Character Class Details: Looter Group, Stalker Family Profession in Hubworld | World Anvil
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Character Class Details: Looter Group, Stalker Family

Career

Qualifications

Thieves and Thief-Acrobats
Thieves and thief-acrobats are unchanged from 1st Edition, except that guild membership is (somewhat) optional. Where there is no guild presence, thieves may operate independently, but they will have a harder time finding proficiency teachers. Furthermore, some of their skills may be held back until they find a tutor or get extra practice (DM discretion). They may also join a gang, which operates similar to a guild but also operates in rural areas. An independent thief will always face pressure to join guilds or gangs wherever these are established (or looking to establish).



Pirates
Technically, anyone can be a pirate, but anyone can also be a thief. Not everyone who pirates and thieves can make a career of it, though. Unlike the thief class, pirates do not enter directly from an apprenticeship or from their nonspecialist class. Rather, various Warrior and Agilist classes may enter into piracy after achieving 2nd level. Besides this requirement, would-be Pirates also need to have proficiency in Sea Legs and Naval Service: Crewman. 
   
Class Birth Apprenticeship Stats Alignment Race
Thief any none Dex 9 N, CN, CE, NE, LE, non-humans only: LN, CG Human (Newman, Goldadam, Halfadam, Gillman, Frost Man), Dwarf (Hill, Mountain, Grey, Korobokuru), Elf (Svartalf, Grey, High, Wood, Green, Venusian, Martian, Plutonite, Halfalf, Darkling, Waterling), Gnome (all), Halfling (all), Half-Orc, Hengeyokai (Badger, Bear, Cat, Crab, Duck, Fox, Monkey, Raccoon Dog, Rat, Snake, Spider), Vanara (Kivili, Bandar, Aoto, Colugo, Gidro, Ozod), Nezumi, Tabaxi, Yuan-Ti
Thief-Acrobat any Stealthist, level 6 Thief Str 15, Dex 16 N, CN, CE, NE, LE Human (Newman, Goldadam, Halfadam), Dwarf (Hill, Mountain, Grey, Korobokuru), Elf (Svartalf, Grey, High, Wood, Green, Venusian, Plutonite, Halfalf, Darkling), Surface Gnome, Halfling (all), Half-Orc, Hengeyokai (Cat, Duck, Fox, Monkey, Raccoon Dog, Rat, Snake, Spider), Vanara (Kivili, Bandar, Aoto, Colugo, Gidro, Ozod), Nezumi, Tabaxi, Yuan-Ti
Pirate any level 2 Fighter, Mariner, Submariner, Survivalist, Thief, Bard, Merchant, Islander as original class CG, CN, CE Human (Newman, Goldadam, Halfadam, Gillman), Elf (Green, Venusian, Halfalf, Waterling), Vanara (Bandar, Aoto), Nezumi

Career Progression

Thieves and Pirates use the Thief progression table in Player's Handbook. Thief-Acrobats progress as described in Unearthed Arcana.
Maximum Level
Race Thief Thief-Acrobat Pirate
Newman U U U
Goldadam 40 40 n
Halfadam 24 24 12
Gillman 6 n 12
Frost Man 6 n n
Dwarf (H,M,G) U U n
Korobokuru 8 8 n
Elf (Svartalf, Grey, High, Wood, Plutonite, Darkling) U U n
Green Elf U 12 U
Venusian (female) 18 18 18
Venusian (male, AKA Purple Martian) 12 n 12
Martian 12 n n
Halfalf U U 6
Waterling 12 n U
Surface Gnome 12 12 n
Deep Gnome 12 n n
Halfling (all) U U n
Half-Orc 8 8 8
Yuan-Ti 6 6 n
Hengeyokai (Badger, Bear, Crab) 8 n n
Hengeyokai (Cat, Monkey, Rat) 12 12 n
Hengeyokai (Duck, Raccoon Dog) 8 8 n
Hengeyokai (Fox) 12 10 n
Hengeyokai (Snake) 9 9 n
Hengeyokai (Spider) 11 11 n
Kivili 6 6 n
Vanara (Bandar, Aoto) U U 6
Vanara (Colugo, Gidro) U U n
Ozod 5 5 n
Nezumi U U 12
Tabaxi U U n

Other Benefits

The Thief and Thief-Acrobat are described in Player's Handbook and Unearthed Arcana, respectively.
Naval skills are prerequisite to entering the Pirate class, but the character need not operate exclusively at sea. On land, Pirates combine the climbing abilities of both Thieves and Barbarians and climb trees as easily as cliffs and walls. At sea, Pirates can move along a ship's rigging and make use of ropes as though they had brachiation mobility equal to half their running speed +0.5"/level. They climb poles as trees and can ropewalk or pole vault as a Thief-Acrobat. They lack the thief's backstab ability. Pirates pick locks as a Thief of half the level. They have access to more weapons than thieves, and the same range of armor. Pirate forts are built on islands and in secluded coastal coves.
At 9th level, a pirate may obtain their own ship, automatically attracting a crew of 6d6 1st level pirates that will work for booty and adventure, along with a 6th level mariner. Can also build or capture a fort.
At 10th level, the pirate captain adds a 5th level specialist to the crew. Roll 1d12 for type: 1-Fighter, 2-Thief-Acrobat, 4-Assassin, 5-Cleric, 6-MU, 7-Illusionist, 8-Sage (Martial Advisor), 9-Sage (DM Pick), 10-Mechanist, 11-12-Merchant
At 12th level, a pirate captain with a fort attracts 2-12 2nd level islanders and a 7th level shaman to the crew.

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