More Beyond the Wall playbooks converted into Archetypes, this time focusing on the Thieves (or Rogues, as they are called in Beyond the Wall, although Specialist would suit some of them much better).
These ones are intended for Vayra's Ultimate Thief, but should be compatible with niosis' Hunter as well.
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| Ben McEntee |
1. Adventurous Trader
Starting Equipment: nice clothes (+1 reaction), crossbow (heavy), stiletto (light), merchant's scales, ledger and writing supplies, 200 silvers' worth of common trade goods, cart drawn by a mule (1 HD).
Skill: Haggling
Benefit: You have 2 extra inventory slots. Items stored in these slots are perfectly concealed on you. In addition, you usually can tell what it would take to bribe a guard or official.
Drawback: You owe 1d6 × 1000 silvers to a powerful and dangerous lender. They expect regular payments of 10% each week, and if you fall behind, they'll send collectors. Or worse.
Note: Ultimate Thief already has Hidden Pockets as a template ability, but I usually remove it as I prefer the class to be on the lighter side, especially combined with an Archetype.
2. Untested Thief
Starting Equipment: dark clothing, blackjack (light), forearm dagger (light), boot knife (light), set of lockpicks, rough rope (10m) with grappling hook, chalk.
Skill: Streetwise
Benefit: You are proficient in thieves' cant, a secret language of symbols, signs, and coded speech used by criminals. This allows you to disguise anything you say as mundane conversation, identify fellow thieves, and leave and recognize hidden marks and warnings of the criminal underworld.
Drawback: Your first job went bad and you were made the scapegoat of a crime you may or may not have committed. When you arrive at a settlement, there's a chance the local authorities have your description: 1-in-6 in villages, 2-in-6 in towns, and 3-in-6 in big cities and capitals.
3. Local Performer
Starting Equipment: colorful clothes (+1 reaction), shortsword (medium), musical instrument of your choice, hat with a feather, make-up kit, small mirror, deck of cards.
Skill: Performance (specify type)
Benefit: When you perform, you can captivate listeners within earshot for up to [templates × 10] minutes, causing them to ignore most other things. If you work your recent adventures or some gossip into the performance, people in nearby settlements will have heard about it within a week.
Drawback: You crave the spotlight. Whenever there's an opportunity to perform or someone asks you to, you must save to resist, even when it's dangerous, inconvenient, or would blow your cover.
4. Dungeon Delver
Starting Equipment: scavenged armor (+2 AC), war pick (medium), bullwhip (light), 3-meter pole, shovel, oil lantern, thick sturdy rope (20m).
Skill: Architecture
Benefit: You are utterly at home in dungeons and ruins, and suffer no combat penalties from rough terrain, cramped spaces, or dim light. By knocking on a wall, you can tell if there is an open space or any hazards behind it, like water, creatures, mechanisms built into the wall etc.
Drawback: After your time spent underground, the open sky feels vast and oppressive. When fighting outdoors with no cover above your head, you always act last in the initiative order.
5. Young Woodsman
Starting Equipment: hard leather vest (+2 AC), trusty hatchet (medium), whittling knife (light), 1d4 jaw traps, hooded cloak, net big enough for a large boar.
Skill: Trapping
Benefit: While in the wilderness, you can spend 10 minutes to camouflage yourself, another person, or an object (most likely a trap) in dirt, mud, and surrounding foliage. Camouflaged targets are functionally invisible in the current environment as long as they're not moving.
Drawback: You have -2 reaction with predatory animals like bears and wolves, as they recognize you as potential competition. In combat, such beasts will prioritize attacking you.
6. Gifted Dilettante
Starting Equipment: fine clothes (+1 reaction), cane-sword (medium), letter opener (light), 1d6 books on random topics, golden pocket watch, writing supplies, a winning smile.
Skill: Etiquette
Benefit: You can read and write at triple speed. When faced with a task requiring a specific skill or knowledge, there is a [templates]-in-6 chance that you recall enough from your studies to act as if you have that skill (for this instance only) or know the relevant factoid.
Drawback: Most things come naturally to you, until they don't. You must save to ask for help, admit your ignorance, or let someone else take the lead, even when it's clearly the wisest choice.
7. Learned Tutor
Starting Equipment: scholarly robes, walking stick (medium), ornate dagger (light), reference tome, educational charts and diagrams, smoking pipe, heirloom memento.
Skill: Logic
Benefit: You can teach any skill you know (including its special ability) to up to [templates] people during a rest. Each following day, they must save or forget it. Additionally, by spending 10 minutes examining something, you uncover one useful fact about it, but only once per target.
Drawback: When you encounter a new curiosity, like an inscription, device, creature, or some other mystery, you must save or waste 10 minutes fussing over it. This doesn't activate your Benefit.
8. Assistant Beast Keeper
Starting Equipment: leather apron, wide-brimmed hat, shepherd's crook (medium), skinning knife (light), sack of animal feed, comb and shears, loyal beast of your choosing (1 HD).
Skill: Animal Ken
Benefit: Animals will never attack you unless you provoke them first. You can pacify an angry, scared, or hostile animal with a touch on a [templates]-in-6 chance, and command a pacified animal to perform a non-dangerous action on another [templates]-in-6 chance.
Drawback: You smell like the barn, which most folk find unpleasant and which tends to betray your presence, making hiding difficult. If you manage to wash the stench off or mask it with perfume, you lose your Benefit until it returns to you.
***
Bonus!
Since Ultimate Thief's skills are mainly suited for a real rat bastard, which is not exactly the vibe for Beyond the Wall, I've expanded the original list to a d30 and added some new, mostly wholesome skills into the mix. Most of them are adapted from Lexi's Scholar and Gokun's Craftsman (for those in the know).
1d10 (more) Thief Skills
- Stealth
You can do loud things (running, fighting, breaking stuff) very quietly, and do quiet things (walking, climbing, pulling a knife, rummaging around in a backpack) in absolute silence.
Note: This is just Ultimate Thief's capstone turned into a skill, since I had a different capstone for it in mind. There are only 9 actually new skills, sorry for false advertising đŸ˜” - Astronomy
When in view of the night sky, you can navigate by stars, accurately forecast weather for a week, and make predictions about the future (receiving one accurate, but cryptic detail on a 1-in-6 chance). - Physiology
Gain a second save against disease. With 10 minutes of examination, you can determine all mundane ailments a living body is suffering from or the exact cause of death of a dead one. - Art
You have perfect visual recall, and never forget faces, scenes, symbols etc. With proper materials and an hour of work, you can reproduce anything you've seen in a lifelike painting. - Esoterica
You can read magical scripts and identify whether a specific item or phenomenon is magical in nature, with a 2-in-6 chance to accurately determine the exact magical effect. - Escape Artistry
You can undo any knot and slip out of shackles and other bindings. Your body is able to contort through any hole no smaller than your head. - Law
You can write legally-binding contracts, and slip hidden clauses into them with a 3-in-6 chance (causing unintended loopholes on a failure). You also have a 2-in-6 chance to argue someone out of legal charges. - Gambling
When playing games of chance, you can choose to cheat by rolling twice and picking which result to use. You have a 4-in-6 chance to spot when someone is bluffing or cheating, in or out of the game. - Theology
By looking into someone's eyes, you can tell if they are burdened by shame, guilt, sin, or true devotion. You count as an ordained cleric for the purposes of officiating marriages and funeral rites. - Mathematics
You can estimate distance, weight, trajectory, and time with unsettling precision. You may automatically catch anything thrown to you, or snatch projectiles out of thin air that were aimed at you but missed.

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