Thieves seem a bit lacking of late. Maybe it is time for a change? I've always enjoyed thieves, until I ended up at 50. Then the steamroller comes out in many forms, including poison, people that can see you hidden, and those nasty ones you can't put to sleep. What do I propose?
Change(s) for all thief paths:
Blackjack no longer size dependent(Maybe change it to being more dependent on opponent's AC against blunt, and thief's hitroll)
3 paths to go for thieves:
- Highwayman - A brutish fighting thief that relies on the element of surprise and advantages to help them in open combat, given the right situation
- Trap Master - A thief that relies extremely upon its traps and using them to gain the upper hand, to then find themselves finishing off their prey.
- Rogue - Seen to be a more traditional thief, but with abilities revolving around exploiting their sleeping enemies.
Skills Added/Taken away from each path:
- The Highwayman
Gains: Thief Strategies (Like shadow arts, but strikes cause affects the thief can inflict with skills - poison from envenom, cutpurse, pilfer)
Dual Parry
Enhanced backstab/dual backstab (better able to land on a non-sleeping foe, or one that has counter)
Losses: Mechanisms
Magic Traps
- Trap Master
Gains: Able to plant 3 traps (given there are enough exits in the room)
Increased amount of traps by 1 at each selection
New trap (spider-web) - which locks their victim in a web which lasts for the equivalent of 2 rounds of combat
Losses: Auto throw on fleeing of enemies (traps are more meant for that for this path)
- Rogue
Gains: Blindfold (Not a blindness, makes enemies unable to see only while they are blackjacked IF the thief applies it)
Exchange (Pry and Plant an item in one foul swoop)
Ability to plant counterfeited items
Losses: Backstab/Dual Backstab can only occur when enemy is sleeping
Please give me any and all input. Maybe together we can make thieves a more fun and viable class once again at lvl 50. Some seem a bit more powerful than others to me, but maybe with all your input we can balance out each path and keep them balanced for the game as a whole as well. Thanks for reading and any/all input.