everybody's got their own list of thief skills i guess
here's mine, heavily influenced by 3e D&D, LOTFP and DCC
placed here for easy reference. 10 is a good amount of skills to have; d10 is a sacred die.
probably still needs some tweaks
1. Sneak (move silently,
hide in shadows)
x/6 chance of moving silently or unseen
2. Sleight of Hand (pickpocket)
x/6 chance to steal objects or manipulate
objects intricately
3. Backstab attack from stealth for critical damage
works differently for thieves vs assassins
thieves: make a sneak check, and
if successful, add the result to a x/6 backstab check. If successful, add the
result to AB and damage
assassins: x/6 chance of making (the result) number of attacks against a
target, +(the result) damage if attack was from stealth or against a weak spot
4. Tinker (disarm trap, lock pick, craft)
x/6 chance to disarm a trap, pick a lock or understand gadgetry
+x to craft checks
5. Spot (search, appraise, listen, detect trap, sense motive)
x/6 chance to detect vital information about an
object, person or area, player doesn’t see the result of their own spot check
6. Deception (disguise, bluff,
forgery)
x/6 chance to lie or create falsehood, or to manipulate conversation
7. Acrobatics (tumble, reflexes,
climbing)
x/6 chance of performing amazing acts of nimble athleticism
8. Languages (+INT) (cast from scroll)
PC knows x/6 +INT number of languages, decide which
ones whenever you want
and you have a x/6 chance of successfully using magic items or scrolls
9. Poisons (apply poison to
weapon for d6 extra weapon damage)
by adding poison to a weapon, x/6 chance of adding the
result to damage for 1 round
special poisons with superior effects or durations can be found and used
instead
10. Bushcraft (tracking, survival,
alchemy, herbalism)
x/6 chance to track a foe
x/6 chance to gather materials from the wilderness
+x to craft checks involving potions, poisons, antidotes or scavenged materials
+x to spot checks involving nature, alchemy, herbalism
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