The effects of Feint last until the start of the foe’s next turn.
Ability: Find Passages
When the Thief makes an Inquiry check they may reroll a single die used for that check.
The Thief has a natural affinity for finding hidden places and secrets. Creatures cannot benefit from the Invisible status effect against a Thief, and the Thief gains a +4 bonus to checks made to detect secret passages. In addition, they can move more quickly through crowded cityways than others, allowing them to automatically flee any combat within them and never get lost while traveling through them.
Ability: Flimflam
When the Thief makes an Acting check they may reroll a single die used for that check.
As a Standard action once per combat the Thief may activate Flimflam to make an Acting skill check that is opposed by a Finesse check made by each of their enemies. The Thief gains a +4 bonus to this check if they had previously used Steal to grab a tuft of hair, uniform, or other item in order to throw together an impromptu disguise.
Each enemy who fails the check to see through Flimflam will be convinced the Thief is one of their own, and affected monsters will not attempt to target the Thief with damaging attacks or spells. Collateral damage (such as randomly targeting attacks) can still occur.
Furthermore, they will treat the Thief as a member of their Group for the purposes of spells and attacks that grant beneficial effects.
The effect of Flimflam is broken if the Thief attacks any monster who fails the finesse check or makes any other obviously hostile actions toward them, but otherwise lasts until the end of combat.
Ability: Inner Compass
The Thief always knows which way is north and cannot get lost. In addition they are immune to the Confuse and Charm status effects.
Ability: Lock Picking
The Thief may use Thievery to lock or unlock objects as an Instant action once per round, even if they normally would take much longer to lock or unlock normally. They may also use a Thievery check to free themself or an ally within short range from the Stop status effect, with a difficulty equal to the Finesse score of the creature who inflicted it.
Ability: Pilfer
The Thief may use Steal to take (DEX x Quarter-Level) HP and MP from a target, ignoring ARM. They may then give this HP and MP to an ally of their choice as an Instant action.
Ability: Precise Strike
When the Thief is wielding a single weapon their attacks ignore ARM, use DEX instead of PWR, and have +2 ACC. This ability does not work if the weapon is Huge sized or they have a Shield or Relic equipped.
Ability: Rest in Peace
When the Thief attacks a creature inflicted with Charm, Confuse, or Sleep those status effects do not end the first time the Thief would normally end them with their attack.
Ability: Safeguard
All of the character’s weapons and Equipment are treated as though they were Unified, Indestructible, and Concealed, allowing the Thief to deal additional damage during the first round of combat and ignore any checks made to Disarm them or break their Equipment. In addition, any Special Mount or Vehicle owned by the Thief or a member of the party gains the Smuggler’s Hold ability (or any other vehicle or mount ability of the Thief’s choice if it already had access to a Smuggler’s Hold).
Ability: Shoplift
When the Thief makes a Mercantile check they may reroll a single die used for that check.
Once per chapter the Thief may make a Thievery check in place of their Mercantile check when dealing with merchants or attempting to purchase items with the difficulty increased by 1 step. If successful they may gain a tier appropriate item from that store for no cost. If unsuccessful those selling the items immediately become hostile towards the Thief.
Ability: Silver Tongue
When the Thief makes a Negotiate check they may reroll a single die used for that check.
By spending one point of Destiny, the Thief may learn one ideal of the target, as well as their Life Goal; though such phrases are normally attributed to the PCs, even the lowliest citizen or most enigmatic vizier’s agenda is clearly laid out for the thief who uses this ability. The character gains a +4 bonus to all Negotiation checks against their target from that point on.
Furthermore, by expending an additional 2 points of Destiny at any time thereafter, the character may automatically succeed at a Godlike (or less) Negotiation check against the target, as they use their silver tongue to convince them that the Thief has the power to help fulfill the target’s ambitions and life goal, and can make them an offer they can’t refuse.
Ability: Shadow Stalk
Whenever a Thief makes a successful Stealth check to hide they may also choose to become Invisible. This invisibility lasts until they make an attack or use a different ability. If the Thief chooses to attack a creature while Invisible in this way their attack is treated as though it has both the Lucky and Stun Inflict properties.
Ability: Soul Blade
[Status] Inflict weapons used by the Thief may still deal their full damage when inflicting negative status effects. In addition, [Status] Touch weapons have an 100% chance of inflicting their negative status effects (though they still need to make the opposed roll as normal).
Ability: Sprint
Once per round as an Instant action the Thief may move a Short range.
Ability: Steal Gil
The first time in a chapter the Thief successfully makes a Thievery skill check against a Notorious Monster, Boss, or Superboss they also gain additional Gil equal to the price of a single Weapon of a tier equal to one fourth their level (minimum 1).
Ability: Throw Gil
As a Standard action the Thief may throw any number of Gil at the target. There are 2 ways this Gil can be used:
- Bribery: The enemy must make a Finesse check equal to (Gil Spent / 100). If they fail this check they are inflicted with the Charm status until the end of combat. Notorious Monsters, Bosses, and Superbosses require 10 times as much Gil to become bribed in this way.
- Damage: The Gil inflicts a single point of damage which can’t be reduced in any way for every 100 Gil spent.
Ability: Traumatize
All attacks the Thief makes have their damage increased by one step for each negative status effect on their target.
Ability: Treasure Hunter
Whenever the Thief and their allies defeat a Notorious Monster, Boss, or Superboss in combat the Thief may roll a single d6. The outcome of this d6 determines what type of bonus item they receive for defeating that enemy:
- 1-2: Nothing.
- 3-4: A single food or consumable item of the appropriate tier (of the DM’s choice).
- 5: A single synthesis item of the appropriate tier (of the DM’s choice).
- 6: A single piece of equipment of the appropriate tier (of the DM’s choice).
Ability: Trick Attack
Whenever the Thief participates in a successful Teamwork Attack they are treated as having the Lucky property (allowing for critical hits to occur on attack rolls of 11-12) and their damage dealt is increased by two steps; for example, an attack that would normally deal (DEX x 3) + 2d6 would now deal (DEX x 5) + 2d6 instead.
Ability: Vigilance
When the Thief makes an Awareness check they may reroll a single die used for that check.
In addition the Thief may always act on the preemptive round of combat.
Ability: Viper
The Thief gains the ability to Dual Wield and weapons they dual wield automatically gain the Joined property and may be joined and unjoined as an Instant action once per round. When their weapons are Joined they may choose to make their attacks Slow actions, dealing extra steps of damage equal to the Thief's tier when they do so.