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Class_Specialist_Art_Pilfery
Grit | Additional items |
---|---|
1 | leather armor, specialist kit, dagger, garrote |
2 | leather armor, specialist kit, dagger |
3-4 | specialist kit, dagger |
5 | specialist kit |
6 | 1 extra trinket |
noisy firecrackers
Saving throws against devices succeed on a 1-2 on 1D6.
Trained in (able to use the tags of) the first 2 weapon types you use. (You can veto a weapon type, if needed.)
Trained in light armor.
HD: 1d6.
Pickpocket skill
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You can teach the party to speak Oppen Gloppish or some other dialect of the common language a bit more encoded than Pig Latin. This will allow you to speak privately as loudly as you need to, in front of whoever you need to.
This may offend those who have a sense of what is happening, of course. They'll also eventually decipher the code.
Level 2
- A street rat has heard of you and demands to serve and learn. The kid respects you, but probably doesn't trust you. The urchin does not count toward your maximum hirelings.
- Urchins are willing to do a bit more than a Hired Hand, so long as they're learning the ropes of thieving.
- 1Grit. Street smart.
- Give your urchin an equal share of your treasure (and therefore your XP) if you'd like a backup character.
- Anytime you don't have an urchin, you may attempt to recruit another, wherever urchins are plentiful. Use standard hiring rules, but they don't require pay. If you have a reputation for getting urchins killed, of course, it will be difficult to hire more.
Level 3
- When you hit someone in melee, you may make a Check to attempt to steal something they are not holding.
Level 4
- You now have Quick Slots equal to half of your total slots.
- Throwing a small item (such as a dagger or machete) as an attack grants a Boon to the ATK roll.
Level 5
- For every combat round in which you do nothing other than watch someone, get two Boons to your next ATK or Maneuver roll against them. Only works against the same target once per combat.
Level 6
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You can remove one non-obvious item from a person that mostly trusts you, if you spend at least 10 minutes with them, waiting for the right moment.
You probably can't take their sword or their hat, but a key, a trinket, or a letter, or half the wealth they carry.
Level 7+
- Increase one Attribute score by 1.