Working on a thing for DCC RPG! Here is a fun combo class for DCC RPG
Why work hard when you can get the magic milk for free? You’ve spent years learning to be the smartest one in the room and along the way you learned a few tricks. Now you’ve found a way to make a big score. Just a few more rubbes to swindle along the way and you will be set!
|Level||Attack (Magic Die)||Crit Die/ Table||Action Dice||Known Spells||Max Spell Level||Ref||Fort||Will|
|Level||Title (all alignments)|
|Hide in shadows||2||3||4||4||5||5||6||6||7||8|
|Climb sheer surfaces||0||1||2||3||4||4||5||5||6||6|
|Bonus on spell theif check and against magic traps||3||5||7||8||9||11||12||13||14||`5|
Hit points: A thief gains 1d4 hit points at each level.
Weapon training: A spell thief is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.
Alignment: Spell thieves walk a hard line between the order needed to cast magic the the disorder needed to steal. Most spell thieves tend to be neutral.
Thieving skills: A spell thief learns certain skills that aid his illicit pursuits. A thief can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, handle poison, and a bonus against magic trips and spell thief checks. These function as a theif’s skills.
Magic: A spell thief cast spells as a wizard. At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die.
Spell Thief: A spell thief gains the ability to negate and learn a spell cast against him. If the subject of a spell, the spell thief can choose to make a 1d20 + Intelligence modifier + spell thief check + magic die. If the spell thief succeeds, the spell thief learns the spell in addition to its normal spell amount. If the spell thief fails, he is subject to the spell as normal.
Luck: A spell thief’s Luck modifier applies to rolls for checks to steal spells.
Action Die: A thief uses his action dice for any normal activity, including attacks, skill checks, and spells.