Faerûnian Prestige Class : Guild Thief
Guild thieves are thieves who operate in urban areas as part of an organized thieves' guild. They control and manipulate almost all the crime in their home cities. Guild thieves are usually organized into divisions (assassins, beggars, bounty hunters, burglars, con artists and tricksters, cutpurses and pickpockets, enforcers and thugs, racketeers, scouts and spies, and fences, pirates, and smugglers), each of which is led by a guildmaster responsible for crimes of that type. The guildmasters report to a head guildmaster. Guild thieves generally only know their own minions, their coworkers, and their superior. This web of secrecy preserves the organization, because any that are captured can only sell out a few others.
Most guild thieves are rogues, although specialists in some divisions are more likely to be fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take roles in many divisions, and sorcerers and wizards also have important roles, but their prominence is dependent on the land in which they operate. (Some lands have few sorcerers and wizards or discourage them from staying or developing by placing many restrictions on them.) Guild thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.
To qualify to become a Guild Thief, a character must fulfill all the following criteria:
- Skills: Gather Information 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks.
- Special: Membership in a thieves' guild.
The guild thief's class skills are Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Forgery, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, and Use Rope.
Skill Points at Each Level: 6 + Int modifier.
All the following are class features of the guild thief prestige class:
Weapon and Armor Proficiency: Guild thieves gain proficiency in all simple weapons and light armor.
Sneak Attack: As the rogue's ability. This stacks with any sneak attack ability from another class.
Doublespeak: A guild thief gains a +2 bonus on all Bluff, and Diplomacy checks.
Bonus Feat: A guild thief gains a feat from the following list: Alertness, Blind-Fight, Cosmopolitan, Education, Exotic Weapon Proficiency (hand crossbow), Leadership, Lightning Reflexes, Track, Skill Focus (any guild thief class skill), Still Spell, Street Smart, Weapon Finesse, Weapon Focus.
Uncanny Dodge: As the rogue ability. If a guild thief has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
Reputation: Add this value to the character's Leadership score (see the Leadership feat). Most guild thieves with an interest in collecting followers have a permanent base of operations within a city, which gives an additional +2 bonus on their Leadership score according to Table 2-26: Leadership Modifiers, page 4) of the DUNGEON MASTER's Guide.
|Guild Thief||Hit Dice: d6|
|1st||+0||+0||+2||+0||Sneak attack +1d6, doublespeak|
|2nd||+1||+0||+3||+0||Bonus feat, uncanny dodge (Dex bonus to AC)|
|3rd||+2||+1||+3||+1||Sneak attack +2d6, reputation +1|
|4th||+3||+1||+4||+1||Bonus feat, reputation +2|
|5th||+3||+1||+4||+1||Sneak attack +3d6, uncanny dodge (can't be flanked), reputation +3|