Thief Kits and Thieving Skills

(Optional Rules)

Because of their specializations, thieves of the various kits differ in their aptitudes for various standard thieves' skills. A Spy, for instance, would need to be better (or at least would have more practice) at detecting noise than a Fence. To reflect the predispositions of the various kits, use Table 4 for beginning thieves. This table is just like Tables 27 and 28 (Thieving Skill Racial Adjustments and Thieving Skill Dexterity Adjustments) in the Player's Handbook, and is cumulative with any bonuses or penalties derived from those tables.

After the adjustments have been totaled, the thief may distribute his discretionary points. There normally are 60 discretionary points to distribute (see Player's Handbook, p. 38). Some thief kits may not have as many discretionary points to distribute as beginning characters. The Assassin, for instance, gets only 40 points instead of 60.

Table 4: THIEVING SKILL THIEF KIT ADJUSTMENTS

Ability

Pick

Open

F/R

Move

Hide in

Detect

Climb

Read

Thief Kit

Pockets1

Locks

Traps2

Sil.

Shadows

Noise

Walls

Lang.

Acrobat

+5%

-5%

-5%

+5%



+5%


Adventure









Assassin

3


+5%





-5%

Bandit

-5%


+10%

4

+5%


-5%

-5%

Beggar

+10%

-5%

-5%


+5%



-5%

Bounty Hunter

3

---

+5%




-5%


Buccaneer

-5%







+5%

Burglar

-5%

+5%





+5%

-5%

Cutpurse

+10%






-5%

-5%

Fence


+5%

+5%

-5%

-5%


-5%

+5%

Investigator

-5%





+5%



Smuggler

-5%

-5%


+5%

+5%

+5%

-5%


Spy









Swindler


-5%






5%

Thug









Trouble- shooter

-10%

+5%

+5%






NOTES TO TABLE 4

1. Includes similar feats of manual dexterity, such as legerdemain and slipping poison (see also note 3, below).

2. This ability may also be used in the placement of traps.

3. Assassins and Bounty Hunters are adept at slipping foreign substances (poison, sedative, etc.) into the food or drink of their targets. Success in such a feat of manual dexterity is determined by a pick pockets roll, and the Assassin or Bounty Hunter gets +5% on the roll. This special bonus does not apply, however, to pickpocketing or other tasks covered by this ability.

4. In the wilderness, the bandit gets +5% to this ability.

Example: Urlar is a beginning gnome thief with a Dexterity of 17. He decides to adopt the Burglar kit. Using Tables 26, 27 and 28 from the Player's Handbook and Table 4, above, Urlar computes his skills as shown in Table 5.

Table 5: URLAR'S SKILL ADJUSTMENTS

TOTAL

Base

Racial

Dexterity

Kit

BASE

Skill

Score

Adj.

Adj.

Adj.

SKILL

Pick Pockets

15%

0%

+5%

-5%

15%

Open Locks

10%

+5%

+10%

+5%

30%

Find/Remove Traps

5%

+10%

0%

0%

15%

Move Silently

10%

+5%

+5%

0%

20%

Hide in Shadows

5%

+5%

+5%

0%

15%

Detect Noise

15%

+10%

0%

0%

25%

Climb Walls

60%

-15%

0%

+5%

50%

Read Languages

0%

0%

0%

-5%

-5%

Urlar now may distribute an additional 60 discretionary percentage points among the total base scores, with no more than 30 such points being assigned to any single skill, as explained in Chapter Three of the Player's Handbook.

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