Class Features Level 1 First Strike - Getting a free round of Combat Advantage since, barring horrible luck, you should be very high up on initiative orders is never a bad thing. Sneak Attack - The limitations are, for you, barely limitations, and you not only deal a ton of damage, you can deal it every turn. Weapon Finesse - Improved Melee Training plus a damage bonus on the only weapons you're ever going to use.
Also the damage gets better later. Backstab - It's like Power Strike, but also an accuracy boost and not an attack power. This is very good. You get more uses later on, too. Level 2 Skill Mastery - Another skill training from a list of awesome and you can critical hit skill checks. I love it. Thief Weapon Talent - You want more awesome?
Here's some free awesome. Level 4 Cunning Escape - While the bonus is only for one attack and thus doesn't help against enemy multiattackers, it really does help with durability and the shift can help you GTFO when you really need it.
I'm a fan. Level 19 Evasive Backstab - Free shift is great, though you certainly have other ways to accomplish this. Level 22 Invisible Stalker - You have a ton of shifts and powers that want to consume your move actions. It's not horrible or useless, but I'd power-swap this, personally. Level 23 Elusive Thief - RtB is pretty great, especially since you hate these conditions. Level 29 Epic Skill Mastery - Let me put this in perspective: if you take Jack of all Trades, you will have the equivalent of every skill trained.
This is good. Class Skills Acrobatics - Given the bonkers amount of nice powers that require you have this skill, as well as general Rogue flavor, combined with the fact that it keys off your most important ability score, this is as much a non-choice as the other Dexterity-based skills. Athletics - Kind of redundant with Acrobatics in some aspects, but it can do things the other can't. Bluff - The classic con-man skill, any Thief with a positive Charisma modifier should be considering picking it up.
Dungeoneering - In all likelihood, the party radar should have this skill covered. If you're the party radar, grab it. Insight - No one likes falling for their own tricks; this skill ensures that won't at least not as often.
Intimidate - This skill is great if you want to have a wide plethora of social skills, plus it can help speed up combat. Perception - While your Wisdom may or may not be awesome, there really is little reason to skip out on this skill.
Streetwise - While its usefulness does vary by campaign, you likely will be one who will be very good at it, and at the very least it's a good fluff fit. Ability Scores Thanks to Melee Training, you are in the incredibly odd position of being able to make your abilities whatever you want; as your damage bonus is independent of any ability, you'll lose out on damage per hit.
That's quite a bit, but can be worth it if you have a compelling reason to do so. That said, there generally isn't one. As a standard Dex-loving Thief, start with Dexterity 20 and make either Charisma or Wisdom as a secondary.
If you're melee, you want Strength 13 for multiclassing; ranged wants 13 Wisdom instead. Spare points are for whichever defense your multi doesn't raise. Races Due to the above, there's not a lot of call for me to make a huge list of races.
Take something that boosts your primary stat, whatever it is, and has a good set of features for charging or ranged depending. Drow is by far the best option for ranged, due to the existence of the Dread Fang PP; for non-crossbow users it's practically required to keep up. My top pick for melee is Human , due to the bonus feat, but you're not going to lose a ton by going somewhere else. Thief Tricks The Essentials model for Martial Classes is distinctive because of its reliance on the basic attack.
To supplement it, you get a choice between a handful of At-Will Stances, each with a different effect. You get to pick two from this list at L1, and another at L4, L7 and L17, so don't sweat it if you didn't have room for a Stance you liked at the beginning of your career: you'll have another go. Note that these are all move actions. Also note that the rating of most of these goes up slightly if you can regularly get Combat Advantage without having to use a Trick Acrobat's Tric k HotFL - Power bonus to damage, and if you're smart, this can be good as at-will flight.
While this might not be your first-level choice, every Thief should have it by 7 at the absolute latest. Acrobatic Maneuver RB - Compared to powers that let you shift, this is just lackluster. It's also useless if Strength isn't your secondary. Ambush Trick HotFL - While there are a ton of ways to get CA, this is a pretty good one since it allows you to hit those that your party can't spare a flanker for. Also, since ranged Thieves don't get flanking, this is amazing for them.
Still very Strength-dependant, though. Escape Artist's Trick HotFL - The ability to slip out of total concealment, shoot, and then slip back in cannot be overstated. Neither can charging and then shifting two squares away. This trick is fantastic. Nimble Positioning RB - Strictly worse than at least two other options. Being a Cunning Sneak.
Now, for the low, low price of one trick, you can be one too! And even better: once you get your Phantom Chausseures or Shadowband, this is permastealth. I would have a hard time not taking this at level 1. It not only promotes focus fire, but lets you charge every turn relatively safely. This is really good. Ranged obviously loves it as well. Thug's Trick HotFL - It's not bad --it's an easy way to cause out of turn attacks, for crying out loud--but it's not what you should be doing.
Tumbling Trick HotFL - The shift 3 is good; the damage diffusion and secondary stat dependancy isn't. Ranged can't use this. Unbalancing Trick HotFL - This trick's utility entirely depends on whether or not you can consistently get Combat Advantage without using another Trick.
If you can, it's great. Rogue At-Will Powers While a typical Thief has nothing to do with these powers, a Human member of the class can choose to take one of these instead of the Heroic Effort power. Could be worse. Duelist's Flurry D - I want to like this power The slide is nice, if outside your focus. Ones that don't require secondary investment and have damage rolls.
Gloaming Cut MP 2 - Has its uses in some builds. Not too bad. Palming Strike D - Not my cup of tea, but situationally useful. Useless if you took Fast Hands, though. So it's not red. But you get so many of those that, well Utility Powers Level 2, Utility Sneak in the Attack is easily my favorite here, especially if you did the smart thing and grabbed Backstabber.
Not horrible. Agile Footwork D - If he ends his turn next you, you move away. It won't help you dodge an attack, but out-of-turn repositioning is nice to have, though a bit unreliable. Arm and Edge MP 2 - Not a bad choice if you're taking the weapons listed, but really: how often do you find yourself out of range? Cunning Step MP 2 - Int is a pretty useless stat for you, but if you're using it anyway, this actually comboes nicely with a few tricks.
There's better, though. Okay, well, you get to move your full speed, but that's it. Take that instead. Better out of combat , though Hop Up MP - This really doesn't compete with similar options, out of turn or no.
Lurker's Cloak MP 2 - Decen for turtling, but not my favorite. Even if you don't, Obscured Avoidance is still better. Could do worse, could do better. Quick Fingers PHB - Not sure when Thievery's action expenditure comes up outside of combat, and I'm even less sure of when making a Thievery check in combat will come up at all barring your DM getting Tomb of Horrors-level trap-happy. Not sold on this one.
Sneak in the Attack MP - Handing out your Sneak Attack damage to your flanking partner without having to give it up yourself is a strong benefit to have. The best thing about this power is that it doesn't specify who gets the free Sneak Attack damage, so anyone can come in and deliver.
Switcheroo MP 2 - While this may not be useful all the time, you can use it all the time, and sometimes you or your ally may need it to get where you need to go.
This does get a lot better if your allies take the Agile Opportunist Paragon feat, since switching places counts as a slide. Tumble PHB - Not quite as good for you as a normal Rogue, since you probably have at least one trick that can mostly simulate this.
Still nice though. However, it can be key for the Stealth lovers among you to get your act together even when the terrain is not conducive to your antics. Solid enough. Chameleon PHB - I actually really like this, especially as you don't have a lot of use for minor actions. Not so great if you're not stealthing a lot, but I promise it'll come in handy at one point.
Of course, it's hard for you to get such a thing, so this is generally one turn only. Still, CA is CA. Fortuitous Dodge MP - This power is lolzy as hell, and it actually can have a rather nice effect. Killed by it being a daily. Hidden Blade PHH 1 - Sure it's conditional, and it only works for one attack, but CA without being target-specific leaves your options wide open, and that's got to be worth something.
Don't take both. This can come in very handy, as it gives you options as to who you're going to attack. This can come in handy, though it is a bit limited. Slip Aside HotFL - Given that AC is the most targeted defense, you're bound to get hit sometime, and at that point an ability to take half damage might save your skin. Threatening Glare MP - Cute, but not something you generally want to be doing.
Ugly Finish MP 2 - It may be a Daily, but a mass -2 to attacks and CA for dropping someone or landing a crit is a good power to have in my book. Vault Position MP Vexing Flanker MP - Insta-flanking for your ally, and for you on your turn. As an ImmInt. I like. This power gives you an instant bailout against a Melee opponent approaching you. An amazing power for any sort of Thief, unless you're doing something crazy with abilities.
Certain Freedom PHB - The fact that you really hate this condition is the only thing making this not red. Close Quarters PHB - I don't like that it has a size restraint, is a daily, and draws an OA, but the benefits are nice enough to make it someone's cup of tea.
Combat Tumbleset MP - Another good mobility power, moving through enemy spaces while not risking OA's means you can pretty much go wherever you want, which is a good freedom to have. Daring Gamble MP 2 - Limited because you likely can't coerce people to attack you and it only lasts a turn, but free CA for the whole encounter is worth finding a way to make trigger while not getting yourself in too much trouble.
Deadly Sacrifice MP 2 - I see few Thieves as sturdy enough to take a hit for another class Controllers or badly injured characters for the most part , and while CA and more Sneak Attack damage for the whole encounter is nice, it is a Daily and based of a likely dump-stat, so it has its limitations. Executioner's Mien MP - It's a cute trick, and combos with a few feats you might take for the purpose. Gap in the Armor MP - I love accuracy buffs, and you don't get a lot of the same ones that other E-classes do.
It has out-of-combat utility, but frankly, you have better things to take this level. Peripheral Concealment MP - I really doubt this is a problem for you by this level. Remember the move restriction, though. Still, movement outside your turn that doesn't provoke OA's and disregards enemies being there is not all bad. Skill Powers Skill powers here have been categorized into whether the skill is a class skill for your not. Within these categories, they have been split up into levels.
Most of your powers are pretty good, though, so a Skill power will likely have to be real awesome to be a genuine option. Pretty cool. Perfect Balance PHB 3 - It provides a small speed advantage while traversing narrow or difficult terrain, and doesn't require checks.
Not enough to occupy a Utility slot in my experience. The question is, will you? Not in most campaigns. Ignoring difficult terrain is also nice. An Athletics bonus for whatever stunt you may want to pull off along the way is just gravy.
This is a pretty decent pick. It can definitely see use on a Rogue. A very nice choice. Serpent's Tongue D - Getting a bonus after you fail can be of some usage. Level 6: Confusing Blather PHB 3 - It can potentially allow you and your allies to maneuver and disengage unmolested by your enemies. Could be useful for those times you roll a 3 or less on a Diplomacy check, assuming you bother to train it. Level Improvisational Arcana PHB 3 - If you were to choose to use rituals, this has the handy effect of making sure you don't suck at them.
Usually, one turn is all you need. Stonecunning PHB 3 - There is no reason your Dungeoneering should beat your Perception by enough of a margin as to justify taking this power. Level 6: Empathic Read PHB 3 - Saving your allies from themselves is nice, but some of you will likely be the party face, which means that you'd much rather have someone use this to your benefit. Prescient Maneuver PHB 3 - This doesn't seem like your thing at first glance, but there are characters that can wring some use out of it.
Can effectively put a non-combat encounter on Easy Mode. Prescient Defense PHB 3 - A solid defensive bonus for you when you are attacked, which helps keep you around dangerous siuations. It can be useful for rearranging the battlefield or allowing allies to escape situations they really don't want to be in. Level Snap Out of It PHB 3 - Absolute flavor gold, and it can help you support your Leader on the saving throw department, which can be very important, especially at higher levels.
Level 6: Guided Shot PHB 3 - Given that Reflex is usually a whole lot worse than AC, this can turn a few misses into hits for your allies, which can help you provide some support. Trapfinding PHB 3 - Understandably, this can help you in certain situations. Can work better for you if your Passive Perception is a strong suit. A solid choice if obstacles consistently give you the blues. Perfect Sight PHB 3 - Should you need to see an elusive enemy for a turn, this will help you get him in your sights.
Pretty respectable. Can be useful if you're scurrying from cover to cover or need a do-over on your last Stealth check. That said, it can be pretty cool if it does work. Great out-of-combat utility for this one. Slow Pursuit PHB 3 - Rather conditional, but creating difficult terrain can help defend allies you're not standing in front of.
Could be useful. Lock Tap PHB 3 - Action economy on Thievery checks can be useful in certain situations, but I don't think those situations are all that common outside of combat, and you shouldn't be popping locks open in most fights anyway. Quick Palm PHB 3 - Again, action economy on a Thievery check, but for something you're more likely to need to do fast. Level 6: Hasty Retreat PHB 3 - A decent emergency shift away, it could get you out of the range of a few traps' triggers, especially ones like poison needles in doorknobs and the like.
Quick Switch PHB 3 - Though the effect doesn't cover all that much space, it could help you introduce your enemy to your Defender without an OA for either of you, which is nice. Leader edition. You could just flank, you know. Level Disruptive Stunt PHB 3 - An attack debuff as part of an opportunity-free move action through an adjacent enemy's space.
The movement likely won't be all that earthshaking, but a repositioning power with a free debuff can be decent. Soothing Words PHB 3 - Essentially, you get a little extra bang for your buck on your healing surges while you rest. More on the Leader side than what you typically go for, and its benefits are not that great, anyway.
Otherwise, it's a bit marginal, but I like it as an aid for non-Charisma Rogues to be the party "face". Noble Sacrifice PHB 3 - While the spirit of helping others is nice to have, you're not as capable of taking prolonged punishment as some members of your party are, so this is a gamble I'd rather not take. Equipment This is a bit out of order for a normal class handbook, but before I talk about feats and PPs I have to talk about weapons.
Armor Cloth - No reason to wear this. Leather - The best armor you're proficient with out of the gate, and likely the one most of you will stick around in. It offers a decent bit of extra AC with no penalty to skills, which is always nice.
Hide - While it is better AC than Leather, it costs a feat along with attribute placements , and the skill penalty kind of stings, too. The feat cost really, really stings, as defenses are really not what a Thief wants to be concentrating on; that said, melee already wants Str 13 for their Fighter multiclass. Chainmail - Costs feats, reduces speed and skills, and offers lower AC than light armor.
Scale - Even more expensive and unnecessary than chain. Plate - The most egregious alternative considering the cost and the lack of benefits accrued. Shields - You're not proficient with them out of the box so they cost feats , they pigeonhole some stat points, but they're a quick and easy way to get a good AC and Reflex bonus. The feat cost is, to me, the dealbreaker. Not completely awful, but not your priority -- and feat space is limited.
Magic Items This is probably going to be the last section of the handbook I do. So, obviously, WIP. Feats This section is honestly going to be pretty depressing, for two reasons.
First of all, it's basically empty. Second of all, the reason why it's basically empty. Thief is, in essence, a "solved" class: there are so few actual choices to make with it in terms of construction that pretty much every choice is clearly ranked in terms of how good it is.
To that end, pretty much every feat for any kind of Thief is "set:" you can take something else, but you'll almost definitely end up worse at what you do.
There are exceptions to this, but not many, and they're mostly non-mechanical. So yeah, go ahead and take something else if you think it's cool, but in terms of optimization there are really only about four feat progressions you want to use.
They're found in "Sample Builds," two posts below. Because of that, and because of the sheer number of feats in this game, I'm not going to list all of the various feats you could take like most of the other handbooks. The priorities for a Thief are, however, listed below. Accuracy: Reliable DPR comes first and foremost from the ability to deliver the damage your hits will deal. You do want to strike a bit more of a balance than, say, a controller, but this is still paramount for you.
At-Will Damage: Static damage mods, or things that make your bread-and-butter attacks better. After all, if you hit all the time but don't deal damage, what's the point? Defenses: You're fragile enough that this takes the edge over bursts; that said, a few feats and you'll be fine. Burst Damage: Unlike many strikers, this isn't that huge of a priority for you. Thieves are good at consistent, always-on damage, and this isn't a huge thing for them.
Fortunately, there are a number of good PPs out there left to take. KAM just isn't worth the investment any more, so the field's a little more open than it once was.
With that said, though, the vast majority of Rogue PPs are just not that good for you--so your multiclass feat will probably depend on your PP choice. PPs Cloaked Sniper: This is everything for a which a hand-crossbow user could possibly ask. Great features and great powers--especially Unseen Shot. Contract Killer: Everything you like to do. Not legal in LFR.
Daring Acrobat: The daily's great and the ability to take actions after charging is fantastic. Too bad everything else is so worthless. Daring Slinger: You just had to ignore my advice about ranged weapons, didn't you?
If you're really going to insist on slings, this is actually a pretty neat option that stays competitive all through paragon. Unfortunately, because there's no feat to make sling RBAs target Reflex, I can't really recommend this path. Oh, and use dejadas. Love it. Master Thief: The utter awesomeness of not losing Steath when attacking cannot be overstated , though everything else besides the U12 is pretty lackluster.
Mithral Arm Why is this on here? Because almost every Thief trick talks about moving your speed, and this gives you Teleport 2. Consider being an undead Dragonborn for this purpose. Moonstalker: There is a lot--a lot --to like here. It would be sky blue if not for some very harsh competition.
Nocturnal: A pretty neat alternative to some of the more traditional melee picks, this class gives you a bunch of nice charge-related features.
It's only blue because some of the base features are kind of situational, but not a terrible grab. Your recommended multiclass for this is Barbarian.
Ocular Adept: If you don't mind being a member of one of the silliest PPs in the game, you can seriously spike your damage output here. Ranged only, but awesome for them. Paragon Multi class Ranger : So in general, this is a terrible idea Because PMCing just has you swap an at-will for an at-will and not a level 1 at-will for a level 1 at-will, you can switch a trick for Dual Weapon Attack.
Which is just absurdly good for you. Many expect that this will be errata'd soon, though, and it obviously doesn't work at all for ranged attacks. Shock Trooper: Almost everything about this class is amazing for you; heck, even the Strength-based daily is made up for a little by having a really absurd to-hit bonus to begin with.
You'll also end up being tougher than a normal melee Thief, as you can skip getting Rapiers with a background and just use a shortsword. Traveler's Harlequin: It's a neat way to get Shadow Walk--which would matter a lot more if there weren't a paragon boot item that did the same thing. There's nothing bad here; it's just that a lot of other paths give you a lot more.
Guide not helping? View 3 more guides for this achievement. Have you got any tips or tricks to unlock this achievement? Add a guide to share them with the community. Game 39 want to boost. THIEF walkthrough. Hide ads. Maka91 1,, 27 Feb 26 Feb 27 Feb The collectibles are found within the story related chapters, The City area and the 6 Client Jobs available in the game. Upon picking up the last collectible, you will be rewarded the achievement.
Chapters and Client Jobs can always be replayed be visiting their locations on the map, so don't worry if you miss something, you can always go back. Lastly, use the menu to check "Player Progression" where it'll show your collectibles for each mission, and use focus in a room is you are having trouble finding the proper object to interact with.
Showing most recent comments. View all comments. Are you sure you have to do everything on one pass? I'm looking at my collectibles list and all 6 of the Chapter 5 collectibles are there in my list, even though the chapter summary says incomplete. Posted by count on 02 Apr 16 at Is this even possible to get on custom master playthrough?
That job consists of two small rooms with nowhere to hide and a patrolling guard. Seems impossible to do. Posted by Zordnil on 09 May 16 at As for collectables, once you have them and completed the level. Posted by Darkness on 07 Dec 19 at Leave a comment. Sign in and add a guide. The first is unmissable, as it is part of the Prologue level,and is automatically collected. During the first Chapter we will guide you to all the loot locations, this is the only time you will need to collect all loot.
For the Obsessive Compulsive achievement, and we will show you how to get the Two Faced achievement too. From Chapter 2, we will also add the Secret Areas into the guide, as this is the first time they appear in the game. There are 73 Secret Areas in the game, and after finding them all, you will unlock the Finders Keepers achievement.
Unfortunately there is no definitive way to track how many or which ones you have found.
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