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  • Home
  • The Magus Hack
    • Magus Corrections
    • Magus Magic
    • New Virtues
    • Wizard Sport
  • The Vampyre Hack
    • Blood Hack >
      • Nights of Fire
  • OSR
    • Dragonslayer >
      • Dragonslayer Feats
      • Death in Dragonslayer
      • Psionics >
        • Psionic Monsters
      • New Class: Detective
      • Pooka (Swamp Goblin)
      • Nandie (Neanderthal)
      • The Gods
    • White Box >
      • House Rules >
        • Death & Dismemberment
        • Trauma & Derangement
        • City Downtime
        • Combat Tactics
        • Feats
        • Psionics
      • Character Classes >
        • Assassins
        • Barbarians
        • Demonists
        • Detectives
        • Druid Spells
        • Elves
        • Familiars
        • Fighter-Thieves
        • Half-Orcs
        • Houris
        • Illusionists
        • Necromancers
        • Rangers
        • War Smiths
      • Campaign >
        • Merkabar, City of Paradises >
          • Clans of Danaan
          • The Millennium War
          • Medusian Culture
          • Swamp Elf Culture
        • Danaan Clerics
        • Ellyon
        • Half-Ghouls
        • Living Armour
        • Medusians
        • Street Mages
        • Swamp Elves
        • Magic Items
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          • Faerie Monsters
          • Psionic Monsters
          • Stonehell Monsters
  • Forge Out of Chaos
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  • Top Secret

THE FIGHTER-THIEF

Dwarves, Elves, Gnomes, Halflings and Half-Orcs can be multi-classed Fighter-Thieves. They are limited to 6th level.

Armour & Weapon Restrictions

Fighter-Thieves can wear leather or chain armour (but not heavy plate mail) and use single-handed weapons and also bows.

Combat Fury

Fighter-Thieves gain Combat Fury like a Fighter when attacking creatures with 1 HD or less.

Thievery

Fighter-Thieves can the Thievery power which they can use while wearing chain mail. They can Back Stab just like Thieves with any melee weapon.

Starting Abilities & Feats

For a starting ability, they receive both a Fighter Sub-class and the Thief’s Precision ability with daggers. They may choose Feats from any that are available to Fighters or Thieves.

Saving Throws

Rangers gain a +2 bonus against Poison, Death or Traps.
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Trauma

Fighter-Thieves do not gain Trauma from the death of adventuring companions, searching corpses, negotiating with monsters or testing magical potions, weapons or armour.
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