Thievery Masteries
Assassinate
Rank 1
RequirementsThievery 10, Fighting 10, Hide 12, At least one rank in Sneak Attack.
Price4 talents
Increases the damage die of sneak attacks from a d6 to a d8
Cloak & Dagger
Mental 4, Thievery 4, cannot wear heavy armor
Price3 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
Thievery 10, Fighting 10, Hide 14, Assassinate rank one, Silent Step rank one
Price6 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
Thievery 5, Hide 7, Silent Step Rank 1
Price6 talents
Cost2 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
Agility 3, Physician rank 1
Price3 talents
You understand how to handle poison. You cannot poison yourself when applying poisons.
Hidden Essence
Channeling 4, Thievery 6, Hide 8
Price3 talents
When hidden, restore essence equal to your channeling statistic per hide check (excludes free action checks). At level five, add half your hide skill.
Lethal Strike
Fighting 8, mental 6, thievery 8, Weapon Specialization
Price8 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
RequirementsThievery 5, Mental 5, Locksmith Tools
Price3 talents
Your chance to chain automation checks when unlocking or locking locks increases by one increment.
Rank 2
RequirementsThievery 6, Mental 6
Price4 talents
Automation checks associated with locks are lucky.
Locksmith Tools
Thievery 3, Mental 3
Price3 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
One Handed 5, thievery 4, Proficient with piercing weapon
Price3 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
RequirementsThievery 3, Mental 3
Price3 talents (CC)
Gain a +1 and lucky rolls on sleight-of-hand checks.
Rank 2
RequirementsThievery 5, Mental 5
Price3 talents
Your chance to chain your sleight-of-hand checks when pick pocketing increases by one increment.
Silent Step
Rank 1
RequirementsThievery 3, Mental 3
Price3 talents (CC)
You have learned how to make as little noise as possible when moving while hidden. Gain +1 to hide. You cannot be detected by sound vision unless attacking or channeling.
Rank 2
RequirementsThievery 6, Athletics 6, Hide 8
Price3 talents
You can move normal when hidden. When using the stealth ability or the spell camouflage with this mastery, it lets you reroll your hide check after revealing yourself as a free action. This reroll is free as long as it is within the ability/spells duration.
Shadow Strike
One Statistic 8, Silent Step Rank 1
Price3 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: Attacking section of the game rules chapter for more information.
General RequirementsHeavy and Two-Handed weapons cannot be used, with some exceptions.
Rank 1
RequirementsThievery 4, Hide 4
Price5 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
Requirements
Thievery 4, Hide 5, Silent Step Rank 1
Price4 talents
Cost5 essence
Duration1 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.
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
Agility 5, Thievery 5
Price5 talents
Gain a +1 to forgery and your chance to chain when making forgery checks increases by one increment.
Thief
Mental 5, Silent Step Rank 1
Price3 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
Thievery 4, At least one other thievery mastery.
Price4 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
RequirementsThievery 5, Mental 5, Automation 5, Locksmith Tools
Price3 talents
Your automation checks chance to chain increases by one increment when disarming or arming a trap.
Rank 2
RequirementsThievery 6, Mental 6
Price3 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
RequirementsThievery 7, Mental 7
Price3 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
RequirementsThievery 10, Mental 10
Price4 talents
Your chance of reassembling and using the trap increases to 90% and all automation checks associated to traps are lucky.
Wait, What?!
Perception 6, Thievery 6, at least one rank in Sneak Attack, Weapon Specialization
Price3 talents
Range30ft.
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.
This mastery allows the sneak attack to be used with ranged magic attacks as long as it’s with this masteries range.