Master Thief


No mere rogue, the Master Thief has earned the respect of his fellow thieves and other members of the underworld. He is a ranking member of his gang, or “guild”, and has truly exceptional skill. Of course normally rogues seek to become a Master Thief, few others will have the ability or inclination.
The would-be Master Thief must be a member of a major thieves guild in one of the great cities of the Western Empire. They must confirm their skills through a series of tests, but also demonstrate their skills as a thief: they must normally pull off at least one, and maybe more then one, significant heist for the guild. Once confirmed as a Master, the thief may be able to leave town and adventure on his own, but he is expected to maintain at least occasional contact with his guild.

Requirements
To qualify to become a Master Thief, a character must fulfill all the following criteria:
Region: Any (major city)
Alignment: Chaotic Evil, Chaotic Good, Chaotic Neutral, Neutral, Neutral Evil
Feats: Skill Focus in any Master Thief class skill
Skills: Climb 9 ranks, Disable Device 9 ranks, Hide 9 ranks, Speak Language (Cant), Move Silently 9 ranks, Open Lock 9 ranks, Search 9 ranks, Sleight of Hand 9 ranks.

Hit Die: d6
Class Skills: The Master Thief's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (traps) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Additional Level: 10+Int Modifier

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Trap Sense

1st

+0

+0

+2

+0

Made, Skill Mastery

+1

2nd

+1

+0

+3

+0

New Skill, Skill Mastery

 

3rd

+2

+1

+3

+1

Skill Focus, Skill Mastery, Sneak Attack +1d6

+2

4th

+3

+1

+4

+1

New Skill, Skill Mastery

 

5th

+3

+1

+4

+1

Made (+2), Skill Focus, Skill Mastery, Hide in Plain Sight

+3

Weapon and Armor Proficiency: The Master Thief gains no weapon or armor proficiencies.

Made: The Master Thief is respected among rogues and underworld figures, and is good at communicating with those who haven’t heard of him. For all charisma-based checks (such as diplomacy, bluff, etc.) involving other rogues, and, at DM’s discretion, other underworld characters, the Master Thief receives a +1 bonus. At 5th level this increases to +2

Skill Mastery: The Master Thief becomes so certain in the use of a skill that she can use it reliably even under adverse conditions. At 1st level, and each time another level is gained, the Master Thief picks a skill. When making a skill check with this skill, she may take 10 even if stress and distractions would normally prevent her from doing so.

Trap Sense (Ex): A Master Thief has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonus increases to +2 at 3rd level, +3 at 5th level and +4 at 7th level. Trap sense bonuses gained from multiple classes stack.

New Skill: At 2nd and 4th levels the Master Thief gains four free ranks in a class skill in which they have none.

Skill Focus: At 3rd and 5th levels the Master Thief gains Skill Focus with any class skill in which they do not currently have Skill Focus.

Sneak Attack: At 3rd level, if the master thief attack has the Sneak Attack class ability, the damage done on a successful sneak attack is increased by one d6.

Hide in Plain Site: While in any sort of village, town, city or inside a building or other structure, a Master Thief of 5th level or higher can use the Hide skill even while being observed.