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The Legend

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Base Class: Disciplines Available*:
Rogue
Archer
Belgosh
Blade Weaver
Bounty Hunter
Huntsman
Prospector
Rat Catcher
Saboteur
Skydancer
Strigoi
Summoner
Sun Dancer
Traveller
Undead Hunter
Wererat
Wyrmslayer
Races Available:
Aelfborn
Aracoix
Elves
Humans
Irekei
Nephilim
Shades
Vampires
Gender Restriction:
None
Preferred Guild Types:
Thieves' Band
Primary Attributes:
Training Points Per Level: 6
In addition to your Base Class's Training Point value

Health Bonus: 51
Mana Bonus: 0
Stamina Bonus: 0
Skill Specializations:

In addition to your Base Class's Skill(s)

Level 1: granted skill Crossbow
Level 10: granted skill Bargaining
Level 10: granted skill Parry
Level 10: granted skill Running
Level 20: granted skill Dagger Mastery
    (requires Dagger Skill ( 80 ) )
Level 20: granted skill Throwing
    (requires Dagger Skill ( 80 ) )
Level 20: granted skill Unarmed Combat Mastery
    (requires Unarmed Combat Skill ( 80 ) )

Exalted Powers:

Thief Powers and Abilities

Related Links:
Thief Class Forums
Report an Error!

*Race restrictions may apply.
 
 
  Professions  

 The Thief, Master Burglar 

Overview: 

Life is never easy for Rogues, whose trade so often flies in the face of local law and custom, and can leave them shunned by all they meet. In time, however, those who can survive long enough to gain a measure of success become Thieves, true professionals and masters of their craft.

Success brings them not only wealth but finally a kind of status. True Thieves no longer live off of the wealth they steal - they take contracts from wealthy patrons to steal, and are paid handsomely for their services.

Thieves stake their reputations (and their lives) on their ability to pass even the most attentive guards without being seen or heard, and are master climbers and locksmiths. Should these skills fail, however, a Thief makes a deadly foe in combat. They frequently learn the use of poison, and can also learn combat techniques that can quickly immobilize or cripple their foes. If pressed, they are also masters of defensive combat, using evasion and speed to escape harm.

Many Thieves are content to live in cities, plying their trade in defiance (or sometimes at the behest) of the local authorities. Merchant guilds or Noble Houses frequently hire Thieves to disrupt a rival's operations, or to humiliate them by taking their most prized possessions.

The Thieves themselves must walk a fine line to remain neutral, and master Thieves are often contracted by their most recent victim to deal revenge to a previous employer. While such a position can be very lucrative, many Thieves tire of the intricacies of local politics, and either band together in Guilds to protect their interest or leave the cities altogether to pursue a life of Quest and Adventure.

Every Thief's ability to bypass physical obstacles, move unseen, and hamper their foes in battle makes them a valuable part of any adventuring company.

 




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