Thief - Tier 4
Thief - Tier 4 (Subtype)
150 lbs
35
19173.82

190 / 190
15
23
40
24
40
60
3
5
2

Bandana, Cloth
Leather Jerkin
Bracers, Leather
Cloak of Protection
Ring, Platinum
Crossbow Bolt Case
Shoes, Leather
Hand Crossbow
 
Dagger

  • Inventory Unequipped:
  • Potion of Mind Reading
    30 gp
  • Poison, Major
    500 gp
  • Lockpicking Tools
    25 gp
  • Potion of Invisibility
    7 65 gp
  • Poison, Minor
    10 gp
  • Poison, Adept
    200 gp
  • 20 Crossbow Bolt
    0.05 gp
  • Elixir of Poison Immunity
    200 1000 gp


  • Passive Abilities:
  • Magical AC +2
    20 4000 gp
  • Teleport Speed: +30
    30000 gp
  • Weapon Enchantment +3
    10000 gp
  • Extra Weapon Damage - Poison (2d6)
    10.1 37500 gp
  • Magical AC +1
    10 1000 gp
  • Skill Modifier: Fortitude +1
    2500 gp
  • Skill Modifier: Balance +1
    2500 gp
  • Skill Roll Mod: Psyche +1
    2500 gp
  • Skill Modifier: Willpower +1
    2500 gp
  • Backstabber
    500 gp 1
  • Cunning
    1000 gp 1
  • Close Shooter
    500 gp
  • Advanced Armor Training - Light
    75 2000 gp
  • Precision Rhythm
    120 1000 gp
  • Eyes on the Back of My Head
    1500 gp 21

  • Abilities:
  • Honest Chance
    1000 gp 9
  • Cutthroat
    1000 gp 9
  • Chicanery
    3000 gp 31
  • Insidious
    15000 gp 33

  • Quick Abilities:
  • Mug
    500 gp 1
  • Subtle Stride
    500 gp
  • Keen Moves
    600 1000 gp 3
  • Agile Dodge
    500 gp
  • Fleet of Foot
    24.8 1000 gp
  • Fang Dance
    720

  • Attack Abilities:
  • Shank
    0.09 800 gp 1
  • Mobile Shot
    10 150 gp
  • Pinning Attack
    4.94 150 gp
  • Twin Bolts
    500 gp
  • Piercing Lunge
    14.4 500 gp
  • Piercing Shot
    1.67 400 gp
  • Rapid Shot
    2.2 800 gp
  • Piercing Strike
    1.67
  • Slice and Dice
    7.08 400 gp 13
  • Gouge
    13.68 500 gp 17
  • Sap
    32.56 500 gp 27

  • Free Abilities:
  • Dirty Fighting
    5.7 1000 gp 3
  • Vanish
    14.1 2000 gp 7
  • Detach
    1000 gp 15
  • Evicerate
    500 15000 gp 35
  • Unseen
    15000 gp 37
  • Unheard
    15000 gp 39
  • Deadly Weapon
    50000 gp 40

  • Reaction Abilities:
  • Concealed Weapon
    -300 1000 gp
  • Hemorrhage Spiral
    7.52
  • Sprint
    500 gp 11
  • Evasion
    5.7 1500 gp 19
  • Hoodwink
    -480 2000 gp 23
  • Slippery
    35 1000 gp 25
  • Nimble Redirect
    2000 gp 29

  • Opportunity Attack Abilities:
  • Reflex Slice
    500 gp
  • Quick Pinner
    4.99 300 gp
  • Reflex Bolt
    500 gp


  • Monster Bits:
  • 36 Humanoid Blood
    0.15 gp
  • 88 Animal Bone
    0.03 gp
  • 60 Animal Fat
    0.5 gp
  • 208 Animal Meat
    0.05 gp
  • 28 Soft Skin
    0.05 gp

Sleek shadows coil around your fingers, a whisper of midnight silk that bends locks with a sigh. Iron tumblers yield like melting wax, edges blurring in the gloom. Your hand phases through steel, emerging unscathed, the air humming with stolen secrets.

Thief - Tier 4 (Subtype)
Creature Sub Type
16593.28

🗡️🕶️ Thief: Tier 4 Ghostmaster

A Tier 4 Thief is a supreme infiltrator whose stealth, deception, and control of access make it one of the most dangerous covert threats in the setting. At this tier, the thief does not merely bypass obstacles or exploit disorder—it decides who notices what, when security fails, and whether retaliation ever reaches the right target.

🎭🪙 Trade and Foundation

Tier 4 Thieves represent the highest level of criminal and covert mastery. They are shaped by major heists, impossible infiltrations, deep espionage, elite guild training, court intrigue, or years spent surviving where discovery meant death. Their knowledge covers layered security, social manipulation, timing, forged identity, silent movement, contingency planning, and how to turn a protected space into a vulnerable one.

🧥🪝 Appearance and Tools

These creatures usually appear as legendary burglars, unseen guildmasters, royal black-bag operatives, master infiltrators, untouchable confidence artists, high-end smugglers, or infamous thieves known by reputation more than sight. Their clothing is carefully constructed for concealment, flexibility, and quick access, often hiding specialized picks, blades, climbing lines, wedges, signal tools, false credentials, and escape devices integrated directly into the outfit.

🗡️🫥 Combat Style

A Tier 4 Thief fights through exact timing, total opportunism, and controlled misdirection. It strikes when attention is broken, when footing is wrong, or when a target thinks the danger is elsewhere. It can move between cover, exploit blind angles, interrupt coordination, and create enough confusion that enemies waste precious moments answering the wrong threat. Its violence is swift, selective, and rarely committed without advantage.

🧠🎲 Tactical Ability

Its tactical ability is exceptional within infiltration, sabotage, and chaotic close-quarters engagement. A Tier 4 Thief reads patterns of attention, identifies weak links in security, predicts responses to disruption, and knows where a small act will cause the largest collapse. It is not a battlefield commander in the conventional sense, but within confined spaces, guarded sites, or unstable encounters, it often controls the true flow of events.

🔐🪜 Infiltration and Cheating

At this tier, infiltration becomes encounter-defining. Tier 4 Thieves can bypass advanced locks, evade layered traps, exploit routines, forge access through behavior as easily as tools, and rig scenes so victims misread both the method and the motive. Their cheating extends beyond cards or dice into entire operations: false trails, planted evidence, swapped items, redirected suspicion, and carefully staged outcomes that make the impossible look accidental.

🏃🩹 Defense and Escape

Tier 4 Thieves are extraordinarily difficult to catch. Their survival depends on anticipation, route control, concealment, and the ability to disappear before a situation fully resolves. They know exits, alternate exits, hidden exits, and what to do when all of them fail. They do not endure pressure well in a fair stand-up fight, but fair is exactly what they work hardest to avoid.

🏙️👥 Common Roles

These creatures are commonly found as master thieves, guild rulers, royal infiltrators, high-level spy-runners, palace burglars, sabotage experts, blackmail architects, or final-stage operatives used when direct force would be too visible or too costly. They are rarely minor enemies. In most encounters, they are the hidden hand behind the missing relic, the opened vault, the dead witness, or the guard captain framed for all of it.

👑🕳️ Place in a Group

A Tier 4 Thief often serves as the access core, covert planner, or unseen decision-maker of a group. Even when another figure holds formal authority, the thief may determine entry, timing, target sequence, fallback plans, and what evidence remains afterward. Allies rely on it to make secure places penetrable and controlled situations unstable.

📈🗝️ Tier Meaning

Tier 4 represents the thief at the height of the class fantasy: elite stealth, master infiltration, advanced cheating, exceptional mobility, and encounter-defining control through deception and access. This is the final form of the thief role—a ghostmaster capable of deciding outcomes through unseen action, false certainty, and perfectly timed unfairness.

  • Speed:
  • Walking Speed: +40
  • Climbing Speed: +40

  • Skill Roll ADV:
  • Sneak

Bandana, Cloth
Leather Jerkin
Bracers, Leather
Cloak of Protection
Ring, Platinum
Crossbow Bolt Case
Shoes, Leather
Hand Crossbow
 
Dagger

  • Inventory Unequipped:
  • Potion of Mind Reading
    30 gp
  • Poison, Major
    500 gp
  • Lockpicking Tools
    25 gp
  • Potion of Invisibility
    7 65 gp
  • Poison, Minor
    10 gp
  • Poison, Adept
    200 gp
  • 20 Crossbow Bolt
    0.05 gp
  • Elixir of Poison Immunity
    200 1000 gp

  • Extra Attack: +2

  • Passive Abilities:
  • Backstabber
    500 gp 1
  • Cunning
    1000 gp 1
  • Eyes on the Back of My Head
    1500 gp 21

  • Abilities:
  • Honest Chance
    1000 gp 9
  • Cutthroat
    1000 gp 9
  • Chicanery
    3000 gp 31
  • Insidious
    15000 gp 33

  • Quick Abilities:
  • Mug
    500 gp 1
  • Keen Moves
    600 1000 gp 3

  • Attack Abilities:
  • Shank
    0.09 800 gp 1
  • Slice and Dice
    7.08 400 gp 13
  • Gouge
    13.68 500 gp 17
  • Sap
    32.56 500 gp 27

  • Free Abilities:
  • Dirty Fighting
    5.7 1000 gp 3
  • Vanish
    14.1 2000 gp 7
  • Detach
    1000 gp 15
  • Evicerate
    500 15000 gp 35
  • Unseen
    15000 gp 37
  • Unheard
    15000 gp 39
  • Deadly Weapon
    50000 gp 40

  • Reaction Abilities:
  • Sprint
    500 gp 11
  • Evasion
    5.7 1500 gp 19
  • Hoodwink
    -480 2000 gp 23
  • Slippery
    35 1000 gp 25
  • Nimble Redirect
    2000 gp 29

  • Skill Tier 10:
  • Alchemy
  • Archery Weapon Skill
  • Attention
  • Balance
  • Dismantle
  • Empathy
  • Fortitude
    47.23
  • Frighten
    33.68
  • Herbalism
  • Influence
  • Initiative
  • Inspection
  • Light Armor Skill
  • Locks
  • Navigation
  • One-Handed Melee Weapon Skill
  • Psyche
  • Sneak
  • Throwable Weapon Skill
  • Willpower

d100
Mod
ADV/DIS
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Effect 1 Effect 2 Ambience Music