RPG Class Quiz

Thief

You slip ahead alone, spot the traps, and quietly unlock the closed doors before the others get there.

Step up frontThink it throughOn your own

In RPGs, the thief is less a villain who steals and more often portrayed as a class that uses sharp eyes and foresight to unlock treasure chests and find and disarm traps. Thieves also scout ahead of the party to see what's coming.

You tend to get ahead of others and check things out: “Here's what's up ahead.” You're better at finding gaps and back ways than at pushing head-on, and while you're quietly moving on your own, you've already sorted out a problem or two.

Because a thief goes ahead alone, they sometimes move on to the next place before telling anyone what they saw. You, too, tend to keep what you've checked to yourself, so the people who come after can get lost in the same spot. Leave a one-line note about the path you scouted, and your head start becomes a shortcut for everyone.

Strengths

  • You can spot where trouble is likely before anyone else does
  • When the direct way won't work, you can find another route through
  • On your own and quietly, you can check things in fine detail without missing anything

Where you may stumble

  • You forget to tell others what you checked in advance
  • When everyone is discussing something from scratch, it's frustrating because you already know the answer
  • While you're hunting for a back way, the time it would have taken to just go the direct way runs out

Sounds familiar, Thief?

Where you shine

When nobody can see what's ahead and someone needs to go and look. Because you slip around alone and check, the others are spared needless wandering.

Tips for “Thief”

Matches

See every match in the RPG Class Quiz compatibility chart →

Easy together

Hero — The Hero decides where to go based on the news the Thief brings back. With a Thief who scouts ahead alone and a Hero who turns that into a route, the party can move forward without detours.

Easy together

Ranger — The Ranger also likes to move alone. The Thief goes ahead looking for traps, while the Ranger walks the hills following tracks. You look in the same direction from different places, so you understand each other without many words.

May clash

Dancer — The Dancer wants to liven things up from inside the circle of companions, moving and dancing. When the Thief wants to move ahead quietly alone and gets a cheerful invitation, it feels like noise in a place where footsteps should stay silent — while the Dancer wants to hold back the Thief who keeps slipping out of the circle.

Close neighbors

These differ from this one on just 1 of the 3 axes. If one of your axes was near the middle, you may have their side too.

Which one are you? 18 everyday situations, about 3 minutes.

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