Thievery Masteries

Assassinate

Rank 1
Requirements

Thievery 10, Fighting 10, Hide 12, At least one rank in Sneak Attack.

Price

4 talents

Increases the damage die of sneak attacks from a d6 to a d8

Cloak & Dagger

Requirements

Mental 4, Thievery 4, cannot wear heavy armor

Price

3 talents (CC)

You can use your thievery for an associated statistic with offensive combat skills instead of its original associated statistic. So, if swapping out fighting, all combat skills associated with fighting are now associated with thievery. The bonuses gained from this mastery is removed when wearing heavy armor.

Coup de Grâce

Requirements

Thievery 10, Fighting 10, Hide 14, Assassinate rank one, Silent Step rank one

Price

6 talents

You can make a lethal strike to instantly kill a comatose, dying, helpless, paralyzed, or sleeping target after studying them for two minutes. An attack roll is made to ensure a one is not rolled. If a one is rolled, the coup de grâce fails. Targets who can make difficulty ratings in order to end their condition can make them every 10 seconds (or at the beginning of their turn). If they succeed, the coup de grâce is no longer possible.

Essence Sniper

Requirements

Thievery 5, Hide 7, Silent Step Rank 1

Price

6 talents

Cost

2 essence per +1d6

You have trained to understand how ranged weapons function along with quickly determining where vital spots are on your target. When spending the indicated cost, you can hone your ranged attack, increasing its damage. For every two essence spent, your ranged weapons attack increases by +1d6. So, spending ten essence would increase your damage by +5d6. This mastery can only be used when performing a surprise attack or attacking while hidden.

Handle Poison

Requirements

Agility 3, Physician rank 1

Price

3 talents

You understand how to handle poison. You cannot poison yourself when applying poisons.

Hidden Essence

Requirement

Channeling 4, Thievery 6, Hide 8

Price

3 talents

When hidden, restore essence equal to your channeling statistic per hide check. At level five, add half your hide skill.

Lethal Strike

Requirements

Fighting 8, mental 6, thievery 8, Weapon Specialization

Price

8 talents

When you launch a surprise attack, it is possible to kill your target instantly. If your damage is equal to or greater than half their maximum health. The target must succeed in a stamina check versus your total damage or they die (cannot be revived).

Lock Specialist

Rank 1
Requirements

Thievery 5, Mental 5, Locksmith Tools

Price

3 talents

Your chance to chain automation checks when unlocking or locking locks increases by one increment.

Rank 2
Requirements

Thievery 6, Mental 6

Price

4 talents

Automation checks associated with locks are lucky.

Locksmith Tools

Requirements

Thievery 3, Mental 3

Price

3 talents (CC)

You have learned how to pick locks and disable devices using lock picks. The bonus lock picks give to automation can now be added to automation checks when the pick is used. Gain one junk lock pick you used to practice and the knowledge of where to purchase more lock picks in the black market.

Pressure Point

Requirements

One Handed 5, thievery 4, Proficient with piercing weapon

Price

3 talents

Using a piercing weapon, you can puncture specific areas of a creature’s body in order to cause them to become paralyzed. Make a called shot to either a limb or torso. Upon a successful hit, the target becomes paralyzed for ten seconds. Critical strikes increase the duration to 1d4+1 rounds. Damage to the creature is reduced to only the characters’ might, as the attack is not intended to kill. The damage, penalty, and wound a called shot would normally inflict is ignored. A limb shot causes the specific limb to become paralyzed, while a torso shot causes the entire body to become paralyzed.

Quick Hands

Rank 1
Requirements

Thievery 3, Mental 3

Price

3 talents (CC)

Gain a +1 and lucky rolls on sleight-of-hand checks.

Rank 2
Requirements

Thievery 5, Mental 5

Price

3 talents

Your chance to chain your sleight-of-hand checks when pick pocketing increases by one increment.

Silent Step

Rank 1
Requirements

Thievery 3, Mental 3

Price

3 talents (CC)

You have learned how to make as little noise as possible when moving while hidden. Gain +1 to hide and its lucky. You cannot be detected by sound vision unless attacking or channeling.

Rank 2
Requirements

Thievery 4, Athletics 4, Hide 6

Price

3 talents

You can move normal when hidden. Abilities and spells that normally end when performing attacks or channeling now require a focus check to see if they end. Ones that already require a focus check gain luck on the focus check.

Shadow Strike

Requirements

One Statistic 8, Silent Step Rank 1

Price

3 talents

When making a surprise attack, gain +2 to your attack roll.

Sneak Attack

You have learned where the open spots in armor are, allowing you to inflict extra damage and avoid armor. See sneak attack in the combat section of the game rules chapter for more information.

General Requirements

Heavy and Two-Handed weapons cannot be used, with some exceptions.

Rank 1
Requirements

Thievery 4, Hide 4

Price

5 talents

You can bypass the damage reduction of armor. In addition, gain +1d6 sneak attack damage.

Rank 2-4

Ranking up sneak attack is free, but the requirements per rank must be met.

Stealth

Focus Mastery Requirements

Thievery 4, Hide 5, Silent Step Rank 1

Price

4 talents

Cost

1 essence per +1 to hide (max +5)

Duration

1 hour

You wrap yourself in essence, causing your body to become translucent. Items you are carrying also become translucent. While this ability does not make you invisible, it makes you harder to be seen. If someone were looking directly at you, they would see a slightly distorted vision of the surrounding area.

Upon activation, you gain +1 for every essence spent on your next hide check. The maximum that can be spent is equal to half your thievery statistic. On top of this mastery being a focus mastery, its effects end if you attack, channel a spell, or otherwise engage in a hostile manner.

Activating this mastery negates the bonus others have in their perception when you attempt to hide in plain sight.

This mastery does not stack with the camouflage and invisibility spell.

Steady Hands

Requirements

Agility 5, Thievery 5

Price

5 talents

Gain a +1 to forgery and your chance to chain when making forgery checks increases by one increment.

Thief

Requirements

Mental 5, Silent Step Rank 1

Price

3 talents

Gain +1 to sleight of hand when pickpocketing and automation when lock picking. Additionally, when hiding at night gain a +1 to hide.

Thieves’ Mark

Requirements

Thievery 4, At least one other thievery mastery.

Price

4 talents

Throughout the world thieves’ guilds have marked shops and other locations with special markings. These markings indicate where fellow thieves can find the black market in order to fence their goods. Being a member (or former member) of a thieves’ guild you can identify these markings in order to find a fence. This mastery is free, and the requirements are ignored if your culture is Guildite: Thieves’ Guild.

Trap Specialist

Rank 1
Requirements

Thievery 5, Mental 5, Automation 5, Locksmith Tools

Price

3 talents

Your automation checks chance to chain increases by one increment when disarming or arming a trap.

Rank 2
Requirements

Thievery 6, Mental 6

Price

3 talents

If you successfully disarm a trap you can take the parts with you. You have a 60% chance of understanding how to reassemble and set it up. Failure to understand breaks the trap during assembly.

Rank 3-4
Requirements

Thievery 7, Mental 7

Price

3 talents

Your chance of reassembling and using the trap increases by 10%, to a maximum of 80%. The requirements increase by one for rank 4.

Rank 5
Requirements

Thievery 10, Mental 10

Price

4 talents

Your chance of reassembling and using the trap increases to 90% and all automation checks associated to traps are lucky.

Wait, What?!

Requirements

Perception 6, Thievery 6, at least one rank in Sneak Attack, Weapon Specialization

Price

3 talents

Range

30ft.

You have learned to spot vital locations of targets from a distance. Using a specific ranged weapon that you have weapon specialization with, you can make sneak attacks within the indicated range. Standard sneak attack rules apply, except for the weapon having to be melee. This mastery can be taken multiple times, but a new weapon must be selected each time.



Cover image: Essence and Energy Logo by Alexander Foerster
Powered by World Anvil