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Class record

Thief

Utility

Tier
2
Difficulty
2 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Be a rabbitfolk or have Rogue mastered and possess the Decipher Magic ability.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Appraise, Athletics, Stealth, Deception, Roguecraft, Perception, Insight, Negotiation, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Pickpockets and scallywags.

Tactical guidance

Playing Thief

The thief is a class that steals things, whether it's small objects, magic or a grand robbery. 

Their infiltrate ability lets them sneak into magically guarded places without raising any suspicion.

With Quick Getaway, you are able to escape from pursuers when you use it after Feint or Disengage. If used after feint, you can effectively more for 5 AP in 1 turn which lets you move faster than the enemy. Even against groups, they will never be able to catch up and attack in the same turn without movement abilities of their own.

Fast Hands can also help with escaping, allowing you to open or close doors without using AP on them. It can also just let you draw a weapon or consumable.

Snatch is a situational ability that makes it impossible for enemies to use consumables against you when you are close to them. If you are able to close in on an enemy before they can draw their weapon, you can even steal that.

Spellsteal is another situational ability that lets you steal a buff from the enemy. It removes the buff from the enemy, so even if you can't use it very well it may still be worth using.

Thief

Class features

Abilities unlocked

Complete rules for every ability granted by Thief.

Key ability

Infiltrate

Class feature

Benefit 1

When you use Decipher Magic, you may use Roguecraft instead of Magic as the skill for it. In addition, you can modify the effect in such a way that it no longer affects you and your allies rather than completely disabling it.

Ability

Fast Hands

0 AP
Range
-
Keywords
Quick,Stealth
You reduce the AP cost of your next Interact with object action this turn by 1.

Requirements

-

Ability

Snatch

0 RP
Range
5ft
Keywords
Stealth
You may use this when a target in range uses the interact with object action. If you can hold the object the target is interacting with in one hand, you steal it from them. Any AP they may have spent on their action is not refunded to them.

Requirements

At least 1 hand free.
2 AP
Range
-
Keywords
Combo,Stealth

You may move as if you had spent 2 AP on the movement action. Combo: If used after Feint or the Disengage action, the AP cost of this is reduced by 2.

Requirements

-

Ability

Spellsteal

2 AP-1 MP
Range
5ft

You attempt to steal an effect from the target, removing it from the target and applying it to yourself for the same duration, provided you meet the requirements (if any). You must pay mana equal to the effects original mana cost. Effects granted through stances, transformations and permanent effects cannot be stolen. After stealing an effect, you can’t use this again until the stolen effect has ended. The stolen effect also cannot be re-applied on the target until it has faded from you. You must have seen the effect be applied or otherwise identified an effect before you can steal it.

Requirements

-