Thieving
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Thieving is a Dexterity skill.
What it covers
Pick locks, disable traps, pickpocket and steal, palm and conceal objects, escape bonds; sabotage, jam, or wreck mechanisms, gear, and structures, including setting them ablaze.
Progression
| Level | Unlock | Feat | Effect |
|---|---|---|---|
| 2 | Novice feat choice (pick one) | Small items you have hidden are not found by casual searches or pat-downs at all; only a deliberate, thorough expert search or a full strip search has any chance of turning them up. | |
| You gain +2 on Thieving checks to catch or intercept small objects in motion, and can attempt to catch items that others wouldn't even react to in time. | |||
| You automatically identify the quality of security (amateur, professional, masterwork) and recognize the work of other thieves. Gain +2 to Investigation checks to determine if locks were picked, traps disarmed, or thefts conducted, and by whom. | |||
| 3 | Passive bonus | Poison resistance bonus | |
| 4 | Mastery bonus | +1 to Thieving rolls | |
| 6 | Adept feat choice (pick one) | Slip a small item onto someone's person, into their bag, or into a location without being noticed; make a Thieving check. You first close the distance to the mark, then on success the target gains a Planted Evidence debuff for 8 hours, detailing the hidden crime. | |
| Tamper with a creature's equipment: slip within reach and make a Thieving check to loosen a sword strap, shift a shield buckle, or unfasten armor. On success the target suffers a Jammed Gear debuff: their fouled gear leaves them clumsy (-2 Dexterity) for half a minute. | |||
| Make a Thieving check to secretly swap a small item or palm something during any exchange or search. On a failure, the mark notices something but cannot name it. | |||
| 7 | Passive bonus | Poison resistance bonus | |
| 8 | Mastery bonus | +1 to Thieving rolls | |
| 10 | Expert feat choice (pick one) | Target takes Arsonist's Touch: 1d6 fire every 6 seconds for 18 seconds. Your next attack against them within 12 seconds rolls at advantage. | |
| Thieving check. On success, steal roughly 10% of the merchant's gold and 1 random storefront item. On failure, you leave empty-handed with no suspicion. | |||
| Thieving check against the most alert target. On success, pocket gold and small valuables from up to 12 targets. Beating the DC by 20+ also lifts one notable piece: a key, a sealed letter, a gem. Failed pass takes nothing, alerts no one. | |||
| 11 | Passive bonus | Dark resistance bonus | |
| 12 | Mastery bonus | +1 to Thieving rolls | |
| 14 | Master feat choice | Pool not yet released | |
| 15 | Passive bonus | Dark resistance bonus | |
| 16 | Mastery bonus | +1 to Thieving rolls | |
| 18 | Legendary feat choice | Pool not yet released | |
| 20 | Mythic feat choice | Pool not yet released | |
This page is generated from game data as of Alpha 0.0.30a. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.