The following are the thief talents which are available to player character thieves in the Worlds of Adventure campaign.
Any time a thief with this talent makes an attack to which his combat tactics ability applies, he can forego the damage bonus from his combat tactics ability ability to make the target sickened for a number of rounds equal to his combat tactics bonus. This ability does not stack with itself—only the most recent duration applies.
A thief with this talent can craft simple but effective camouflage from the surrounding foliage. The thief needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the thief fails a saving throw against a damaging area effect spell, whichever comes first. The thief gains a +4 circumstance bonus on Stealth? checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Whenever a thief with this talent attempts to disarm a trap using Disable Device?, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
A thief with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time.
The thief can use her sudden strike ability with ranged attacks, at any range at which her combat tactics ability applies. At 3rd level, and at every third level thereafter, the thief increases the range at which her combat tactics ability applies by 10 feet.
With this talent, the thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll.
A thief with this talent can use the Stealth? skill even while being observed. As long as she is within 10 feet of some sort of shadow, the thief can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
A thief with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however; its save DC is reduced by 2. Applying poison in this way requires a full-round action, or a standard action if the thief has the swift poison talent.
Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. (If the thief’s combat tactics bonus applies to this attack, then it does not count against the thief’s normal limit of combat reactions per round.)
A thief that selects this talent is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
A thief with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise? skill. The time needed for the thief to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female thief wants to disguise herself as a male of a different race, that takes 2 minutes.
A thief with this talent can feint as a combat reaction against an opponent who attacks her in melee. If the feint is successful, and if the opponent’s attack misses the thief, she can redirect the attack to strike at an adjacent creature. The creature targeted must be within melee reach of the attack that hit the thief, and the creature that made the attack against the thief must make a new attack roll against the new target.
A thief with this talent adds her combat tactics bonus to damage on any attack made at the end of a charge (or a similar maneuver—see "Other Ways to 'Charge'").
The thief gains any skill trick for which she meets the prerequisites, without having to spend skill points to do so. This talent may be taken multiple times (selecting a new skill trick each time).
This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect (except a charm effect) and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
The thief’s combat tactics bonus applies to any attack of opportunity she makes.
A thief with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
When a thief with this talent uses the Stealth? skill to snipe, she only suffers a −10 penalty on the Stealth? check, instead of −20.
A thief with this talent can apply poison to a weapon as a move action, instead of a standard action.
While prone, a thief with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A thief with this talent can take a 5-foot step while crawling.
The vertical jump distance of a thief with this talent is not limited by her height.