Ability Requirements: Dexterity 9
Prime Requisite: Dexterity
Allowed Races: All
The profession of thief is not a particularly honorable
one. However, many famous folk heroes have been thieves, robbing
from the corrupt and wealthy and giving to the poor and hungry. The
thief can be a romantic figure, even a swashbuckling one. Examples are
Oliver Twist, Hanse Shadowspawn, Ali Babba, Aladdin, and Bilbo Baggins.
Thieves are limited in their selection of weapons
to: club, dagger, dirk, hand crossbow, knife, lasso, short bow, sling,
broad sword, long sword, short sword, and staff.
SKILLS
Thieves recieve 80 character points to spend on skills from the following
list. Skills cost 5 to 15 points. Any unspent points can be used
to acquire nonweapon proficiencies or saved for use during the game. Many
of the skills can be improved as thieves advance in levels. This is explained
after the skill section.
Backstab Damage Multiplier
Thief's
Level |
Damage
Multiplier |
1-4 |
x2 |
5-8 |
x3 |
9-12 |
x4 |
13+ |
x5 |
Backstab (10): Thieves are practiced in the
art of quietly eliminating guards and sentries. If a thief strikes a target
from behind with surprise, the thief gains a +4 bonus on his attack roll,
and the blow does additional damage.
Bribe* (5): A thief can bribe an official
with gifts of moneyor merchandise. Only one bribecan be attempted per
target. If the attempt fails, the DM should make a reaction roll for the
target to determine how he counters the bribe.
Climb Walls* (5): This skill lets thieves climb
smooth or vertical surfaces.
Defense Bonus (10): +2 to armor class when
unarmored and unencumbered.
Detect Illusion* (10): Thieve's can detect
illusions within the line of sight, up to 90 feet away. They perceives
the illusion as a translucent image, seeing through it as though it were
a light mist.
Detect Magic* (10): Thieves can spot magical
radiations within their line of sight, up to 60 feet away. They can determine
the intensity of the magic - dim, faint, moderate, strong, and overwhelming.
Detect Noise* (5): This is the ability to
hear sounds others usually can't.
Escaping Bonds* (10): There comes a time in
every thief's career when his luck runs out and he is apprehended. The
ability to escape bonds such as ropes, leather thongs, manacles, chains,
and even straight jackets is a feat of contortion and determination. The
thief must roll to break every device binding him. If he is tied at the
wrists and the ankles, then he must make two successful rolls to free
himself. This skill takes five rounds to use. A thief might hurry his
efforts, but he suffers a -5% penalty for each round he tries to
shave. Locked items also require the thief to successfully pick the locks.
A failure on any attempt means that the thief cannot loose the bond or
pick the lock.
Find/Remove Traps*(10): Many people try to
protect their important belongings from thieves with small mechanical
traps or alarms. As a result, thieves have developed skills to find and
disarm these traps.
Followers (5/10): By purchasing this skill,
a thief can gain followers as described in the Player's Handbook
if he establishes a stronghold and is at least 10th level. If this is
purchased as a 10-point ability, the thief can attract followers whenever
he establishes a stronghold, regardless of level. Refer to the thief section
of the Player's Handbook for more details.
Hide in Shadows* (5): A thief can attempt to
disappear in shadows, bushes, and crannies. A successful thief will be
effectively invisible as long as he remains motionless. Slow, deliberate
movements are allowed.
Move Silently* (5): This is the ability to
move without making a noise. The movement rate of a thief attempting this
is reduced to 1/3 his normal rate.
Open Locks* (10): A thief can try to pick all
types of locks using skills, tools, finesse, and luck. If a thief fails
to open a lock, he cannot attempt to open that lock again until advancing
a level.
Thief Scroll Use
Thief Level |
% Chance |
1-2 |
10% |
3-4 |
20% |
5-6 |
30% |
7 |
40% |
8 |
50% |
9 |
60% |
10 |
70% |
11+ |
80% |
Scroll Use (5/10): At 10th level, a thief can
use magical spell scrolls. By purchasing this skill as a 10-point ability,
he has a chance to read scrolls at any level. If a thief fails to accurately
read the scroll, usually something detrimental occurs, such as the spell
backfiring.
Pick Pockets* (10): A thief uses this skill
to pilfer small items from pouches, pockets, belts, sleeves, packs, etc.
of others. A failed attempt means the thief did not come away with an
item, but it does not indicate the thief was caught in the act. To determine
if a thief's attempt was noticed, subtract three times the victims experience
level from 100. If the thief's roll was equal to or higher than this number,
the attempt was noticed. For example, if the thief tried to pick the pocket
of a 5th level fighter and failed - and the thief's roll was 85 or higher
- the thief is noticed. (5x3 = 15. 100-15 = 85)
Read Languages* (5): A thief needs every edge
he can get, and the ability to read languages helps.
Thieve's Cant (5): Thieves use slang terns
when refering to their illegal operations. This lets them converse about
such dealings in the open without others knowing what they are talking
about.
Tunneling Modifier
Type of earth |
Modifier |
Time |
Sand/loose earth |
-10% |
0 |
Packed Earth |
- |
0 |
Rock |
+10% |
0 |
Tunneling* (10): A thief might need to dig
a tunnel to get to a cache of riches. His success at tunneling depends
on several factors. The tunneling table below shows the time required
to dig through 10 feet of earth with adequate tools. Every 10 feet, the
thief must make a skill check, failure meaning that the front of the tunnel
collapses. It can be re-dug at the loose earth rate.
Weapons Specialization (15): This thief can
specialize in a particular weapon. The character point cost
for gaining proficiency and specialization in the weapon must be met in addition.
Skill Points: After a thief's skills are selected,
consult the thieving tables to determine base scores for certain abilities
and how to modify those abilities based on race, Dexterity, and armor
or lack thereof.
Next, allocate 60 additional discretionary points
among the thief's "scored" skills. These skills include: pick pockets,
open locks, find/remove traps, move silently, hide in shadows, detect
noise, climb walls, read languages, detect magic, detect illusion, bribe,
tunneling, and escape bonds.
Further, each time a thief advances a level, he is
awarded 30 discretionary points to divide among those abilities.
Thieving Skill Base Scores
Skill
|
Base
Chance |
Pick Pockets |
15% |
Open Locks |
10% |
Find/Remove Traps |
5% |
Move Silently |
10% |
Hide in shadows |
5% |
Detect noise |
15% |
Climb Walls |
60% |
Read Languages |
0% |
Detect Magic |
5% |
Detect Illusion |
10% |
Bribe |
5% |
Tunneling |
15% |
Escaping Bonds |
10% |
Thieving Skill Racial Adjustments
Skill |
Dwarf |
Elf |
Gnome |
Half-elf |
Half-orc |
Halfling |
Human |
Pick Pockets |
- |
+5% |
- |
+10% |
- |
+5% |
- |
Open Locks |
+10% |
-5% |
+5% |
- |
- |
+5% |
- |
Find/Remove Traps |
+15% |
- |
+10% |
- |
+5% |
+5% |
- |
Move Silently |
- |
+5% |
+5% |
- |
- |
+10% |
- |
Hide in shadows |
- |
+10% |
+5% |
+5% |
- |
+15% |
- |
Detect noise |
- |
+5% |
+10% |
- |
+5% |
+5% |
- |
Climb Walls |
-10% |
- |
-15% |
- |
- |
-15% |
- |
Read Languages |
-5% |
- |
- |
- |
- |
-5% |
- |
Detect Magic |
+5% |
+10% |
+5% |
+5% |
- |
+5% |
- |
Detect Illusion |
+5% |
- |
+10% |
+5% |
-5% |
- |
- |
Bribe |
-5% |
+15% |
+5% |
+5% |
+10% |
- |
- |
Tunneling |
-10% |
-10% |
+5% |
-5% |
- |
+5% |
- |
Escaping Bonds |
- |
- |
- |
- |
- |
+10% |
- |