Thief
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Overview

With the Thief job, your character can move swiftly and stab deeply, using quick, rapid-fire abilities, crafty tricks, and, of course, sticky fingers, to grab things from an enemy and stay constantly out of their reach. Thieves are a front-line job, though they function something like a party support unit, helping grain greater rewards from the combats they face. They are capable damage-dealers and ailment-causers in their own right, as well.

Playing a Thief

#1: Don't Get Hit

You are a mostly physical job, but your physical stats are not as high as most other physical jobs, which means that you are quite a bit more vulnerable. With only light armor and without a tremendous amount of melee damage, you will suffer more from a hit than most other enemies. Which is part of why you gain Dodge as a defensive option — use your Evade well.

#2: Pick Your Prize

Your main talents as a thief lie in gaining extra rewards from combats that you participate in. These reward benefit you, and they benefit the party as a whole — extra gil, extra items, and better equipment all can help your party keep a unique edge on the competition. You usually don't need all of these things, though. Don't worry about using your basic attacks or status-inflicting abilities when there is nothing of significant worth to steal.

#3: Don't Always Fight

This is more true, perhaps, at the tabletop than it is when playing an FF videogame: you don't have to fight everything. FFZ's method of awarding XP and AP relies more on narrative accomplishments than on the number of critters killed, so you can gain a significant award for picking a fight, stealing what you want, and then running away (or at least playing it defensively). Combat is only one means to an end, and, as a thief, you should keep in mind your other options as well.

Thief Base Statistics

Base Stats
HP 20
MP 20
Weapon 1d8
Spell 1d8
+1 Luck, +1 Speed
Proficiencies
Weapon Daggers
Armor Light
Skill Athletics
Job Tree Hunter or Fencer

When picking a tribe or archetype, keep the following in mind:

  • Vigoris somewhat useful for you. Your damage will probably never be catastrophically high, but a decent Vigor will keep you dealing decent front-line damage.
  • Agility is very useful for you, and part of how you make up for having some lower stats. If your Agility is sky-high, you can stack attacks and pull off vicious combos, and it gives you a better chance to steal and escape as well.
  • Vitality is moderately useful for you. You are front-line, but you should focus on evading attacks rather than taking them on the chin.
  • Intelligence is strangely useful for you. While most of your attacks don't rely much on Spell Power, Intelligence adds to your Stealing ability.
  • Mind is not very useful for you. While you may occasionally be the target of attack magic, you usually won't be the first target, and your front-row status makes melee attacks generally more effective.
  • Spirit is very useful for you. Not only will it assist in getting Crits, making your damage count, it also adds to all of your Steal rolls, and can further enhance the rewards you get from combat.

Recommended Archetypes/Tribes:

Thief Combat Menu

Attack
Daggers Coin Toss
Defend
Defend Flee
Thievery
Thievery Dice
Items
Use Item Change Equipment
Move
Change Row Action Ability

Thief Base Abilities

These are the abilities you have when Thief is set as your primary job.

Base Abilities
Attack Coin Toss Attack Action Choose an amount of gil to spend (up to 10 gil per level). You deal that much damage, divided evenly between all enemies.
Defense Flee Defend Action Attempt to Run Away, without consequences for failure.
Trait Gillionaire Trait Your gil awards increase by +50%.
Limit Dice 3 Limit Points Roll 2d6. Multiply your Weapon Power by the amount rolled, and deal that damage to one enemy.

Thievery

The job abilities of Thieves are collectively called, "Thieveries." Characters taking Thief as a sub-job can choose one of the four Thievery skill sets to use.

Thievery
Steal Loot Grabs items and gil from the enemy.
Steal Equipment Robs enemies of equipment they have on.
Mystic Theft Steals mind, body, and soul from enemies.
Chance Use luck magick.

Sidebar: The Steal Roll

Stealing functions much like a special kind of Luck roll. You roll 1d20 + Luck + either Agility (for a physical Steal, such as Steal Gil) or Intelligence (for a magical Steal, such as Steal Will). Your enemy simply rolls Luck to defend. If you win, you gain whatever award the Steal ability permits you to gain. If you loose, nothing happens. Stealing does not decrease your Luck pool, though it will get lower as your Luck pool decreases from other sources (such as attempting Crits).

Thievery: Steal Loot

When you want to grab items in the enemy's bag, belt, or storage space, Steal Loot will help you.

Steal Loot
Level 1 Steal Gil Delay 2 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their Gil award.
Level 5 Steal Item Delay 3 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their Item award.
Level 9 Mug Delay 5 Deal Weapon Power damage and make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you also gain their Item award.

Thievery: Steal Equipment

This suite of Thievery powers steals the items right out of an enemy's hands. This will relieve them of their item-based support abilities, and force them to re-equip items and armor or suffer a significant reduction of power.

Steal Equipment
Level 2 Steal Weapon Delay 5 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their currently equipped weapon.
Level 6 Steal Armor Delay 5 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their currently equipped armor.
Level 10 Steal Accessory Delay 5 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their currently equipped accessory.

Thievery: Mystic Theft

The Mystic Theft suite allows you to steal more ephemeral things from your enemies…

Rend Mind
Level 3 Borrowed Time 9 MP, Delay 2 Make a Steal Check (1d20+Luck+Int) opposed by the target's Luck check (1d20+Luck). If you succeed, they loose Spell Power Speed, and you gain the same amount.
Level 7 Steal Life 19 MP, Delay 3 Make a Steal Check (1d20+Luck+Int) opposed by the target's Luck check (1d20+Luck). If you succeed, they loose Spell Power HP, and you gain the same amount.
Level 11 Steal Power 29 MP, Delay 3 Make a Steal Check (1d20+Luck+Int) opposed by the target's Luck check (1d20+Luck). If you succeed, they loose Spell Power MP, and you gain the same amount.

Thievery: Chance

The Chance suite calls on mystic luck to help you win.

Chance
Level 4 Luck Thief 11 MP, Delay 3 Lower the target's Luck by Half Spell Power. You gain an equal amount of Luck.
Level 8 Wild Card 21 MP, Delay 5 Choose a statistic, and roll 1d6. This roll applies as a bonus to the statistic for the target. If you want, you can add another 1d6 for free, but if the roll is ever 12 or more, you "bust" and the target receives a -10 penalty to the statistic instead of a bonus.
Level 12 Coin Toss Delay 5 Flip a coin. If heads, one ally is revived with full HP (or simply healed to full HP). If tails, one enemy is bestowed Death.

Level Summary

Level 1 Flee
Level 2 Steal Gil
Level 3 Steal Weapon
Level 4 Borrowed Time
Level 5 Feint
Level 6 Steal Item
Level 7 Steal Armor
Level 8 Steal Life
Level 9 What's That?!
Level 10 Mug
Level 11 Steal Accessory
Level 12 Steal Power

Thief Elite Abilities

After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Thief, and have Thief as your base job to use these powers.

Master Thief

The Elite Steal Loot ability nets you the best reward from your target.

Master Thief Delay 5 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their Special award.

Steal Everything

The Elite Steal Equipment ability leaves your enemy naked in the street, wondering what just happened…

Steal Everything Delay 5 Make a Steal Check (1d20+Luck+Agi) opposed by the target's Luck check (1d20+Luck). If you succeed, you gain their equipped weapon, armor, and accessory.

Steal Aura

The Elite Mystic Theft ability steals an enemy's enhancements for yourself.

Steal Aura 37 MP, Delay 3 Make a Steal Check (1d20+Luck+Int) opposed by the target's Luck check (1d20+Luck). If you succeed, they loose one of their enhancements, and you gain it.

Slots

The Elite Chance ability gives you a chance to cause a tremendous effect.

Slots Delay 5 You can roll for a random, powerful effect (see below)

Sidebar: Slots

Roll 3d6. If you get the same number on all three dice, you gain one of the Lucky Effects listed below. If you get the same number on two of the dice, you still gain a Special Effect. If all three numbers are not the same, you can keep the ones that are the same, and you can spend 1 point of Luck to re-roll the remaining dice, or take the Basic Effect. You can re-roll up to twice per action (for a total of 3 rolls), and then you must take the Basic Effect.

Basic Effect Mysidian Rabbit: Target gains 1 Luck
Two 1's Toy Soldiers: Deals Weapon Power damage to all enemies.
Two 2's Prismatic Flush: Deals Spell Power damage to all enemies.
Two 3's Chocobo Stampede: Deals Double Weapon Power damage to all enemies.
Two 4's Mimic: Repeat the last action a party member took.
Two 5's Dive Bomb: Deals Triple Spell Power damage to all enemies.
Two 6's Mog Dance: All allies heal Double Spell Power HP and recover Double Spell Power MP.
Three 1's Lucky Girl: All allies attacks are automatically crits for the rest of combat.
Three 2's Percent: All enemies are reduced to 1 HP.
Three 3's Rapture: Inflicts Eject on all enemies.
Three 4's Full-Cure: Heals all HP and removes all statuses for all allies.
Three 5's Friend: A random Esper arrives and performs its Limit Break.
Three 6's Mega Flare: Bahamut arrives and performs his Limit Break

Thief Feats

To gain any of these feats, you must have the prerequisite number of levels in Thief. Thief feats enhance or alter Thief abilities, and help you move faster, get better awards, and find hidden resources.

Feat: Bribe

This feat gives you another use for gil.

Bribe
Prerequisite: Thief Level 5 Ability
Choose an amount of gil to spend. Choose one target. If the gil you spend is at least equal to the creature's normal gil award, the creature leaves combat, and gives you its Item award.

Feat: Hide

This feat makes you un-targetable, but you can't do anything else.

Hide
Prerequisite: Thief Level 1 Ability
Until your next turn, you cannot be targeted.

Feat: SOS Hide

When thieves get low on health, sometimes cowardice takes over…

SOS Hide
Prerequisite: Thief Level 5, Hide SOS Ability
When put in Crisis, you automatically Hide. It is up to you if you want to continue to hide in subsequent turns.

Feat: Sneak

This feat changes how you steal.

Sneak
Prerequisite: Thief Level 1 Option
While this option is active, when you use any of your Steal abilities, you do not have a Delay. In exchange, if you fail, you take Weapon Power damage.

Feat: Secret Passages

This feat gives thieves an edge when exploring old dungeons.

Secret Passages
Prerequisite: Thief Level 1 Trait
You gain a +5 bonus on Athletics checks in Exploration challenges.

Feat: Vigilance

Vigilance makes sure the party's back is protected.

Vigilance
Prerequisite: Thief Level 5 Trait
Your party cannot be Ambushed.

Feat: Artful Dodger

Thieves can gain a significant boost in their Agility.

Artful Dodger
Prerequisite: Thief Level 5 Trait
Gain a +5 bonus to Agility

Feat: Master Thief

Some Thieves are just better at stealing than others…

Master Thief
Prerequisite: Thief Level 9 Trait
Gain a +5 bonus to Steal attempts.
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