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| Cio from K6BD |
The Thief
Each Thief template increases your Stealth by 1.A: Opportunist, Unlabeled Package.
B: Flashback, Lucky.
C: Thrice Sealed Package, Frequent Backstabber.
D: Choose two: Master Thief, Resourceful or The Motley Crew.
Opportunist
Whenever you secure an extra positive modifier for a check through clever tool usage or environmental manipulation, double it.
Unlabeled Package
Whenever in a settlement, you may spend any amount of available weight slots and currency to create or update an Unlabeled Package. At a later date you may mark off weight slots and currency to retroactively purchase mundane items and produce them from the package up to the previously spent currency and weight slots. Only a single Unlabeled Package can exist per Thief, but they can create replacements.
When you gain this ability, add a Mega Toolkit with 2d4 weight slots and a total worth of D100 SP.
Flashback
Once per day you may flashback into the past to describe an act you have attempted in preparation ahead of time within reason, such as bribing a guard or planting explosives beneath a bridge, regular checks may apply, modifiers varying upon the difficulty of the preparation.
Lucky
You may reroll your failed checks, but if the reroll succeeds, you may not use this ability again this day.
Thrice Sealed Package
You are able to obtain a mysterious and tightly sealed package at any settlement given an hour’s time and 20gp, only one may be possessed at a time and it occupies two item slots. After the package’s seals are broken it is revealed to contain a chosen Magic Item or powerful invention which will remain functional for an hour.
The DM may have a list of thiefly Magic Items unique for their setting, if not there’s a generic list at the bottom of this document.
Frequent Backstabber
Bonuses to attack checks from Opportunist also applies to damage rolls.
Master Thief
Once per day you can treat a failed check concerning staying undetected or hidden as a success.
Resourceful
There is no limit to the amount of Unlabeled Packages and Thrice Sealed Packages you can acquire.
The Motley Crew
Wherever you go, your infamy follows. Those downtrodden and cast out seek to craft their own legend in the shadow of yours, eager to serve as your tool.
- Before you enter a town or while residing in it, you can announce your presence to the underworld and recruit up to 1d6 crew members for free.
- Each time you put them in harm's way, roll over the total amount of crew members on a D6 or they'll turn against you. If they've not been given an order in a day, they grow restless and should be rolled for once more.
- Treat them as template less level 1 PC’s with 3 HP, a dagger and 10 across each attribute.
Sample Magic Items
(They should not solve an enounter, just grant a new tool towards solving it and sometimes introduce a new problem)
1. Monocle of anti-light
Whilst perceiving through its oily lens, light turns to dark and darkness to light.
2. Devil’s Pot
There is no limit to the pot’s space, nor can anything put into it be retrieved. But at the end or the hour it explodes, violently showering everything nearby with its contents.
3. Rope Snake
50 feet long and rendered docile chemically, this snake has been carefully trained in the art of knotting itself. It does what you tell it, until its drugs run out in an hour, at which point you better run.
4. Nemesis Dagger
Inscribed with the name of your chosen quarry, the dagger gains a bonus to attack and damage equal to the quarry’s HD/Level when striking them. After an hour the inscription fades along with any trace of it. If the named creature was not killed, the dagger in turn appears in their possession with your name inscribed.
5. Immovable Rod
This two feet rod has a button on its end, pressing down on the button anchors the rod in space whilst pressed. At the end of the hour it spasms violently before exploding.
6. Prismatic Decanter
A portal to one of the rainbow seas, each time you pour, a new random liquid is peacefully poured, there’s a 1 in 6 chance the liquid comes out as a powerful uncontrollable fire-hose stream that lasts until the end of the duration.
- Red: Dull Wine
- Orange: Flammable Oil
- Yellow: Molten Brass
- Green: Bubbling Acid
- Blue: True Water
- Indigo: Sparkling Soda
- Violet: Slippery Slime
- Invisible Water
7. Vial of Bogwyrm Glue
Nothing besides the time limit can separate the objects glued together besides hacking away at the attached endpoints.
8. Vial of Alkahest
Mythical acid, the chemical reaction starts once exposed to air. It does not stop corroding. It could sink down and obliterate the core of your world. Luckily, it turns into solid gold after an hour.
Inspiration
Kuds to Arnold Kemp's original Thief for some of the abilities and the lawful neutral's idea to tie Thief concept together with equipment usage.

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