Wednesday, January 8, 2014

1st Age: Thief 1st Draft

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord.  At this point in development the ArchMage Engine trumps other concepts.

Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things.  Weapon and armor selection are purely cosmetic.


I'm unsure of my Backstab solution, any and all feedback is appreciated!




Thief

Requirements: None

Hit Points per Level: 4 + Con mod per Level


Maximum Level: 10



Initiative: Dex mod + Level

Armor Class (no armor): 11 + middle mod of Con/Dex/Wis + Level


Armor Class (armor): 13 + middle mod of Con/Dex/Wis + Level


Physical Defense: 12 + middle mod of Str/Con/Dex + Level


Mental Defense: 10 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background

Thief Abilities: Gain the Thief +5 background which covers attempts to pick locks, find and remove traps, pick pockets, move silently, climb walls, hide in shadows, and hear noises.
 

Melee Attack
Attack: Dexterity + Level vs. AC
Hit: 1D6 + Dex Mod
Natural Hit of 16+: Backstab for an additional 1D8 damage


Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: 1D4 + Dex Mod


Decipher Scripts: At 2nd level a thief may attempt to read languages, but not magical writings, by making an easy (DC 6) save.   If the attempt fails, the thief may not try to read that particular piece of writing until they reach a higher level of experience.

Guildmaster: At 6th level a thief may establish a thief den, and 2d6 thief apprentices of 1st level are recruited. These thieves will serve the character with some reliability; however, should any become arrested or killed the character will not be able to attract more followers of this type to replace them. A successful character can use these followers to start a Thieve's Guild.

Read Scrolls: At 8th level a thief can read and cast magic from magic-user and elven scrolls by making an easy (DC 6) save. A failed roll means the spell does not function as expected, and can create a horrible effect at the GM's discretion.

1st Age Thief, all text open.





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