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From there he boards a bus traveling to Kyrat. On the bus he meets Darpan, a man who converses with Ajay, implying that he will help him enter Kyrat. However, upon reaching the border, the bus is stopped by the Royal Army. They conduct a search of the bus and, after finding something seemingly suspicious beneath it, become hostile.

Two Golden Path rebels jump out of the bus and a fire fight ensues. The rebels are killed as is the bus driver. The Royal Army soldiers then fire on the bus and Darpan and Ajay jump out and are apprehended as a helicopter lands. From the helicopter emerges Pagan Min, the tyrant king of the region.

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Hard Bullet Install-Game: Disarm enemies, steal from holsters, kick with elbows, perform one-handed shotgun reloads and more in our innovative physics setup. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat.

This action can be used only to take the Dash, Disengage, or Hide action. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Increase When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit.

Alternatively, if you fail an ability check, you can treat the d20 roll as a Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators.

In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity Sleight of Hand check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak Starting at 9th level, you have advantage on a Dexterity Stealth check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat.

You take your first turn at your normal initiative and your second turn at your initiative minus You can't use this feature when you are surprised. Thief character class From Wikipedia, the free encyclopedia Redirected from Rogue character class Jump to navigationJump to search. This article possibly contains original research.

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Thief, taken from the Battle for Wesnoth computer game. Thieves are usually stealthy and dexterous characters able to disarm traps, pick locks, spy on foes, and perform backstabs from hiding.

Thieves are usually nimble melee or ranged combatants, and tend to be focused on dodging attacks rather than withstanding damage. Thieves usually work in small groups or guilds. Thieves usually have a stealth ability, allowing them to disappear from sight, often this is combined with attacking an unaware or flanked opponent to inflict high damage. Although thieves may be of any moral alignment Good, Neutral, or Evil , they are usually either required or pressured by game design to maintain a Chaotic or at least non-Lawful i.

Thieves are usually restricted to the lighter armors, leather and the like. While thieves typically cannot practice magic, they might use scrolls or magic items in some games; if neither options are available, then technical gadgets are used.

In most fantasy settings, smaller and more agile fantasy races like elves, gnomes and hobbits are particularly suited for the thief class. Fire Emblem In the Fire Emblem games, the thief is the main class able to unlock doors and chests. In addition to opening doors and chests, they may also steal items from enemy units or lower drawbridges, depending on the game. Thieves were not able to steal items until Fire Emblem: Genealogy of the Holy War, and were only limited to stealing all of the target's gold on hand by striking them.

In Fire Emblem: Thracia , thieves were able to steal any item from the enemy, as long as their Speed was greater and their Build was higher than the Weight of the item stolen. Similarly, in Path of Radiance, thieves may steal weapons and items in the same manner as Thracia , but only items that are unequipped.

Thieves may promote to Thief Fighters, Assassins, Tricksters or Rogues, depending on the game, or not promote at all. They are generally offensively weaker than most other classes, but their high speed and skill helps them evade attacks with ease. While they are able to use some ranged weapons, this is rather rare; a typical Thief will be seen utilising some sort of dagger in combat, as one of the skills available only to this class greatly increases their efficiency with them. The weapons a thief may equip are bow, one-handed sword, or dagger.

MapleStory In MapleStory, thieves are one of five choices of characters.



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