Friday, June 18, 2010

Thieving Skills and who get's them?

In no particular order I offer a variety of thieving skills and the classes that get them I'm considering for my next campaign.

Fakery- Feigning of diseases, disorders, injuries, fits and madness so as to gain pity to profit begging, serve as disguise, serve to distract and to gain limited access to places and ways fit people may not be able to gain access to.

Crowd Dodging- ability to move quickly though a crowd and to lose those in pursuit.

Angling- the ability to steal items through windows and other openings through the use of hooked sticks and lines.

Prigging- ability to filch poultry and carry it off without being noticed or rousing the bird to make noise. (subtract -5% to 20% for multiple birds or exceptionally large ones).

Sleight of Hand- ability to filch small items out in the open, in an open pocket or even simple jewelry on ones person (-5% picking pockets, -20% stealing jewelry)

Shadowing- ability to follow one through occupied streets and neither lose them or alert them to ones presence.

Move silently- ability to move silently...

Hiding- ability to hide in shadows, secret oneself in little spaces, hide in a crowd or conceal oneself when casing an establishment.

Lock picking- ability to open or disable locks. Disabling a lock is easier but noisier.

Cutpurse- ability to remove an entire purse or open a slit to remove a few coins without the mark noticing.

Backstab- bonus to hit and damage when striking from behind.

Kosh- ability to render one unconscious through use of a kosh, sap, blackjack or other bludgeon.

Garrote- ability to render one unconscious through choking with an arm, cloak, belt, cane or garrote line.

Signaling- ability to pass a single to compatriots without alerting others

Disarm Traps- ability to remove, jam or disable mechanical traps.

Note Wards- ability to identify functional magical wards.

Bypass Wards- ability to pass areas protected by magical wards, runes and glyphs without being victim to their activation.

Hear noise- ability to note noises beyond doors and sounds the unwary may miss.

read scrolls- ability to read magic-user scrolls. 1st roll identifies the scroll. 2nd roll allows scroll to be used.

Withdraw from combat- ability to get out of melee contact without exposing oneself to a counter attack.

Dose- the ability to apply poison to a weapon, to mix it into food so it is unnoticeable or to covertly slip something into someone's drink.

Banter- the ability to distract or sway others opinions with a quick and able tongue.
This can allow a re-roll of an reaction check if successful. It can be used to distract a victim of an accomplice trying to waylay or steal from a victim.

Taunt- the ability to gain the attention of others to the detriment of other actions they may wish to be taking. This can be dangerous as it can be prone to invoke pursuit and violence.

Cheating- ability to improves ones odds in a game of chance by various cheating techniques.

Set Traps- ability to set traps to harm, capture and kill.

Forgery- ability to duplicate writings.

Coining- ability to make fake coins (at 1/5th normal price).

Clipping- ability to shave some metal from a coin without overtly marring the coin. A failed roll debases the value of the coin. 50 coins must be clipped to gain 1 coins worth of metal.

Keen Awareness- chance to avoid surprise.

Escape artist- ability to wiggle out of chains, ropes and bonds.

Avoid traps- ability to avoid a springing trap at the last moment. This roll acts as a saving throw that may be made before attack rolls or other saves are made.


Classes and their skills:
Burglar Skills
Angling
Move silently
Hiding
Lock picking
Signaling
Find Traps
Disarm Traps
Hear noise
Keen Awareness
Escape artist
Climb Walls

TombRobber skills
Lock picking
Find Traps
Disarm Traps
Note Wards
Bypass Wards
Read scrolls
Keen Awareness
Avoid traps
Climb Walls

Rake Skills
Shadowing
move silently
Backstab
Climb Walls
Withdraw from combat
Banter
Taunt
Cheating
Keen Awareness
Escape artist
Avoid traps

Footpad Skills
Crowd Dodging
Shadowing
move silently
Hiding
Cutpurse
Garrote
Signaling
Withdraw from combat

Scoundrel Skills
Fakery
Sleight of Hand
Shadowing
Kosh
Hear noise
Dose
Banter
Cheating
Forgery
Clipping
read scrolls

Urchin Skills
Fakery
Crowd Dodging
Angling
Prygging
Sleight of Hand
Hiding
Taunt
Escape artist
Withdraw from combat

Thug Skills
Shadowing
Backstab
Kosh
Garrote
Withdraw from combat
Taunt
Climb Walls
Keen Awareness
Avoid traps
Hear Noise
Move Silently
Hiding

Charltan
Fakery
Crowd Dodging
Sleight of Hand
Hiding
Signaling
Read scrolls
Banter
Taunt
Cheating
Forgery
Coining
Clipping

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