The Complete Thief's Handbook
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The Complete Thief's Handbook
Table of Contents
Credits
Introduction
Introduction
The Purpose of the Complete Thief's Handbook
The Role of the Thief
Thieves and the Law
Chapter 1: Role-Playing Thieves
Role-Playing Thieves
Setting
Social Background
Motivation
Sample Archetypes
Demihumans
Other Nonhuman Races
Demihumans, Cities and Guilds
Code of the Professional
Chapter 2: Proficiencies
Proficiencies
Demihumans and Nonweapon Proficiencies
New 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
Chapter 3: Thief Kits
Thief Kits
Kits and Thief Types
Kits and the Thief Classes
Kits and Character Creation
The Thief Kits
Thief Kits and Thieving Skills
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
Untitled Page
Adventure Suggestion
Glossary of Thief Slang
Thief Kits
Acrobat
Adventurer
Assassin
Bandit
Beggar
Bounty Hunter
Buccaneer
Burglar
Cutpurse
Fence
Investigator
Scout
Smuggler
Spy
Swashbuckler
Swindler
Thug
Troubleshooter
Chapter 4: Thieves' Guild
Thieves' Guild
Developing the Thieves' Guild
Benefits of Guild Membership
Benefits of Guild Membership
Training
Equipment
Information
Fencing
Specialist Help
Responsibilities of Guild Membership
Responsibilities of Guild Membership
Secrecy
Providing Information
Limited Territory
Other Duties
The Recalcitrant PC Thief
Activities of Thieves' Guilds
Activities of Thieves' Guilds
Protection Rackets
Smuggling
Forgery and Coin Clipping
Entertainments
Lawful Operations
Thieves' Guilds in the Campaign World
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' Guilds and Other Groups
Thieves and the Law
Thieves and the Law
Persecution
Hassle
Opposition
Tolerance
Corruption
Complex/Mix
Thieves and Merchants
Thieves and Merchants
Warfare
Opposition
Standoff
Submission
Infiltration
Complex/Mix
Thieves and Other Guilds
Thieves and Other Guilds
Craft Guilds
Adventuring Guilds
Thieves and Assassins
Thieves and Beggars
Thieves and Bards
Guildmasters and Guild Structures
Guildmasters and Guild Structures
Guild Organizations
Guild Organizations
Centralist
Cohesive
Fractionated
Oppositional
Anarchic
Complex/Mix
Guild Leaders
Guild Leaders
Guildmaster
Council
Democracy
Leaderless
Complex/Mix
Special
Guild Rulership
Guild Rulership
Weak/Strong
Cruel/Just
Despotic/Populist
Designing a Thieves' Guild
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
The Thieves' Guild of Mallain
Unusual Guilds
The Traveling Guild
Unusual Guilds
Piratical Guilds
The Guild of Honorable Gentlemen
The Good-Aligned Guild
Player-Character Guildmasters
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
Blueprint Profiles
Guildmaster Septien Selfareine, the
Guildmaster Tulmara Zir Bharann,
Quartermaster Marmel Raveiz
Durdlan Silverpalm, Master Fence
Chapter 5: Tools of the Trade
Eauipment for the Thief's Skills
Skill Modifiers
Picking Pockets
Picking Pockets
Arm Sling
Mini-Blade
Opening Locks
Opening Locks
Improvised Lockpicks
Acid
Chisels
Cutters, Files and Hacksaws
Magnifying Glass/Lens
Oil and Funnel
Time Scales
Finding and Removing Traps
Finding and Removing Traps
Lockpicks
Moving Silently
Moving Silently
Silenced Armor
Strapping
Hiding in Shadows
Hiding in Shadows
Camouflage Clothing
Charcoal
Plant Dyes
Weaponblack
Detecting Noise
Detecting Noise
Climbing Walls
Climbing Walls
Climbing Daggers
Grapples
Special Function Arrows
Spikes and Line
Miscellaneous Equipment
Miscellaneous Equipment
Burglary and Theft
Burglary and Theft
Glass Cutter
Housebreaker's Harness
Keymaking Set
Limewood Strips
Sharkskin
Skeleton Key
Tar Paper
Wax Pad
Evasions
Evasions
Aniseed
Caltrops
Catstink
Dog Pepper
Hand Lamp
Hollow Boots
Marbles
Self-Protectin and Combat
Self-Protection and Combat
Blinding Powder
Death Knife
Folding Bow
Pin Ring
Sword Stick
Wrist Sheath
The Joy of Sticks
The Joy of Sticks
Blade Pole
Climbing Pole
Hooked Pole
Mirror Pole
Miscellany
Blade Boots
False Scabbard
Hand Warming Lamp
Marked Cards and Biased Dice
Water Shoes
Cost and Availability of Equipment
Cost and Availability of Equipment
Magical Items for Thieves
Magical Items for Thieves
Detection Resistance
Detection Resistance
Description of Magical Items
Description of Magical Items
Miscellaneous Magic: Clothing and Jewelry
Miscellaneous Magic: Other Sneaky Stuff
Weapons
Chapter 6: The Arts of Deception: Classic Cons
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
New Rules for Thieves
Poison Antidotes
Mugging-the Thief's KO
Armor and Acrobatic Proficiencies
Armor and Thief Skills
Advanced Locks and Traps
Advanced Locks and Traps
Modifying Checks
Building Better Locks
Multiple Locks
Lockpicking/Trap Removing Noise
Animal Assistants
Animal Assistants
The Thief's Fetch
Poison and Sedatives
Poison and Sedatives
Campaigns without Nonweapon Proficiencies
Healing Proficiency and Poison
Antidote Effects
Producing Antidotes
Chapter 8: The Thief Campaign
The Thief Campaign
Cultural Considerations
The Social Campaign Environment
The Social Overview of Thieves
Detailed and Varied Non-Player Characters
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
Basic Storylines For Thief Campaigns
The Great Artifact
The Mysterious Client
Role Reversal
Foul Betrayal
The Spy
Playing in and Running the Thief Campaign
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
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