Thief
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"I PREFER the term 'Treasure Hunter.'" — Locke, FF6


Overview

AKA: Rogue
Thieves are fast, agile characters, adept in placing a few daggers where they need to be, but even more adept at lifting items from enemies who thought they were secure. Playing on chance, and with unparalleled instinct, they slip their sticky fingers deep into enemy territory, coming away with the very thing the adversary depended on. Thieves are not necessarily a direct-damage job. They improve a party's standing in general, simply having one around, and they weaken the enemy, robbing them of attacks, defenses, and resources.

Base Statistics

These are the basic statistics for anybody with White Mage set as their main job.

HP 20 Weapon Power 1d8 Weapon Type Daggers
MP 20 Spell Power 1d8 Armor Type Light Armor
Job Bonus +1 Speed, +1 Evade Job Tree Hunter/Fencer

Basic Abilities

Characters with Thief as their main job gain the following abilities.

Mirager Limit Break You cannot be hit with physical attacks until the end of combat.

Skills

Characters with Thief as their main job can use the following skills.

Explore Agility: Thieves move quickly, relying on reflexes.
Dash: Use this and gain two Victory Points, but take a -5 on your next Explore roll.
Secret Passages: Use this to gain one automatic Victory Point in each Explore challenge in the dungeon. However, you cannot gain any special rewards from any Explore challenges, either.
Social Intelligence: Thieves are keen and insightful, rather than diplomatic.
Knowledge Spirit: Thieves rely on street smarts and knowledgeable contacts.

Thievery

Thieves gain the following powers as they gain job levels. The three main divisions include robbing enemies (Steal), avoiding capture (Trickery), and generating magic with games of chance (Chance).

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1: Steal: Steal Gil

Thieves make their whole party wealthy.

Steal Gil Tech 1 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you gain the enemy's gil award.

2: Trickery: Flee

Thieves are adept at running away from combat.

Flee Tech 1 A Roll 1d20. On a roll of 5 or better, you escape combat.

3: Chance: Gil Toss

You throw gold, dealing a precise amount of damage.

Gil Toss Tech 1 A
Gil
Spend up to 5 gil per level. You deal deal damage equal to half of the gil you've spend to all enemies, ignoring STAMINA.

4: Steal: Item

You nab an enemy's item award.

Steal Item Tech 1 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you gain the enemy's item award.

5: Trickery: Hide

You vanish from sight, becoming un-targetable

Hide Tech 1 A You cannot be targeted until your next turn.

6: Chance: Dice

Deal random damage based on a random roll.

Dice Tech 2 A Roll 2d6, and add up the total. For every 3 points in the total, you can attack once.

7: Steal: Gear

The thief can nab the equipment right off of a foe's back!

Steal Gear Tech 1 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you gain the enemy's equipment award.

8: Trickery: What's That!?

You convince the enemy to leave themselves open for a moment…

What's That!? Tech 3 A The next attack against the target deals TRIPLE damage.

9: Chance: Slots

Generate a random effect.

Slots Tech 3 A Roll 3d6. If two or three dice come up the same number, you generate a special effect.
Otherwise, you generate the basic effect. (see below)

10: Steal: Aura

You gain an enhancement the enemy currently has.

Steal Aura Tech 2 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you remove one enhancement from them, and gain it for yourself.

Epic: Steal: Master Thief

Thieves can steal anything not nailed down.

Master Thief Tech 2 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you gain the enemy's Rare award.
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Feats

Thieves can customize their abilities with feats, gaining new abilities and options.

Rank I

Sneak

Prerequisite: Thief Level 1
A thief with this ability is bolder in theft, but may suffer the consequences of bold action.

Sneak [Option] When you use a Steal ability, you can gain a +5 bonus to your d20 roll.
If you do this and your Steal attempt fails, however, you take damage as if the enemy had attacked you with a basic attack.

Double-Up

Prerequisite: Thief Level 1
A thief with this ability has a better chance of maximizing their die rolls, but they might go too far…

Double-Up [Option] When you roll Weapon Power or Spell Power, you can choose to add another die to the roll, one per time you take this feat.
However, if your roll exceeds the maximum amount it is normally possible to roll without the extra die (for instance, if your Spell Power is 1d8, and you double-up, rolling 2d8, but your roll is greater than 8), your Weapon Power or Spell Power becomes 1.

Steal: Stat

Prerequisite: Thief Level 1
These abilities allow a thief to drain an enemy's statistics, and add them to their own.

Steal Stat [Ability] 2 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you lower one stat of the enemy by LUCK, and gain an equal amount.
This is a Shadow effect. Each time you take this feat, you must choose a stat to apply it to (Weapon Power, Spell Power, Stamina, Willpower, Speed, or Luck).

Bribe

Prerequisite: Thief Level 4
A thief with this ability can, instead of throwing gil, simply offer it to an enemy to go away.

Bribe [Option] When you use Gil Toss, you can choose to spend all the gil on one enemy.
If the gil spent would be enough to KO the creature, it simply leaves, and drops its Item Award.

Rank II

Mug

Prerequisite: Thief Level 5
A thief can learn to attack while they steal.

Mug [Option] When you use a Steal ability, you can choose to deal WEAPON POWER damage to the target
If you do, you take a -10 penalty on your d20 roll to gain the enemy's award

Steal: Borrowed Time

Prerequisite: Thief Level 5
A thief with this feat can nab time itself from a target.

Borrowed Time [Ability] Tech 2 A Roll 1d20+Luck. If you beat 10 + the enemy's level, the target gains Slow and you gain Haste.

Steal: Life Theft

Prerequisite: Thief Level 6
A thief with this feat can steal an enemy's life force.

Life Theft [Ability] Tech 2 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you deal Shadow damage equal to your LUCK, and heal an equal amount of HP.

Steal: Mind Theft

Prerequisite: Thief Level 7
A thief with this feat can steal an enemy's mental prowess .

Mind Theft [Ability] Tech 2 A Roll 1d20+Luck. If you beat 10 + the enemy's level, you deal Shadow damage equal to your LUCK, and recover an equal amount of MP.

Rank III

Rob: Accessory

A thief with this feat learns how to filch an item the enemy is wearing.

Rob Accessory [Ability] Tech 3 A Roll 1d20+Luck. If you beat 15 + the enemy's level, you remove the enemy's accessory.
The target also looses their Accessory Support Power, and you gain it.
If the enemy is not wielding an accessory, this ability has no effect.

Rob: Weapon

Prerequisite: Thief Level 9
A thief with this feat learns how to yank the weapon right from an enemy's hand.

Rob Weapon [Ability] Tech 3 A Roll 1d20+Luck. If you beat 15 + the enemy's level, you remove the enemy's weapon.
This reduces their Weapon Power and Spell Power to 1. The target also looses their Weapon Support Power, and you gain it.
If the enemy is not wielding a weapon, this ability has no effect.

Rob: Armor

Prerequisite: Thief Level 10
A thief can steal the clothes right off a character's back!

Rob Armor [Ability] Tech 3 A Roll 1d20+Luck. If you beat 15 + the enemy's level, you remove the enemy's weapon.
This reduces their Stamina and Willpower to 1. The target also looses their Armor Support Power, and you gain it.
If the enemy is not wearing armor, this ability has no effect.

Epic

Fixed Dice

Prerequisite: Thief Epic Level
A thief of epic level can nudge the odds in their favor.

Fixed Dice [Option] Once per combat, you can automatically declare that your die rolls are maximized, rolling the highest they can roll. However, if you do, your Luck becomes 0 for the remainder of combat.
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