The Thief is the character that stays in the shadows. Thieves, spies, and detectives all generally start in this class.
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Cryptography (Int), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Surveillance (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Table: The Thief
All of the following are class features of the thief:Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus the rapier, sap, and pistol.
Sneak Attack: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The thief's attack deals extra damage any time her target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two thief levels thereafter. Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A thief can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a trap has a DC of at least 20, or higher if it is well hidden.
A thief who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a thief can avoid even unusually strong attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a thief gains 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 Defense against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Defense (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized.
If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A thief of 8th level or higher can no longer be flanked.
This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.
Improved Evasion (Ex): This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks, she takes only half damage on a failed save. A helpless thief (one with no Dex bonus to Defense) does not gain the benefit of improved evasion.