THIEF ----- * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +2 to REFLEX Saving Throws. * Only light armor and no shield. * Can use 1-handed melee weapons(includes ninja-to), thrown weapons, and missile weapons. * Thieves can fight Florentine(with 2 daggers, sword and dagger, or sword and cloak). * +1 on to-hit rolls with thrown weapons. Treat long range as medium. * Thieves get a number of attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round, ONLY when using a lighter bladed sword(rapier, smallsword, cutlass, sabre, waki- zashi, ninja-to, etc), dagger, or small thrown weapons(knives, darts, shuriken). So a 3rd level Thief would have 3 attacks/round against these. --------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 levels 3, 5, 7, 8, 9, 11, 13, 15. (DEX/PER)Filching(pick pockets/palming/concealing small objects on their body or planting them on another's**): Begin with +1. Add +1 every level through level 16. (DEX)Open Locks, Magical Closures/Puzzle Boxes(INT): Begin with +1. Add +1 every level through level 16. (DEX)Disarm Small Traps: Begin with +1. Add +1 every level through level 16. (DEX)Acrobatics(tightrope, tumbling, parkour): Begin with +1. Add +1 every level through level 16. (DEX)Free Climbing: Begin with +1. Add +1 every level through level 16. (CHA)Foolproof Disguise: Begin with +1. Add +1 every level through level 16. (DEX)Forgery: Begin with +1. Add +1 every level through level 16. ** When planting small objects on another Thief, Monk, or an Elf, the victim gets a saving throw vs Spells to notice. --------------------------------------------------------------------------- Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19/D20 level 4 = 1-3 level 10 = 1-5 * Decipher(Obscure Map Symbols, Secret Codes, Glyphs and Ciphers). * Appraise - Thieves can make an accurate determination of the value of non-magical items and treasure and can tell fakes and forgeries. Very well made or non-magically disguised fakes may require a roll on the table above to see if the fake was discovered. * Detect Poisons(like Iocaine powder). * Identify Alchemical Substance - Thieves can identify poisons, antidotes, drugs, non-magical potions, etc, by careful examination. Exotic or unfamiliar substances will require a roll on the table above. * Hide In Shadows - The ability to blend into the shadows and remain unnoticed. Similar to the Hobbit's Hide in Plain Sight ability. * Move Silently - The ability to move along ANY solid surface without making any sound. If this roll fails, have all creatures in the vicinity make a Hear Noise Roll to see if the Thief is still moving quietly enough to go unnoticed. * Escape Artist - Escape from ropes, bonds, non-magical bindings, in D6 rounds. -------------------------------------------------------------------------------- * Languages: Begin with Common, Thieves' Cant, Orkish, Kobold, and one other language of choice. * Thieves can use all general purpose magic items as well as those for the Thief class. * Thieves have a 2 in 6 chance to be aware of pit traps, snares, tripwires, pressure plates, shifting walls, sloping floors, etc, indoors or underground, just by passing near them. And they only have a 1 in 6 chance to spring traps when passing over them(instead of the usual 2 in 6 chance). Thieves also have a 2 in 6 chance of sensing traps (on treasure chests, statues, doors, and the like) when in close proximity to these items. This only gives them a type of "danger sense". Learning exactly what type of trap is there, as well as its operation, will require testing and exam- ination, just the same as any other player character. ROLLED BY DM. The Exception to this is mechanical traps INSIDE of locks, such as poisoned needle traps and the like. Finding these, when examining a treasure chest or door lock, is automatic, as the Thief knows exactly what to look for. * Thieves are surprised on a roll of 1(D6) and surprise on a 1-3 (This number is used when the thief is moving about normally) * Strike Silently From Behind - The ability to silence guards without raising an alarm(stealth kill) if the Thief is Hidden In Shadows, Moving Silently, or otherwise unable to be detected by the victim. This attack ignores shield bonuses, DEX bonuses, and gives the Thief a +4 to their attack instead of the usual +2. Damage is doubled at level 1, with additional damage for every four XP levels the Thief has. So, triple damage at level 5, quadruple damage at level 9, and so on. This is a SURPRISE attack so defenders will be unable to respond on the first round. * Thieves know many games of chance and may successfully cheat without being noticed. Other Thieves, Pirates, Bards, Elves, Monks, and Hobbits get a saving throw vs SPELLS to notice if they are in the game or observing closely. ------------------------------------------------------------------------------- * At 3rd level, a Thief can mimic any voice or accent after listening to the speaker for a few rounds. * At 4th level, a Thief begins to be able to "sense treasure" at a distance of 1" per XP level (4" at level 4). * At 5th level, Thieves gain the skill of ventriloquism. * At 6th level, Thieves can Read Lips of someone within 3"(more if optically aided) if they have decent lighting and a clear line of sight to the speaker's face. If the Thief knows the language being spoken, they can understand what is being said. * At 7th level, can sense invisible creatures or objects nearby. Thieves can also navigate the area around themselves at half-speed in pitch dark or when blindfolded. Attack rolls against invisible creatures are at -2. * At 8th level, a Thief can sense a magical item within the same room or hidden among mundane items if concentrating. (A Thief could tell a magical arrow among a quiver full of non-magical arrows, no matter what its outward appear- ance). Magical curses on items may also be discovered, but this will require a roll on the 'Chance By Level Table' above. * At 9th level, Thieves can brew poisons, drugs, antidotes, and other non- magical potions. They can also craft puzzle boxes, hidden compartments and panels, treasure maps with special properties, thieves' tools, codes that only another thief can decipher, complex mechanical locks and closures, mechanical traps, trick cards, loaded dice, and similar thief-y things. * At 9th level, Thieves are considered, MASTER THIEVES. They can start a guild, if they wish, and will attract 2D6 apprentice thieves of level 0-2. * At 10th level, Thieves can read and use all magic scrolls. There is a 10% chance of the spell being reversed if of 7th level or greater. Thieves can also use magical wands and crystal balls, although there is a 10% chance of failure when using such devices. * At 10th level, Thieves get 2 attacks/round. * At 12th level, Thieves can fight invisible creatures without penalty. They may also fight effectively when blindfolded or in the dark. * At 14th level, a Thief may become 'invisible' to divination magic and magical items used to scry/locate, read the mind/emotions, or mentally communicate(ESP). This is a passive ability and lasts for as long as the Thief wishes it to. * At 16th level, a Thief can meld into a shadowed area and teleport to another shadowed area within sight. A Hear Noise check should be made by creatures at the area where the Thief arrives in to see if he is noticed. EXPANDED ExPLANATION OF THIEF ABILITIES --------------------------------------- * PICK POCKETS: Pickpocketing someone in a crowd who isn't expecting it automatically succeeds. For someone reasonably aware of their surroundings and expecting an attempt, or a PC/NPC of 4th level or above, roll on the skill table.* If the roll is failed, roll a D6. A 1-2 means that the Thief successfully retrieved the item BUT the attempt was noticed. A 3-6 means the Thief didn't get what they were trying to, but the attempt went unnoticed. ROLLED BY DM. * You could also make an opposed roll(Filching vs Awareness) using D10s + Level Bonuses + Attribute Bonuses. ** Same for palming small objects in plain view. * OPEN LOCKS: Most standard quality door and chest-type locks can be opened by any Thief, but they require TIME - a D4 roll representing the number of rounds it takes. For locks of good quality or better, complex mechanisms, locks that may be difficult to open because of rust or jammed pins, and puzzle boxes, magical closures, etc, make a skill roll to see if they can be opened, then roll 2D4 for time. If the roll is failed, the Thief may not try again until they reach the next XP level. * REMOVE TRAPS: without springing it or leaving any visible sign of tampering. Small mechanical traps may be disarmed, jammed, reset, or re- purposed by Thieves once the type of trap is determined and its operation understood(requires examining the item for 1 Turn. A skill roll will usually be required to do this. If this roll fails, roll a D6. A 1-2 indicates that the trap was sprung. If the roll is failed, and the trap not sprung, the thief may not try again until they reach the next XP level. * FREE CLIMBING: Climbing nearly sheer vertical surfaces without rope and harness (includes overhangs and upside down). Note that Thieves can usually climb normally climbable stuff without climbing gear and without any skill roll. ** If CLIMBING roll is failed, character falls from a random height. * ACROBATICS: Tumbling, Balance, Tightrope walking, pole vaulting, Landing on Feet from a throw or fall** and taking no damage. ** Can fall/be thrown 10 feet/xp level. Max = 60'. * DISGUISE: A Thief can disguise himself or herself so as to appear to be a human, semi-human, or humanoid creature of either sex. Disguise can lower height by two or three inches, or raise it by up to four or five inches. It can make the thief look slimmer or appear much heavier. Disguise can make the thief appear to be virtually any class of character. If the voice and mannerisms of the subject are studied, the disguise can even fool close friends and family of the creature being impersonated. * FORGERY: takes time(D6 turns or hours) and knowledge of seals and such for specific documents. Well known signatures and seals should be carefully studied beforehand to render them believably. A skill roll shall be required for passing off forgeries of well known/important signatures or documents which will be carefully scrutinized by state officials or others related to the genuine articles.