Thief
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, dart, hand
crossbow, knife, lasso, short bow, sling, broad sword, long sword, short
sword, and staff.
Thieves receive 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 levels. This is explained after the skill section.
Skills marked with an asterisk (*) can be improved as a thief advances in
level. Refer to the appropriate table.
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. Table 24 defines the extra damage:
Bribe* (5): A thief can bribe an official with gifts of money or merchandise. Only one
bribe can 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 bonus to Armor Class when unarmored and unencumbered.
Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet
away. They perceive 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 the 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’s tied at the
wrists and at 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 that 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 on followers.
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 all but
motionless. Slow, deliberate movements are allowed.
Move silently* (5): This is the ability to move without making 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 skill, tools, finesse, and
luck. If a thief fails to open a lock, he cannot attempt to open that lock again
until advancing a level.
Pick pockets* (10): A thief uses this skill to pilfer small items from the 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
victim’s 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 can
help.
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. Consult Table 25 for the thief’s chance to read a scroll:
Thieves’ cant (5): Thieves use slang terms when referring to their illegal operations. This lets
them converse about such dealings in the open without others knowing what they
are talking about.
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.
Weapon 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.
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