I had a little idea nibbling at me for the thief; when I finally started working on it I liked it so much more than my original remix. Still a WIP, but I think you can see where it's going.
The thief originated in Warlock and was essentially a wizard with a specialized spell list - spells that are not expended when used, are not guaranteed to work, and can have prerequisite spells. Those first two things sound to me a lot like ceremonial spellcasting! So then, the scheming thief was born! A scheme is basically a reflavoured ceremonial spell, with only a couple changes - schemes use knowledge skills for a +1 instead of perform, and thieves lack a repertoire.
Hd 0 :d4
Fight 0: as wizard
Thief 3: 10 skills (750 xp)
Ceremonial Eldrich 1: 1/2 Runekeeper (250 xp)
(XP per level : 1000)
A thief uses schemes from the Larceny Tradition, and must abide by the thieves code: Don't squeal, Don't make waves. Do the job and do it clean and quiet.
Basic Larceny Schemes
Knock |
Chameleon |
Detect Traps |
Silent Step |
Remove Traps |
Spider Climb |
Hear Noise |
Pick Pocket |
Backstab |
Read Language |
Move Silently |
Hide in Shadows |
13 |
11 |
13 |
11 |
18 |
11 |
14 |
17 |
2x |
- |
- |
- |
12 |
10 |
12 |
10 |
17 |
10 |
13 |
16 |
|
- |
- |
- |
12 |
10 |
12 |
10 |
16 |
10 |
12 |
15 |
|
- |
- |
- |
11 |
9 |
11 |
9 |
15 |
9 |
11 |
14 |
|
- |
- |
- |
11 |
9 |
11 |
9 |
14 |
9 |
10 |
13 |
3x |
9 |
17 |
19 |
10 |
8 |
10 |
8 |
13 |
8 |
9 |
12 |
|
8 |
16 |
18 |
10 |
8 |
10 |
8 |
11 |
8 |
8 |
10 |
|
8 |
15 |
17 |
9 |
7 |
9 |
7 |
9 |
7 |
7 |
8 |
|
7 |
14 |
16 |
9 |
7 |
9 |
7 |
7 |
7 |
6 |
6 |
4x |
7 |
13 |
15 |
8 |
6 |
8 |
6 |
5 |
6 |
5 |
4 |
|
6 |
12 |
14 |
8 |
6 |
8 |
6 |
3 |
6 |
4 |
2 |
|
6 |
10 |
12 |
7 |
5 |
7 |
5 |
2 |
5 |
3 |
-1 |
|
5 |
8 |
10 |
7 |
5 |
7 |
5 |
2 |
5 |
2 |
-3 |
5x |
5 |
6 |
8 |
6 |
4 |
6 |
4 |
1 |
4 |
1 |
-5 |
|
4 |
4 |
6 |
Schemes take a period of ten minutes of study and calculation to enact, but a scheme may be hastily concocted in a single round for a -4 to the die roll. Having an appropriate Knowledge skill grants a +1 to the roll. Schemes in bold are as the spell. Detect traps is as Find Traps, but targets only a single small area or object for a duration of concentration at range 0. All others are as the thief skill. Thieves of any level can record their schemes into a Masterplan, which follows the same rules as a ceremonial trinket. At 10th level, a thief may research new schemes, brew potions, scribe scrolls, and create lucky charms (talisman). At first level, a thief may chose to be proficient with one handed swords, leather armour, gain one lucky charm or a knowledge skill.
Specialist Larceny Schemes
1st |
2nd |
3rd |
- |
- |
- |
- |
- |
- |
- |
- |
- |
1 |
- |
- |
1 |
- |
- |
2 |
- |
- |
2 |
- |
- |
2 |
1 |
- |
2 |
1 |
- |
2 |
2 |
- |
2 |
2 |
1 |
2 |
2 |
1 |
2 |
2 |
2 |
2 |
2 |
2 |
Specialist schemes are still a WIP, but feature appropriate spells from the arcane lists, such as Hold Portal (Jam it!) or Jump (Springheel Jack).
The neatest thing about ceremonial casting is in the implements. Who says the ceremonial implements for Knock aren't a set of lockpicks and a stethoscope, and the casting time isn't just the thief fiddling with the lock?