The thief is trained in subterfuge, moving silently and gaining advantage from being unseen. The Thiefs main abilities are agility and quickness, but many thieving skills will benefit from decent scores in creativity and boldness. A thief will often specialise in a few light and easily concealable weapons.
Thieves are often mistrusted, even by their allies, who might wonder whether their loyalty can truly be bought. However, they are also valued for their resourcefulness and ability to handle delicate tasks that require a light touch. Enemies rarely see a skilled thief coming until it’s too late
All one-handed weapons (including ranged)
Can only use 1-handed weapons.
Core Abilities
Agility: Precision movement and handwork—pillars Stealth, Thieving, and Acrobatics; tight handling for knives, pistols, and other one-handers.
Boldness: Commitment under pressure—drives Assassination finishes, daring steals, and hard entries when hesitation would blow the job.
Supporting Abilities
Quickness: Tempo and reaction—snappy entries/exits for Stealth, initiative for ambushes, and fast recoveries when plans shift.
Creativity: Improvised tools, decoys, and route-craft—solves unusual Thieving problems and sets up clean misdirection plays.
Important Abilities
Self Discipline: Steady hands and calm focus—clean lockpicks, trap work, and patient shots/throws.
Intuition: Field sense and tell-reading—safer timing on risky moves and better Awareness checks.
Empathy: Social read and rapport—helps with distractions, crowd blending, and low-heat Social maneuvers.
Strength: Useful for rough entries, yanks, and last-ditch melee when plans get physical.
Minor Abilities
Reasoning: Planning helps, but live execution carries the class.
Constitution: Endurance for long jobs; you aim not to get pinned.
Presence: Handy for quick crowd control or bluff posture, but secondary to your stealth toolkit.
Memory: Patrol patterns, codes, and routes—helpful, but secondary to the priorities above.