Thief and Pirate
by McFrugal
quests by Charis

Class: Rogue, or a Pirate Warrior
Tag:
THI = Thief
PIR = Pirate

Introduction

I've included most of Shank's great ideas into the Thief, implemented Charis's awesome quests, and turned the Pirate into an obscenely-high-dex, normal AC Warrior that uses Thiefly items. I hope this attracts at least a couple of people to the Pirate.

Thief Rules | Pirate Rules

## Thief

Rules

Doesn't buy stuff from Wirt, because he overcharges.

Thieves take pride in stealing true magical items, and therefore will not use the pure magical items without stealing them from someone(thing) (or the item APPEARS to be stolen). Pure magical items are those items that have effects not explained by the name of the enchantment. A Warrior's Bow of Quality is not a pure magical item, while a Ring of the Lion is. Just follow the enchantment rules and you'll be fine.

Optional

- You can use any item taken from a Unique monster, as long as the Base item is legal, and it has no Forbidden Enchantments.
- You may use the first enchanted crown you find, even if it is illegal. If illegal, it must be replaced ASAP.
- Awesome, Grand, Strong, Fine, and Iron can be Primary Prefixes. -of Quality and -of Craftsmanship can also be Primary Suffixes. (Ok this rule is really more of an excuse for me to use my Grand Buckler of Blocking, but wouldn't you do the same thing? ;)
- Naj's Light Plate can be used. I've heard it described as a suit of feathers, and that's pretty quiet :)

Items

Armor
Up to Ring Mail, you can also use Splint Mail and Breast Plate. When in doubt, think of how much noise the armor would make. Could you sneak around in it?

You can wear Scale Mail and Plate of Thieves. "of Thieves" items were manufactured by the Thieves Guild, so plate mail would have padding to make it quiet. Rings would have the Thieves Guild sigil, etc. If you're playing on a mod, usually the Thieves Guild infused the item with a protective field, halving magical and projectile damage. The Thieves Guild couldn't really do much about the noise generated by Chain Mail, so they just sold it to Pirates, who liked the style (or even the special enchantment).

Helms
Any, but you must use a crown once you find one. Helm of Sprits counts as a crown.

Shields
Up to Small Shield.
There are only three fast-block shields that you can get-- Grand/Blocking, Topaz/Blocking, and Pearl/Blocking.

Weapons Swords: Anything weaker than a Claymore.
Blunts: Anything weaker than a Morning Star.
Staves: Any non-bladed.
Bows: Up to Composite Bow. You can also use Short Battle Bows and Short War Bows.
Axes: None.

Enchantments
If an item has a Primary enchantment, you can use it. If it doesn't, but it has only Secondary enchantments, you can use it. If an item has any Forbidden enchantments, even if it has a Primary enchantment, you can't use it.

Primary Prefixes
Arch-Angel's, Angel's, King's, Champion's, Master's, Knight's, Lord's, Soldier's, Warrior's, Dragon's, Drake's, Serpent's, Godly, Saintly, Emerald, Jade, Amber, Topaz, Diamond, Crystal, Ivory, Pearl, Ruby, Garnet, Sapphire, Lapis, Mithril, Platinum, Gold, Silver, Steel.

Primary Suffixes
-of Titans, -of Giants, -of Perfection, -of Vampires, -of the Wolf, -of the Bat, -of Thieves, -of the Dark, -of theNight.

Secondary Prefixes
Awesome, Grand, Strong, Fine, Rusted, Vulnerable, Strange, Weird, Meteoric, Iron, Bronze, Brass, Tin, Massive, Heavy, Jagged, Weak, Bent, Useless, Fine, Sharp, Dull, Clumsy.

Secondary Suffixes
-of Quality, -of Structure, -of Craftsmanship, -of Sturdiness, -of Brittleness, -of Fragility, -of Puncturing, -of Piercing, -of Thorns, -of Accuracy (on bows).

Forbidden Enchantments
-of the Zodiac, Obsidian, -of the Whale, -of Slaughter, -of Osmosis, -of Life, Merciless, -of Bashing, -of Thunder, -of Burning. (These enchantments are those that I deemed too powerful for the Thief to use.)

Uniques
Any unique, as long as the base item is legal.
Civerb's Cudgel is special case, however, and cannot be used until the Master Thief quest is completed. Substitute a weapon rack for an armor rack in the quest.

Spells

The only spells that most thieves bother to cast from memory are Town Portal, Telekinesis, Phasing, and Teleport. You may use any scrolls, and may read books to enhance their effects. No Mana Shield, Etherealize (if playing a mod), or Reflect (HF), in any form.

The only non-unique spell staves that you can use are those that have a spell that you could already cast from memory, or one of these: Healing, Heal Other, Resurrect.

Any unique staff charges with a legal base item may be used, but that limits you to Teleport, Phasing, Guardian, and Healing. Sure, you could go around Hell casting tons of guardians with Mindcry, but that's not anywhere near as un-thiefly as an Arch-Angel's Staff of Fireball. There are actually some fairly sneaky things you could do with Guardians.

Quests

1) Pilferer Quest
To be deemed worthy of wearing Thieves items, the young Rogue must first show her diligence in larceny. Quite simple, and one you don't even 'set out' to do, it will just eventually happen. A Ring or Amulet must be stolen which has been hidden in a chest or barrel.

1) Master Thief Quest
To decide whether or not she is stealthy enough to wear plate mail of Thieves, she must undergo a more difficult test. On the highest difficulty she can manage, the Thief (with or without equipment, her choice) must stalk through Hell and steal a piece of armor off an armor rack, killing NOTHING in the process. If she manages to escape, by stairs, not portal with that item, she may wear this lone Master Thief prize (unless the armor is +ac FPM or Gothic, just TOO heavy unless made by the Theives Guild), as well as any plate mail of Thieves.

This quest can be completed again, but this time you search for a weapon rack. After the second act of thiefliness, this quest cannot be completed again. Two items (armor and weapon), that's it!

## The Pirate

Items

Pirates are less sneaky than Thieves, but never wear heavy armor... that would make it hard to swim!

The total str requirement of all the items you're wearing (weapon, helmet, shield and armor) cannot be greater than your Dexterity. This is so you can swim while wearing your equipment.

Weapons & Armor
Any

Optional: Clubs, Spiked Clubs, Splint Mail, and Short Staves can count as a +10 dex bonus. Long Staves count as a +15 dex bonus. Quarter Staves, Small Shields, and Bows count as a +20 dex bonus. Kite Shields count as a +25 dex bonus. Tower Shields count as a +30 dex bonus. Gothic Shields count as a +35 dex bonus. All these items can float, and therefore actually help the Pirate swim.

Helms
Same rules as Thief. (*sings "Oh, to beee a Pihirate Kiiiiiing!"*)

Enchantments
of Thieves doesn't help the Str Requirement rule. Padding won't increase floatation.

Primary and Secondary Enchantments
Theif's other Primary & Secondary affix rules apply to him, with one change. Darkness items are only Secondary Suffixes, since Pirates don't need to be as sneaky as Thieves.

Uniques
All those that follow the Str Requirement rule.

Spells

Same rules as Thief.

Quests

All of the Thief's optional rules can also be applied to the Pirate, as well as the Pilferer Quest.