Burglar Subclass
Keywords:
BURGLAR, BURGLE
Burglars are the refinement of the traditional thief and the art of stealing. These master criminals have matured into seasoned pickpockets and skilled liberators of loot. Most dangerous in any city or town, these criminals can walk into a shop and secure scores of wares without a single person noticing. The key is the sleight of hand, art of misdirection, and a bit of confidence. A burglar utilizes these tools by keeping the "mark", the victim, from noticing their misdeeds with normal behavior. A burglar calculates their mark's actions, their responses, and quickly steals what they want when their guard is down. Talent is important, but so is practice. Hundreds of attempts and years of practice are what mold these artists into the embodiment of their craft
Skills:
Burgle: While in cities, Burglars can steal from businesses and nearby buildings to gain ordinary loot and items. Coded syntax is burgle, then burgle yes to attempt the theft or burgle no to back out. The MUD shows the DC before confirmation and shows your roll if you choose yes. The check is 1d20 + RP Dexterity against DC 10 for base/remort 0, DC 12 for remort 1, and DC 14 for remort 2. A successful check finds 2-5 ordinary valid items from the city area. Divine, relic, artifact, zero-cost, and special excluded items are not burgled. A failed confirmed attempt alerts the guards, sends an INFO notice, and jails you for 5 minutes. A confirmed attempt starts a 1 minute cooldown; choosing no backs out without rolling.
Shoplift: By standing in a store, a burglar can shoplift to test whether it can be stolen from. Successful attempts at shoplifting will net free items from that store. Unsuccessful attempts will be met with hostility, and protected pawn shops or player shops use the coded shoplift jail check.
RP Combat Information:
Damage: N/A
Damage Type: N/A