ADVANCED DUNGEONS & DRAGONS®
2nd Edition Player's Handbook Rules Supplement
The Complete Thief's Handbook
Table of Contents:
Introduction
The
Purpose of the Complete Thief's Handbook
The Role of
the Thief
Thieves and
the Law
Chapter 1:
Role-Playing Thieves
Setting
Social Background
Motivation
Sample Archetypes
Demihumans
Other
Nonhuman Races
Demihumans,
Cities, and Guilds
Code of the Professional
Chapter
2: Proficiencies
New Proficiencies
Alertness
Animal Noise
Begging
Boating
Endurance
Fast-Talking
Fortune Telling
Herbalism
Hunting
Information Gathering
Intimidation
Locksmithing
Looting
Navigation
Observation
Reading/Writing
Survival
Tracking
Trailing
Voice Mimicry
Demihumans
and Nonweapon Proficiencies
Chapter
3: Thief Kits
Kits and
Thief Types
Kits and the
Thief Classes
Kits and
Character Creation
The Thief Kits
Thief Kits
and Thieving Skills
Acrobat
Adventurer
Assassin
Bandit
Beggar
Bounty Hunter
Buccaneer
Burglar
Cutpurse
Fence
Investigator
Scout
Smuggler
Spy
Swashbuckler
Swindler
Thug
Troubleshooter
Recording
Kits on the Character Sheet
Thief Types
and Multi-Class Characters
Thief Types
and Dual-Class Characters
Creating New Kits
The Thief
Kit Creation Sheet
The
"Lone Wolf": Unique Thieves
"Bluehand"
Ajathar, Lone Wolf
Adventure Suggestion
Glossary of
Thief Slang
Chapter
4: Thieves' Guild
What
is a Thieves' Guild Anyway
Developing
the Thieves' Guild
Benefits of
Guild Membership
Training
Equipment
Information
Fencing
Specialist Help
Responsibilities
of Guild Membership
Secrecy
Providing Information
Limited Territory
Other Duties
The
Recalcitrant PC Thief
Activities
of Thieves' Guilds
Protection Rackets
Smuggling
Forgery and
Coin Clipping
Entertainments
Lawful Operations
Thieves'
Guilds in the Campaign World
Size and
Wealth of Communities
Social Alignment
Special
Social Factors
Divided Alignments
Racial Divisions
Religious Factors
Historical Factors
Thieves'
Guilds and Other Groups
Thieves and
the Law
Persecution
Hassle
Opposition
Tolerance
Corruption
Complex/Mix
Thieves and Merchants
Warfare
Opposition
Standoff
Submission
Infiltration
Complex/Mix
Thieves and
Other Guilds
Craft Guilds
Adventuring Guilds
Thieves and Assassins
Thieves and Beggars
Thieves and Bards
Guildmasters
and Guild Structures
Guild Organizations
Centralist
Cohesive
Fractionated
Oppositional
Anarchic
Complex/Mix
Guild Leaders
Guildmaster
Council
Democracy
Leaderless
Complex/Mix
Special
Guild Rulership
Weak/Strong
Cruel/Just
Despotic/Populist
Designing a
Thieves' Guild
Using the Tables
Guild Background
Social Alignment
Special
Social Factors
Size of Community
Wealth of Community
Attitudes of
the Law
Relationship
with Merchants
Relationships
with other Guilds
Guild Rulership
Guildmembers
and the Rest
Experience
Levels of Thieves
Multi-classed
Thieves
Non-Thief Guildmembers
Fleshing out Guildmembers
Alignment
Prime Requisite
Senior Thieves
Junior Thieves
A Final Record
Guild Dues
Normal Resources
Special Resources
Major Activities
The Guildhouse
Thieves'
Guild of Mallain
Unusual Guilds
The
Traveling Guild
Piratical Guilds
The Guild of
Honorable Gentlemen
The
Good-Aligned Guild
Player-Character
Guildmasters
Determining Guildmembers
Guild Income
Levels of Operations
The Long Arm
of the Law
Guild Morale
New Followers
Special
Events and Occurrences
Blueprint Profiles
Guildmaster
Septien Selfareine, the "White Lily"
Guildmaster
Tulmara Zir Bharann, "Cruelty's Mask"
Quartermaster
Marmel Raveiz
Durdlan
Silverpalm, Master Fence
Chapter
5: Tools of the Trade
Equipment
for the Thief's Skills
Skill Modifiers
Picking Pockets
Arm Sling
Mini-Blade
Opening Locks
Improvised Lockpicks
Acid
Chisels
Cutters,
Files and hacksaws
Magnifying Glass/Lens
Oil and Funnel
Time Scales
Finding and
Removing Traps
Lockpicks
Moving Silently
Silenced Armor
Strapping
Hiding in Shadows
Camouflage Clothing
Charcoal
Plant Dyes
Weaponblack
Detecting Noise
Climbing Walls
Climbing Daggers
Grapples
Special
Function Arrows
Spikes and Line
Miscellaneous
Equipment
Burglary and Theft
Glass Cutter
Housebreaker's
Harness
Keymaking Set
Limewood Strips
Sharkskin
Skeleton Key
Tar Paper
Wax Pad
Evasions
Aniseed
Caltrops
Catstink
Dog Pepper
Hand Lamp
Hollow Boots
Marbles
Self-Protection
and Combat
Blinding Powder
Death Knife
Folding Bow
Pin Ring
Sword Stick
Wrist Sheath
The Joy of Sticks
Blade Pole
Climbing Pole
Hooked Pole
Mirror Pole
Miscellany
False Scabbard
Hand Warming Lamp
Marked Cards
and Biased Dice
Water Shoes
Cost and
Availability of Equipment
Magical
Items for Thieves
Detection Resistance
Description
of Magical Items
Misc. Magic:
Clothing and Jewelry
Misc. Magic:
Other Sneaky Stuff
Weapons
Chapter
6: The Arts of Deception:Classic Cons
Short-Change Swindles
Gambling
Quackery
Forgery and Counterfeiting
Jewelry Swindles
Robbing the Robbers
Chapter
7: New Rules for Thieves
Advanced
Locks and Traps
Modifying Checks
Building
Better Locks
Multiple Locks
Lockpicking/Trap
Removing Noise
Animal Assistants
The Thief's Fetch
Poison and Sedatives
Poison Antidotes
Campaigns
without Nonweapon Proficiencies
Healing
Proficiency and Poison
Antidote Effects
Producing Antidotes
Muggingthe
Thief's KO
Armor and
Acrobatic Proficiencies
Armor and
Thief Skills
Chapter
8: The Thief Campaign
Cultural Considerations
Social
Campaign Environment
Social
Overview of Thieves
Detailed and
Varied NPCs
Unique
Buildings and Structures
A
Well-Defined Economic System
Interesting
Objects D'Art and Other Treasures
Well-Defined
Legal System
Counter-Thief
Tactics
Background
of Interesting Conflicts
Challenges
to Thief Character Class Abilities
The Thieves' Guild
Basic
Storylines for Thief Campaigns
The Great Artifact
The
Mysterious Client
Role Reversal
Foul Betrayal
The Spy
Playing In
and Running the Thief Campaign
Wizards
Working With Thieves
Levels of
Magic in the Thieves' Campaign
Multi- or
Dual classed Thieves
Henchmen and
Hirelings of Thieves
Dens and Hideouts
List of Tables
1: Nonweapon Proficiencies-Thieves
2: Suggested
Begging Modifiers
3:
Fast-Talking Modifiers
4: Thieving
Skill, Thief Kit Modifiers
5: Urlar's
Skill Adjustments
6: Aljahar's
Experience Table and Spells
7: Wealth of
Community With Thieves' Guild
8: Legal Attitudes
9:
Merchants' Attitudes Toward Thieves
10: Thieves
and Other Guilds
11: Thieves
in Towns and Cities
12: Guild Rulership
13: Unusual
Guild rulership
14:
Rulership Style
15: Guild Organization
16: Guild
Attitudes Towards Guildless Thieves
17:
Experience Levels of Thieves
18: Thief Races
19: Thief Classes
20: NPC
Thief Alignments
21:
Availability of Resources
22:
Modifiers to Guild Income
23: Guild
Monthly Income
24:
Confrontations with the Law I
25:
Confrontations with the Law II
26:
Modifiers to Followers Dice Rolls
27: Special
Events in Thieves' Guilds
28: Silenced
Armor (Elfin Chain) Effect on Skill
29:
Grappling Success
30: Special
Function Arrows
31:
Purchasing Thief Equipment
32: Magical
Items for Thieves
33: Potions
and Oils
34: Misc.
Magic: Clothing and Jewelry
35: Other
Sneaky Stuff
36: Magic Weapons
37: Effects
of Armor on Acrobatic Proficiencies
38: Effects
of Armor on Thief Skills