Monday, February 26, 2018

Thief Combat Abilities

With every level, thieves roll a d6 to determine their hit points. At first level, characters are presumed to have rolled an ‘6’ on the die, starting with ‘full’ hit points. Thieves also gain hit points for their body mass, which is rolled by the DM.

Thieves are able to wear only armor fashioned without metal, including leather or padded armor, and leather gauntlets. They are not permitted to use shields or helmets.

Thieves begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st, at 5th level, 9th level, 13th level and so on.

Thieves may use only those weapons described on the Thief Proficiencies table. Missile weapons, with thrown and hurl ranges, are shown on the Thief missile weapons table.



For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:



Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Thief

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