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

Mugging—the 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