Thieves are specialists in infiltration and in dealing with mechanical devices such as locks and traps.
Favored Skills: Acrobatics, 2 Combat Skills, Gimmickry, Perception, Stealth, Streetwise, Trickery and 2 additional skills of the player’s choice
Prime Stats: Dexterity and Speed
Special Abilities:
- The character is trained in the wearing and use of padded cloth, furs, and soft leather armors. [Armor, Light]
- Gain a +1 modifier to all Favored Combat Skills. [Combat Training I]
- Gain an additional +1 modifier to any one Favored Combat Skill. [Combat Training I]
- Gain a +1 bonus to DEF. [Combat Training I]
- Gain an additional 5 Hit Points. [Combat Training I]
- May purchase 1 Combat Move for every 3 ranks in a given Combat Skill. [Combat Training I]
- The character has learned how to knock a foe unconscious with a single blow. He must use a blunt or heavy weapon (such as a blackjack, club, mace, etc.) and he must either attack the target from behind or with surprise. If the attack is successful, it does double Base Damage (no Scaled Damage) and the foe must make a Save vs. Con or be knocked unconscious for 1d10 minutes. Bonuses to Saves vs. Stuns from Helms do apply (see p. 36). [Waylaying]