User:Shadowsin/Contest Entry/Thief

Introduction
The Thief is the scourge of any land he decides to visit. Constantly on the wrong side of the law thieves are not normally welcome in most circles so they must hide their identity in order to fit into normal society. Thieves must steal to get by, obviously, so most of them don’t have any other worldly possessions. Some thieves choose to be mercenaries for hire; they steal what their employers tell them too and nothing more.

General Information
The thief's appeal lies in his stealth attribute, which allows them to quickly move across the battle field, causing damage and snatching loot as he goes. Although his pride is in his speed and craftiness the thief also has the innate ability to effectively use any weapon that he desires. This can prove very helpful or in some cases a hindrance, since he can’t focus his skills on any one weapon he must have a variety for all weapons. The thief's thievery attribute is more for self preservation than anything else, whether it is due to his own poverty or to help him out on the battle field. A thief's insight attribute helps him against more powerful opponents by allowing him to copy or disable their skills, although a major downside is that he must be close enough to see(Touch range in most cases) in order to copy which would put him extremely close to enemy strike range.

Attributes

 * Stealth (Primary): For each rank in Stealth, Thief skills cost 3% less energy, also the thief gets a Movement speed increase of 5% at rank 4, 10% at rank 9, and 15% at rank 13 as well.


 * Weapon Mastery: Increases damage and effectiveness of any weapon that the thief decides to use.
 * Thievery: Improves all skills related to disarming, weakening, and confusing opponents.
 * Insight: Improves all skills related to copying or disabling opponent’s skills.

Weapon (Any)
The Thief is proficient with any weapon he picks up as long as he/she has attribute points set in weapon mastery. He does not gain the ability to use skills from that weapons primary profession but can use his/her own set of skills developed for the type of weapon he chooses.

Max Stats

 * Since he can choose any weapon he must accept the stats of whatever weapon he/she chooses

Profession-specific Skill-types
The Thief class has a special set of skills that requires them to be under the effects of a condition for the skill to work. If the required Condition is not met than the attack attempted will fail, and the recharge time will be the same. This is to prevent abuse of the Dervish skill Sand Shards.

Skills

 * Note: all effect times are based on a 0 - 15 scale in attributes.
 * Also Note: As a general rule, I’m not going to add any non-elite IAS buffs or Shadow steps

Thievery

 * Stolen Plans: Skill For 10 seconds the next(Non-Elite) attack skill a foe uses replaces this skill for 20 seconds and that skill is disabled for 20 seconds . Energy5 Recharge:20 seconds Activation: 1 second.
 * Break weapon: Touched enemy cannot attack for 0...5 seconds. Energy:10 Recharge: 20
 * Thieving Bond: Hex Spell For 5..15 seconds target foe looses 1 point from their primary attribute and you gain 1 point in Stealth. Energy:10 Activation:2 seconds Recharge: 25 seconds
 * Strip Armor Touched enemy suffers from cracked armor for 5...15 seconds. Energy:5 Recharge: 20.
 * Pick Pocket: Touch skill The next signet target touched enemy uses is disabled for an additional 10..20 seconds and this skill is replaced with that signet for 10..20 seconds. Energy: 5 Recharge: 20 seconds Activation: 1 second
 * Headlock: Target touched enemy suffers from weakness for 5...12 seconds. Energy: 5 Recharge: 15 seconds Activation: 1 second
 * Stash the Loot: Enchantment You loose half your health and half your energy, when this enchantment ends you gain 125...250 health and 8...18 energy. This enchantment ends if your health goes below 33% (This spell has a 75% chance of failure if you are under 75% health)Energy:5 Recharge:30 seconds Activation: 2 seconds
 * (Elite) Perfect Theft Touch Skill: Target touched enemy cannot attack for 2...5 seconds and has cracked armor for 10...25 seconds. Energy: 15 Recharge: 15 seconds Activation: 1/2 seconds


 * (Elite) Silent Strike If target touched foe was casting a spell that spell is interrupted and the foe becomes dazed for 3...8 seconds. Energy: 10 Recharge: 20 seconds Activation: 1/4 seconds
 * (Elite) Zealous Stance: stance For 3...8 seconds with each attack that hits you steal 1 energy from your foe. Energy:5 Recharge:25 seconds
 * (Elite) Blood Stance  Stance for 10...20 seconds your attacks deal 10...20 less damage and with each attack that hits you steal 10...20 health from your foe. Energy:5 Recharge: 30 seconds


 * (Elite) Strength Leech: Hex Spell For 10...25 seconds target foe does 5...20 less damage damage with attacks and you then do +5..15 with yours. Energy:10 Recharge:20 seconds. Activation: 1 second

Weapons mastery

 * Sneaky Strike Melee attack this attack strikes for +10...25 damage and cannot be blocked. Energy: 5 Recharge: 8 seconds Activation: 1/2 seconds
 * Sever Tendon: Melee attack this attack hits for +5...10 damage and the enemy moves 50% slower for 2...7 seconds. Energy: 10 Recharge: 12 seconds
 * Cowards Assault Melee attack this attack strikes for +15...30 damage, this attack cannot be blocked and results in a critical hit and you become crippled for 8...4 seconds. Energy: 10 Recharge: 12 seconds
 * Shot in the Dark Attack skill: If you are blinded this attacks cannot miss ,cannot be blocked. This attack strikes for +10...30 damage and results in a critical hit. If you are not blinded this attack fails. Energy: 5 Recharge:12
 * Bloody Bash Attack Skill: If you are bleeding this strike hits for +5...15 damage and your opponent begins bleeding for 5...20 seconds and you stop bleeding. If you are not bleeding this attack fails, and you begin bleeding for 25...15 seconds. Energy: 5 Recharge: 8 seconds
 * Crippled Assault Attack Skill: If you are crippled this attack strikes for +15...35 damage and cannot be blocked, If you are not crippled this attack fails. Energy: 5 Recharge:8 seconds Activation 1/2 a second.
 * Cobra Strike: Attack Skill: If you are poisoned, this attack strikes for +5...25 damage and your opponent is poisoned for 5...20 seconds. If this attack fails to hit you remove the poison condition from yourself instead. This attack fails if you are not poisoned. Energy: 10 Recharge: 5
 * (Elite) Swift Attack Attack skill this attack hits for +10...25 damage, if the opponent is above 75% health this attack immediately recharges. Energy: 5 Recharge: 20 seconds Activation: 1/2 seconds


 * (Elite) Weapons Master Stance Stance For 2..5 seconds you attack 66% Faster and attack skills cost 50% more energy. Energy: 10 Recharge: 20 seconds
 * (Elite) Killer assault Melee attack You attempt a killer assault, if this attack hits you deal +20...40 damage and cause deep wound for 7...20 seconds Energy:10 Recharge:12 seconds

Insight

 * (Elite) Plagiarize: spell You copy the next skill target enemy uses. The skill then uses your Insight attribute. The copied skill stays for 20 seconds. Energy: 10 Recharge: 20 seconds Activation: 2 seconds
 * (Elite) Deadly Precision Enchantment spell For 5..20 seconds your attacks cannot be blocked, Deadly Precision ends and takes an additional 10 seconds to recharge if you fail to hit with an attack. Energy:5 Activation:1 second Recharge: 20 seconds
 * (Elite) Cou de gras: Elite Skill For 5 seconds your next attack causes bleeding for 10..25 seconds and deep wound for 4..10 seconds. If you fail to hit you suffer from Deep wound for  5...12 seconds and this takes an additional 15 seconds to recharge Energy: 10 Recharge: 25 Activation: 1/2 sec
 * Pressure point: touch skill If target foe is using a skill that skill is disabled for 10...30 seconds Energy: 5 Recharge:30 Activation 1/4 second
 * Thief's insight: Enchantment Spell for 5..15 seconds you have a 50% chance to block attacks and each time you successfully block an attack you gain 1..3 energy. Energy:5 Recharge: 30 seconds Activation: 1/4 sec.
 * Thief's Remedy: SkillRemove 1...3 conditions from yourself and for 10 seconds you have +3...6 health regeneration. Energy: 10 Recharge: 10 seconds Activation: 1second.
 * Sensory Enhancement Enchantment For 5...15 seconds While you are blinded you have a 50% chance to block attacks. This enchantment ends if you hit with an attack while blinded. Energy:5 Recharge: 12 seconds Activation: 1 second.
 * Pain of Death: You can only activate this skill if you are below 25% health, You die instantly and all adjacent foes are struck for 100...225 damage.Energy: 5 Recharge: 20 Activation: 1/4 second.
 * Cobra's touch: Touch Skill You and target touched foe are poisoned for 10...25 seconds . Energy:5 Recharge:10 Activation: 1 second.

Stealth

 * Catlike Grace stance For 5...10 seconds you move 15% faster and has a 50% chance to block attacks. Energy 10 Recharge: 20
 * (Elite) Move Through the Shadows Elite Stance For 5..20 seconds all attacks against you miss and for every attack avoided this way, you move 1% slower. Energy: 10 Recharge: 30 seconds.
 * Flash Powder: All adjacent foes are blinded for 5...10 seconds Energy:5 Recharge:20 Activation: 1/4 sec
 * (Elite) Silent Stalking Stance: for 5...15 seconds you cannot be the target of spells and you cannot attack. Energy:10 Recharge:15
 * Shadow Bind: Hex Spell Target foe moves 90% slower for 1...5 seconds and you become crippled for 10...7 seconds.Energy10 Recharge:15 Activation: 1 second
 * Shadow Stability: Enchantment Spell for 5..25 seconds, when ever target other ally would be knocked down you get knocked down instead, this effect cannot be negated. When this enchantment ends you and target ally are knocked down. Energy:5  Recharge:20 Activation 1/4 second
 * (Elite) Orders from Grenth Enchantment Spell: For 5...15 seconds your attacks do shadow damage and you have 25% chance to block attacks. Each time you block an attack your opponent takes  10...45 damage. Energy:15 Activation: 1 second Recharge: 15

PvE Skills

 * Snatch Touch Skill Steal an amount of gold from an enemy npc, the amount is determined by your thieving attribute, Sunspear rank, and the npc's normal gold drop range. The gold is shared between the party members, if you share with at least 4 people you have a small chance of snatching a diamond, ruby or sapphire as well(.05%). This skill is easily interrupted, This skill can only successfully be used once per enemy Energy:5 Casting Time 2 seconds Recharge: 5 seconds
 * Lock pick Touch Skill You have a 10..45% chance of unlocking target chest, in hard mode this chance is decreased to 1..15% chance. You may only use this skill once per chest. Energy:10 Recharge: 60 seconds Activation: 3 seconds.

Armor
The thief's armor will be designed around several factors: Ease of movement, Disguising Identity, and Stashing loot. To meet these requirements the thief's armor must be slightly baggy but well kept. It cannot be obvious that you are a thief(at least as far as shopkeepers are concerned) so something that a common person might wear would be good. Since the armor class is lighter than normal it logically doesn't have to be kitted out with metal, and probably shouldn't to meet the speed of movement need.

Head Gear
The thief's headgear can be as simple as a headband or a hood. Anything too ornate would draw attention to him and for a thief that would be bad.

Chest
The Chest armor can be anything loose, such as a trench coat or simple shirt, again anything to ornate would be noticeable.

Arms
The Arms can be almost anything, from gloves to armbands or Long sleeves.

Legs
The leg armor should be baggy pants or leggings, anything that matches the above armors will do.

Feet
The feet can be kitted out with anything that promotes ease of movement, for instance long boots or sandals.



Common Uses
The thief's use can vary based on the party's needs quite nicely. It can be used to disable and shut down opponents or for use in a spike. With its built-in movement speed bonus it can traverse the battlefield quite easily and escape if need be. Making the thief a secondary class might be tempting as its Weapon Mastery attribute can cover any weapon a class wants to use, but this is not always the wisest choice because putting your points in one takes away damage from they other skill set.