Thief in Akiviras | World Anvil
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Thief

Despite their name, thieves are a respected part of any adventuring party. Though they typically make their living by stealing from those better off than them, they have a number of useful skills that make them invaluable when it comes to dungeon exploration. Thieves in Akiviras are as numerous and varied as fighters are, and their reasons for adventuring are equally diverse. One thing is for sure though; without them, no would-be dungeon plundering will last very long.  

Attributes

Thieves are only slightly more effective fighters than magic-users are, having a d6 hit dice and the ability to use only leather armour in combat. Their saving throws are good, and they can use a variety of weapons that enable them to hold their own as long as they are supported by a capable fighter. Their real usefulness comes in their medly of useful skills that they can employ to the advantage of the group. They have five primary functions: picking pockets, opening locks, finding/removing traps, moving silently, and hiding in shadows. The thief can make use of these as part of the group as well as in their own pursuits. They also have three secondary skills: listening at doors, climbing up and down walls, and back stabbing. The thief's damage when striking an opponent in the back is double the normal damage per four levels of experience the thief has attained, and is also at a higher chance to hit (+2 when striking normally from behind, +4 when striking from surprise). Thieves can be any neutral or evil alignment, though very few choose neutral good and most tend towards evil.   Thieves also have a number of tertiary functions relating to their skill at the written word. For starters, all thieves know the secret language of the Thieves' Cant. This is a language of symbols, hand gestures, and nonsense phrases that thieves use to relay important information to one another. Additionally, at 4th level (Burglar), thieves are able to read 20% of languages, and this ability increases by 5% with each additional level of experience until an 80% probability is attained. This enables the possible reading of instructions and treasure maps without having to resort to a magic item or spell. And finally, thieves of 10th lvl or higher are able to decipher magical writings and scrolls. Though they lack the magical knowledge to cast the spells themselves, they are able to use magical scrolls provided they can read and understand them. This is a dangerous art though, and there is a chance with each reading that the thief will mispronounce some crucial detail, with disastrous results.    Thieves lack the leadership abilities of their fellow classes, meaning they cannot construct elaborate strongholds or lead large bodies of troops. However, they can construct a fortified dwelling or tower to hide out in, provided that said dwelling is either within or less than a mile away from a town or city where rich pickings can be found.    Most thieves are members of a thieves guild, an organisation of thieves that controls the local underground of a town or city. Multiple thieves' guilds will sometimes be connected by an overarching organisation, making them a very powerful foe. A thief who is a member of one of these guilds always has a place to hide out, find assistance with a particularly tough job, or make underground contacts that provide all manner of useful commodities. Once a thief attains 10th lvl, they can use their fortified dwelling to begin their own thieves guild. Doing so attracts a body of fellow thieves who will join the guild looking for the above benefits, but will also attract the emnity of the local thieves guild, if one exists. Street war between guilds is brutal and uncompromising, and ends only when the leaders of one guild are dead or have packed up and left town.

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