D&D 3e (3.0/3.5) Rules
Large cities, from Istar to Palanthas, are often home to organized crime. Thieves' guilds control almost all the crime in their home cities. Those rogues who belong to thieves' guilds are usually organized into divisions (assassins, beggars, bounty hunters, burglars, con artists and tricksters, cutpurses and pickpockets, enforcers and thugs, racketeers, scouts and spies, fences, pirates, and smugglers). Each division is led by a guildmaster responsible for crimes of that type. The guildmasters, in turn, report to a head guildmaster. Guild thieves generally know only their own minions, their coworkers, and their superior. This web of secrecy preserves the organization, since any who are captured can sell out a few others.
All guild thieves are rogues, though some may multiclass to focus on specialized training. Fighters, rangers, and even clerics of Hiddukel are but a few examples. Guild thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.
Rogues who work in a city without the support of the thieves' guild will soon find themselves in serious trouble.
Hit Dice: d6
To qualify to become a Guild Thief, a character must fulfill all the following criteria:
Skills: Gather Information 4 ranks, Hide 8 ranks, Intimidate 4 ranks, Move Silently 4 ranks.
The Guild Thief's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).
Skill Points at Each Level: 8 + Int Modifier.
All the following are class features of the Guild Thief.
Weapon and Armor Proficiency: Guild Thieves gain no additional proficiency in any armor or weapons.
Doublespeak: The Guild Thief adds his class level to Bluff, Diplomacy, and Intimidate checks.
Guild Favor: At 1st level, the Guild Thief has the ability to call in favors from people in the thieves' guild he is a member of, or of underworld contacts he knows. This ability functions like the Noble's favor ability.
Bonus Feat: At 2nd level and again at 4th, the Guild Thief gains a bonus feat from the following list (provided he meets the requirements): Alertness, Blind-Fight, Charming, Deceitful, Education, Exotic Weapon Proficiency (hand crossbow), Haggler, Leadership, Lightning Reflexes, Lucky, Nimble Fingers, Run, Track, Weapon Finesse, and Weapon Focus.
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