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Thieves remain one of my favourite character classes. Proof once again that I’m not “old school enough” since I like a class who’s abilities could be all role-played for the truly old school.

Remember – if using these rules, all characters must have a subclass. If you really don’t want a subclass, petition the GM to let you take the focused subclass (Focused Fighter, etc), which provides no new abilities, but instead makes leveling up a bit faster.

Thief Illustration (c) Wizards of the Coast

Thief Illustration (c) Wizards of the Coast

Thief Subclasses (d12)

  1. Bounty Hunter – +1 to hit and damage against his own race
  2. Dungeoneer – +20% chance to detect traps
  3. Butcher – Increase backstab multiplier by 1
  4. Scout – +1 initiative, +1 hear noise
  5. Fence – +2 on reaction rolls to buy and sell goods
  6. Guild Thief – +10% to open locks and pick pockets
  7. Thug – d6 hit die (d8 if using advanced hit dice)
  8. Knife Artist – +1 to hit and damage with daggers
  9. Outcast – -1 on reaction checks, +1 weapon damage
  10. Arcanist – Cast magic user spells as a magic user of 1/3 level. Cannot wear armour.
  11. Focused – +10% to earned XP
  12. Choose one or make up a new one