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Thieves specialize in stealing, sneaking and scouting. 


Thief Proficiencies:

Maneuvers: Escape, Trip, Sleight

Weapon: None

Armor: None


Thief Abilities;

2nd Level

Knife Master (Sucker Punch): While wielding a knife weapon, such as a Dagger, the Thief can use Sucker Punch. When applying Sucker Punch to Knife Damage, thieves use d8s instead of d6s. When using Sucker Punch with any other weapon, they use d4s. 


Swift Movement: Can use Sub-Action to Stealth, Escape or Move. 


7th Level;

One with Shadow: Thieves become able to hide in plain sight. So long as there are shadows or areas of low light, the Thief can successfully hide.


11th Level;

Locksmith: Thieves master the ability to get through any door. They get to treat any roll of 10 or lower on d20 Check as 10 for the purposes of Escape checks.


14th Level;

Covered Tracks: As a Maneuver (Act) the Thief can lay traps to cover their escape or protect a route. Select a 15 foot line. In that area the Thief lays a layer of concealed caltrops, ball bearings, glass or any other small trap. The Thief makes a Sleight Maneuver. A Target or Being that crosses the area must make a Dexterity Check against the Thief's Sleight Maneuver. To see the Trap, they must make a Search Maneuver against the Thief's Sleight Maneuver.

These traps deal damage equal to 1d4x the Thief's Charisma Bonus. This trap counts as a Knife for the purposes of applying Sucker Punch on a failed Search Maneuver. If the Target or Being makes a successful Dexterity Check, they take half damage.


17th Level;

Master of Confusion: The Thief can take two turns during a Round, once during their initial initiative, and a second on initiative count 11 (losing ties). 

In addition, if they make a successful Sucker Punch, the Target has Detriment on all Attacks and Checks until the end of the Thief's next turn.