TEXT: Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  What was your childhood like?
  The spell thief
  There are many thieves in the great city, but none quite like you. You have studied the arcane arts and specialize in stealing magical and 
  secret things for a shadowy clientele. Your job is the most dangerous in the city, but your luck has not run out yet.
  You are clever and agile. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8. 
  rogue-mage of the Great City
  1d12
  What did your family do in the great city?
  Gain
  1
  Your parents ran a successful inn near the harbor district.
  +2 Cha, +1 Dex, +1 Int, 
  Skill: Gossip
  2
  You had to fend for yourself in the streets.
  +1 Str, +1 Dex, +1 Con, +1 
  Int, +1 Wis
  3
  All of the men in your family have served the watch. 
  +2 Str, +2 Con, +1 Cha
  4
  When you were small, you learned a trade skill from your parents.
  +2 Dex, +1 Int, +1 Cha, a 
  trade skill of your choice
  5
  Both of your parents were servants in wealthier houses.
  +2 Con, +2 Cha, +1 Wis
  6
  Your mother was a bit dishonest and taught you everything that she knew.
  +2 Dex, +1 Con, +1 Cha, 
  Skill: Pickpocketing
  7
  Your grandfather was a successful merchant, but your parents lost his fortune.
  +2 Wis, +2 Cha, Skill: 
  Begging
  8
  You come from a family of refugees who moved into the city after a disaster or war.
  +2 Con, +2 Wis, Skill: 
  Survival
  9
  Pampered in one of the greatest houses in the city, you had time to devote to leisure and study.
  +2 Int, +2 Wis, +1 Cha
  10
  Your father was a sailor, and you saw him little.
  +1 Str, +1 Dex, +1 Int,  
  +1 Wis, a trade skill  
  of your choice
  11
  Others say that your mother was once a great adventurer, though she never spoke of it.
  +2 Str, +1 Cha, +1 Wis, 
  Skill: Gossip
  12
  Your parents were devotees at one of the temples.
  +2 Wis, +1 Int, +1 Con, 
  Skill: Religious Lore
  1d8
  How did you distinguish yourself as a child?
  Gain
  1
  Children often fight, but you never lost. 
  +2 Str, +1 Wis
  2
  There wasn’t a game you couldn’t win.
  +2 Dex, +1 Int
  3
  You were the toughest kid around.
  +2 Con, +1 Cha
  4
  No secret escaped you.
  +2 Int, +1 Dex
  5
  You enjoyed wandering far on your own. 
  +2 Wis, +1 Con
  6
  You never met someone who didn’t like you.
  +2 Cha, +1 Str
  7
  Even as a child you sought adventure and excitement.
  +1 Str, +1 Con, +1 Cha
  8
  Everyone has something to teach and you learned a little from them all.
  +1 Dex, +1 Int, +1 Wis
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d6
  How did you learn your craft? 
  Gain
  1
  You were the failed apprentice of a secretive sorcerer who lived near the temple district. 
  +2 Int, +1 Con, Skill: In-
  vestigation, Spell: Silence
  2
  After studying a lost and unspeakable tome, you joined the thieves’ guild 
  to find more arcane secrets. 
  +2 Int, +1 Dex, 
  Skill: Forbidden Secrets, 
  Spell: Demonic Haze
  3
  A spirit of Chaos whispered secrets in your ear at night and led you to your first heist. 
  +2 Cha, +1 Con, 
  Skill: Forbidden Secrets, 
  Spell: Terrifying Presence
  4
  A strange foreigner saw your potential after a drunken night in the harbor district 
  and took you under his wing. 
  +2 Cha, +1 Wis, 
  Skill: Geography, 
  Spell: False Friend
  5
  A greedy aristocrat hired you to steal from a dark tower outside the city. To his great surprise, 
  you returned unharmed. 
  +2 Dex, +1 Str, Skill: Ath-
  letics, Spell: True Strike
  6
  The ghost of a great spell thief came to you at night and would lead you on errands. 
  +2 Dex, +1 Cha, 
  Skill: Alertness, 
  Spell: Veil of Sleep
  You became a collector of arcane things. You become a level 2 rogue-mage. You gain the class abilities Highly Skilled, Sense Magic, and 
  Spellcasting. You learn the skill Lockpicking. The tables below will further define your class abilities.
  How did you start on this strange path?
  1d6
  What near-catastrophe haunts you still?
  Gain
  1
  While attempting to slip into a merchant’s home, you slipped from the window and alerted the 
  watch, barely escaping. 
  +2 Str, Skill: Athletics, 
  Spell: Black Wings
  2
  When you tried to take the idol of a long-forgotten god, a terrible voice spoke to you. Sometimes 
  you still hear it. 
  +2 Int, 
  Skill: Forbidden Secrets, 
  Spell: The Howling
  3
  An aristocratic sorcerer caught you in her sanctum and tried to bewitch you, but 
  you managed to flee. 
  +2 Dex, Skill: Investigation, 
  Spell: Counterspell
  4
  After a successful job, the watch caught onto you while you were fencing some goods. 
  You covered them in darkness and gave them the slip. 
  +2 Wis, Skill: Stealth, 
  Spell: Conjure Darkness
  5
  A strange man with a covered face hired you to rob a tomb in the crypts beneath the city. You 
  were followed out, and still, sometimes, feel watched. 
  +2 Con, 
  Skill: Forbidden Secrets, 
  Spell: Evade the Dead
  6
  A colorful ship filled with performers from distant lands came to the city and you decided to see 
  what the fortune teller was keeping in her chests. She caught you but, luckily, took a liking to you. 
  +2 Cha, Skill: Deceit, 
  Spell: Masked Image
  1d8
  Besides the other characters, who is your most valued contact or 
  friend in the great city?
  Gain
  1
  You meet often with a trusted fence who always knows a buyer. 
  +1 Dex, +1 Int, +1 Cha
  2
  One of the dancers who performs on the edge of the great market is a close friend of yours. 
  +2 Dex, +1 Wis
  3
  An aristocrat who enjoys slumming it in the poorer districts likes to hear your stories. 
  +1 Con, +1 Int, +1 Cha
  4
  A librarian’s assistant from the Great Library often meets you for drinks. 
  +2 Int, +1 Dex
  5
  You are betrothed to the child of a wealthy merchant. 
  +2 Wis, +1 Str
  6
  You are often found in a seedy inn near the temple district and are friends with the proprietor. 
  +2 Cha, +1 Con
  7
  A learned scholar from distant lands has taken a liking to you and tells you many stories. 
  +1 Int, +1 Con, +1 Wis
  8
  You pass your time with the master of one of the underground fighting pits. 
  +1 Str, +1 Con, +1 Cha
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d6
  What did you bring back for yourself from that job?
  Gain
  1
  A jeweled amulet from a distant land. 
  +2 Wis, 
  a protective amulet
  2
  A small blade of obsidian. 
  +2 Str, 
  an obsidian dagger
  3
  A wizard’s journal containing two spells. 
  +2 Int, 
  a small book
  4
  An ornate lockbox filled with ancient gold coins. 
  +2 Dex, 
  40 gold coins
  5
  A rope of lightweight, black silk. 
  +2 Con, 
  special rope
  6
  A ring with an ancient and forgotten history. 
  +2 Cha, 
  a plain gold ring
  1d6
  You went on a dangerous job to a distant land. 
  The player to your right was there with you.
  Gain
  1
  You journeyed into the hidden resting place of the Gem of Thry’karr. The friend to your right 
  watched your back while you disabled the traps, and gains +1 Wis. 
  +2 Wis, Skill: Trapping, 
  Spell: Eyes of Eternity
  2
  You stole the jewels of the Cat God himself, who now finds you amusing and watches your step. 
  The friend to your right helped sneak you in, and gains +1 Dex. 
  +2 Dex, Skill: Stealth, 
  Spell: Smuggler’s Luck
  3
  For a hooded client, you retrieved a gem of shifting colors from the tomb of a mighty champion 
  of Chaos. The friend to your right fought off a pack of ferocious demons as you took the gem, 
  and gains +1 Int. 
  +2 Int, Skill: Forbidden 
  Secrets, Spell: Abjuration
  4
  With a clever disguise you visited the court of a petty island king and made off with his wife’s 
  diadem. The friend to your right distracted the other courtiers while you did your work, and 
  gains +1 Cha. 
  +2 Cha, Skill: Disguise, 
  Spell: Smuggler’s Luck
  5
  A rival hired you to infiltrate a conclave of scholars on a southern island and make off with a rare 
  book. The friend to your right helped you gain entry to the secretive conclave, and gains +1 Int. 
  +2 Int, Skill: Pickpocket-
  ing, Spell: Swift Step
  6
  You had to climb a mist shrouded mountain and survive the attacks of the great simians who live 
  there. The friend to your right kept pace and fought at your side, and gains +1 Dex. 
  +2 Dex, Skill: Athletics, 
  Spell: Spider Climb
  1. Record your name, class, and level.
  2. Record your ability scores. In the space beside each, record 
  your ability score bonus using the chart on the back of this 
  booklet.
  3. Jot down your skills, class abilities, and starting equip-
  ment, as well as any other pieces of gear you may want to 
  buy. The Spell Thief begins with the following equipment: 
  several daggers, dark clothing, leathers (+2 AC), a weapon 
  of your choice, thieves’ tools, a small treasure of unknown 
  origin or nature, lodging in a seedy inn, and 4d6 silvers.
  4. Pick an alignment. Your character may be lawful, chaotic, 
  or neutral. If you can’t decide, simply choose to be neutral; 
  most people are.
  5. Your Base Attack Bonus comes from your class. As a level 
  2 rogue-mage, you have a BAB of +1.
   
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 1 for being a rogue-mage.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 3.
  9. Your hit points are 8 plus your Constitution bonus to start, 
  then 1d8 and your Constitution bonus for reaching level 2.
  10. Fill in your saving throws using the chart on the back of 
  this booklet.
  11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
  ons you think you might use. Your to hit bonus for a melee 
  weapon is your BAB plus your Strength bonus, while you use 
  your Dexterity bonus instead for any missile weapons. Your 
  Strength bonus also adds to the damage of any melee weapon.
  Fill out Your Sheet!
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  Ability Score
  Bonus
  1
  -4
  2-3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18-19
  +3
  Reference
  Making Tests
  Ability Score Checks: Roll a d20 and compare the result to your 
  score in the relevant ability. If the number on the die is equal to 
  your score or lower, you succeed. If it is higher, then you fail. 
  Saving Throws: Roll a d20. If the result is equal to the saving 
  throw number or higher, the roll was a success. 
  Combat Rolls: Roll a d20 and add the relevant attack bonus. 
  Compare the result to the enemy’s armor class. If the number 
  equals that armor class or exceeds it, the attack was successful. 
  Otherwise, the attack missed.
  Class Abilities
  Hit Dice: d8
  Initiative Bonus: +2
  Armor: The Spell Thief may wear any armor lighter than plate and 
  chain.
  Highly Skilled: Rogues receive two additional skills at first level. 
  Your Playbook has already given you your extra skills. Rogues gain 
  an additional skill every odd numbered level thereafter (3rd, 5th, 
  7th, etc). Instead of gaining a new skill, they may get better at one 
  which they already have, increasing the bonus for that skill by a 
  further +2.
  Spell Casting: Spell Thieves may harness the power of magic by 
  casting spells. Your Playbook has given you your starting magics. 
  Sense Magic: Being naturally sensitive to the world of magic, spell 
  thieves may determine if a person, place, or thing is magical. Doing 
  so requires concentration and a few minutes, so mages cannot tell 
  if something is magical simply by being in its presence, and people 
  tend to notice if a mage is staring at them intently and ignoring his 
  food during a meal. The GM may rule that, when in the presence 
  of particularly intense sorcery, the mage notices such immediately.
  Fortune Points
  A character may spend a Fortune Point in the following ways:
  Help a Friend: Normally, a character may only help a friend with 
  an ability score check if he has a relevant skill. By spending a For-
  tune Point, a character may lend a helping hand and thereby give 
  his compatriot a +2 to his score for a single roll, even without hav-
  ing an appropriate skill for the task at hand.
  Second Chance: A character may spend a Fortune Point to get a 
  reroll on any failed roll during the course of play, such as an ability 
  score check, saving throw, or to hit roll.
  Cheat Death: A dying character may spend a Fortune Point to sta-
  bilize at 0 hit points and not continue taking damage every round.
  Level
  Experience
  Base 
  Attack 
  Bonus
  Poison 
  Save
  Breath 
  Weapon 
  Save
  Polymorph 
  Save
  Spell 
  Save
  Magic Item 
  Save
  1
  0
  +0
  14
  15
  13
  12
  11
  2
  2,000
  +1
  14
  15
  13
  12
  11
  3
  4,000
  +1
  14
  15
  13
  12
  11
  4
  8,000
  +2
  14
  15
  13
  12
  11
  5
  16,000
  +3
  14
  15
  13
  12
  11
  6
  32,000
  +3
  13
  13
  11
  10
  9
  7
  64,000
  +4
  13
  13
  11
  10
  9
  8
  120,000
  +5
  13
  13
  11
  10
  9
  9
  240,000
  +5
  13
  13
  11
  10
  9
  10
  360,000
  +6
  13
  13
  11
  10
  9
  
SOURCE: textdata/thevault/Through Sunken Lands/Through Sunken Lands Game Aids/Through Sunken Lands Playbooks/Through Sunken Lands The Spell Thief Playbook.pdf