pFFThief

© Square Enix, Final Fantasy Dissidia

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, thieves bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves aim to be the best. Not the most famous. By day, thieves maneuver through society, dealing with nobles and merchants. By night, he dons his “true” persona, and an entirely different set of goals. Some thieves are, indeed, thieves stealing for their own gains. Others are more like vigilantes, stealing from “acceptable” targets, such as other criminals, or those whom the thief considers no better than.

Role: Thieves excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different thieves. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

Alignment: Any

Hit Die: D8

Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Class Skills

The thief’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 8 + Int modifier

Table: Thief

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features
1 +0 +0 +2 +2 Dual Identity, finesse training, sneak attack +1d6, social talent, trapfinding, limit breaks
2 +1 +0 +3 +3 Evasion, thief talent, size up
3 +2 +1 +3 +3 Agility training, danger sense +1, finesse training, social talent, sneak attack +2d6
4 +3 +1 +4 +4 Debilitating injury, thief talent, uncanny dodge
5 +3 +1 +4 +4 Thief’s edge social talent, sneak attack +3d6
6 +4 +2 +5 +5 Danger sense +2, thief talent, many guises, power of knowledge
7 +5 +2 +5 +5 Social talent, quick change, sneak attack +4d6
8 +6/+1 +2 +6 +6 Improved uncanny dodge, thief talent
9 +6/+1 +3 +6 +6 Advanced social talents, danger sense +3 social talent, sneak attack +5d6
10 +7/+2 +3 +7 +7 Advanced thief talents, mug, thief talent, thief’s edge
11 +8/+3 +3 +7 +7 Finesse training, social talent, sneak attack +6d6
12 +9/+4 +4 +8 +8 Danger sense +4, Everyman, Improved Evasion, thief talent
13 +9/+4 +4 +8 +8 Sneak attack +7d6, social talent, immediate change
14 +10/+5 +4 +9 +9 Immediate change, thief talent
15 +11/+6/+1 +5 +9 +9 Danger sense +5, thief’s edge social talent, sneak attack +8d6
16 +12/+7/+2 +5 +10 +10 Any guise, thief talent
17 +12/+7/+2 +5 +10 +10 Social talent, sneak attack +9d6
18 +13/+8/+3 +6 +11 +11 Danger sense +6, thief talent
19 +14/+9/+4 +6 +11 +11 Finesse training, social talent, sneak attack +10d6
20 +15/+10/+5 +6 +12 +12 Master of all, master strike, thief talent, thief’s edge

Class Features

Weapon and Armor Proficiency

Thieves are proficient with all simple weapons and all martial and exotic weapons from the light blades weapon group, plus the hand crossbow, sap, shortbow, two-bladed sword and waveblade. They are proficient with light armor, armoured coats and ice coats but not with shields. Thieves treat armoured coats and ice coats as light armour for all purposes (Such as determining his speed or if he can use his thief abilities.)

Limit Breaks

At 1st level, a thief gains the ability to use limit breaks. At the start of each day the thief chooses Battle or Daredevil as his limit break mode. When a thief uses a limit break, they may use a limit break from their chosen mode or the following limit break, unique to them:

Master Thief (Su): This limit break allows a thief to unleash his full prowess. For one round per consumed stack, the thief is invisible as per the vanish spell. Like the spell, the invisibility is broken when he attacks, however he becomes invisible again at the end of his turn. If the thief consumes at least 7 stacks when activating this ability, attacking does not cause the invisibility to end. Additionally whenever the thief uses the steal combat maneuver while this limit break is active, while he still makes the roll to determine if he rolls a natural 1 or 20, he calculates the result as if he rolled a 20 (This is not considered a natural 20). Activating this limit break requires only a swift action.

Dual Identity (Ex)

A thief hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his larcenous actions. In effect, the thief has two identities: one is a polite member of society while the other is a skilled and cunning rogue. To keep up this charade, the thief usually has two names: his true name, used in polite company, and his thief name, used to strike both fear and begrudging admiration in the hearts of those he targets. Knowledge checks about one do not reveal information about the other, unless the thief’s true identity is revealed to the world at large.

The thief can start each day in either of his identities, referred to simply as social or thief. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the thief’s secret.

Some thieves choose to… “punctuate” their thief identity with a mask. This mask can be simple or ornate, large or small, but it must cover at least half his face. Most thieves choose to cover the top half of their face and eyes, but some do cover the lower half instead. A thief’s mask almost never changes over the course of his career, though it may undergo minor adjustments as he grows in success as a thief such as replacing glass baubles with real gemstones or using more expensive materials.

Changing identities is more than just putting on his mask (If he uses one) and changing outfits (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. A thief who uses his more… underhanded talents in his social identity risks exposing his secret.

Should anyone suspect him of being anything other than what he appears to be while either in his social or thief identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. This bonus also applies against other thieves attempting to use the size up ability against him in his social identity (But not when he is in his thief identity).

Any attempts to scry or otherwise locate the thief work only if the thief is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Sneak Attack (Ex)

If a thief can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The thief’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 thief levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. he cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot sneak attack while striking a creature with total concealment.

Trapfinding (Ex)

A thief adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). A thief can use Disable Device to disarm magic traps.

Finesse Training (Ex)

At 1st level, a thief gains agile combatant as a bonus feat. In addition, starting at 3rd level, he can select any one weapon group listed under the warrior’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with a light weapon or finesse weapon from this group, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the thief from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The thief can select a second weapon group at 11th level and a third at 19th level.

Social Talent

Every thief understands the importance of keeping a low profile. Disguising his activities under the veneer of societal niceties. Starting at 1st level, a thief gains one social talent. He gains an additional social talent for every 2 levels of thief attained after 1st level. A thief cannot select an individual talent more than once.

A complete listing of social talents can be found here.

Evasion (Ex)

At 2nd level, a thief can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.

Thief Talents

As a thief gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a thief gains one thief talent. He gains an additional thief talent for every 2 levels of thief attained after 2nd level. A thief cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a thief’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
If the thief uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from dual identity) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and thief identities are one and the same.

A complete listing of thief talents can be found here.

Size Up (Ex)

At 2nd level, a thief gains the ability to measure a target's abilities simply by observing them. A thief can only size up humanoids or creatures with class levels.

To size up a target, the thief must spend a full-round action observing his target, then make a Perception check with a DC equal to 10 + the target's hit dice. If the target is in disguise, or is a Thief in their social identity, and their Disguise result is higher than 10 + their hit dice, then the perception DC is equal to the disguise check. If he succeeds, the thief learns what class(es) the target is (If any), the target's ability scores and a random class feature they possess (As if you were using a knowldge skill to recall intrigues, except you do not need to observe the ability in question. The first thing a thief learns this way is a class feature, not a feat, unless the target has no class features). For every 5 points the thief beats the DC by, he learns an additional random class feature or feat. Failure on this check reveals nothing, while failure by 5 or more reveals false information (A character in disguise can choose what this false information is).

Whenever the thief successfuly sizes up a target, the target gains the scanned condition, meaning they are flat-footed for 1 round and take a -1 penalty to their AC and saving throws against the thief. (Remember that a generic penalty to AC also inflicts a penalty to the target's CMD.)

Danger Sense (Ex)

At 3rd level, a thief gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 thief levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Agility Training (Ex)

At 3rd level, while wearing light or no armour and while not using a shield, the thief gains a +1 dodge bonus to AC and increases the maximum dexterity bonus of any light armor he wears by 1. Every four levels thereafter (7th, 11th, 15th and 19th) these bonuses increase by +1 to a maximum of a +5 dodge bonus to AC and a +5 to the maximum dexterity bonus allowed. This dodge bonus is doubled against attacks of opportunity the thief provokes by moving. In addition, he gains a +5ft enhancement bonus to his base land speed. At 7th level, this increases to +10ft.

If the thief is currently in his social identity, he may make a disguise check (Including the +20 bonus granted by dual identity) to convince onlookers that he simply got lucky, rather than appearing to have deftly dodged the attack.

Debilitating Injury (Ex)

At 4th level, whenever a thief deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a thief talent or other special ability). The thief can choose to apply any one of the following penalties when the damage is dealt.

  • Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the thief. At 10th level and 16th level, the penalty to AC against attacks made by the thief increases by –2 (to a total maximum of –8).
  • Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the thief. At 10th level and 16th level, the penalty on attack rolls made against the thief increases by –2 (to a total maximum of –8).
  • Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)

At 4th level, a thief can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A thief with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against his.
If a thief already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Thief’s Edge (Ex)

At 5th level, a thief has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. He gains the skill unlock powers for that skill as appropriate for his number of ranks in that skill. At 10th, 15th, and 20th levels, he chooses an additional skill and gains skill unlock powers for that skill as well. (Skill unlocks can be found in skill description of each individual skill).

Many Guises (Ex)

At 6th level, the thief can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or thief): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the thief does not gain the benefit of either his social or thief identity, but instead appears as a member of his race, usually a common worker or traveller of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the thief in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion).

Power of Knowledge (Ex)

At 6th level, whenever the thief inflicts the scanned condition, the penalty to AC and saving throws against the thief's abilities is increased by an additional -1. At 10th, 14th and 18th level, the penalty increases by an additional -1.

Quick Change (Ex)

At 7th level, the thief learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The thief can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.

Improved Uncanny Dodge (Ex)

At 8th level, a thief can no longer be flanked.

This defense denies another thief the ability to sneak attack the character by flanking him, unless the attacker has at least four more thief levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.

Advanced Social Talents

At 9th level and every 2 levels thereafter, a thief may choose one of the following advanced social talents in place of a social talent.

A complete listing of social advanced talents can be found here.

Advanced Thief Talents

At 10th level and every 2 levels thereafter, a thief may choose one of the following advanced thief talents in place of a thief talent.

A complete listing of thief advanced talents can be found here.

Mug (Ex)

At 10th level, whenever the thief successfully sneak attacks an opponent (Even if the opponent is otherwise immune to the extra damage), the thief may attempt to use the Steal combat maneuver as a free action that does not provoke attacks of opportunity. The thief gains a bonus to this steal check equal to the amount of sneak attack dice he has.

Everyman (Su)

At 12th level, the thief can take on the appearance of a specific individual whenever he assumes a mundane guise using his many guises social ability. The individual must be a common member of the public or of a large organisation. While disguised as this individual, the thief receives a +20 circumstance bonus on Disguise checks to appear as that individual. Any spell or ability designed to locate the individual has a 50% chance of finding the thief instead of the actual individual, and divination spells and abilities used on the thief give results as if he were the actual individual. Although this doesn’t grant the thief any special knowledge of the individual, the thief’s training grants him a +10 circumstance bonus on Bluff checks to properly play the part of the individual.

Improved Evasion (Ex)

At 12th level, the thief gains improved evasion. This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.

Immediate Change (Ex)

At 14th level, the thief can change identities as a move action, and he no longer needs to spend extra time to adjust his appearance and persona.

Any Guise (Su)

At 16th level, the thief can use his everyman ability to disguise himself as any specific person, even a king or high priest. Furthermore, if the actual individual wouldn’t normally be able to be found via magic (such as by being dead or protected from divinations designed to locate the individual), such divinations always find the thief instead.

Master of All (Ex)

At 20th level, a thief can reroll any skill check in which he is trained. He must take the second result, even if it is worse. The thief can use this ability no more than once per minute. This ability is a free action. If the thief possesses the last-ditch effort, magic adept or thoughtful examination talents, those talents are refunded and he may take new talents in their place that he qualified for at the level he gained those talents.

Master Strike (Ex)

At 20th level, a thief becomes incredibly deadly when dealing sneak attack damage. Each time the thief deals sneak attack damage, he can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the thief’s level + the thief’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that thief’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

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