The Thief class, as defined in the 1E PHB (pages 26-28), will be played by-the-book with the following exceptions:
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Armor and Weapons Permitted (Per 1E UA, page 13)
Armor Permitted
Leather, Studded Leather, Padded, Elven Chain
Shield Permitted
None
Weapons Permitted
Bow (Short), Caltrop, Club, Crossbow (Hand), Dagger, Dart, Garrot, Knife, Sap, Sling, Sword (Broad), Sword (Falchion), Sword (Long), Sword (Short)
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Multi-Classed Thieves
A multi-class Thief may use any weapon available to their most favorable class. However, when wearing any armor other than what is normally allowed to members of the Thief class, the following thieving skills can not be used:
* Pick Pockets
* Open Locks
* Remove Traps
* Move Silently
* Hide in Shadows
* Climb Walls
A more heavily armored Thief is still capable of performing the following skills:
* Find Traps
* Hear Noise
* Back Stab
* Appraisal
* Haggling
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The Thief character in this game will probably be the most heavily modified, but will still closely resemble the Thief character presented in the book.
Thieves Tools
A basic set of 'Thieves Tools' will be available for purchase during the initial character creation stage. Be aware that higher quality or masterwork tools may exist.
Starting Thief Skills
To determine the initial value of each skill, start with the following base scores:
Thieving Skill Base Scores
Pick Pockets: 15%
Open Locks: 10%
Find/Remove Traps: 5%
Move Silently: 10%
Hide in Shadows: 5%
Detect Noise: 15%
Climb Walls: 60%
Read Languages: 0%
To these base scores, add (or subtract) any appropriate modifiers for race, Dexterity, and armor worn (OSRIC tables plus armor table below):
Thieving Skill Armor Adjustments
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Padded, Hide or Chain mail
Skill No Armor Elven Chain Studded Leather or Ring Mail* (Leather?)
Pick Pockets +5% -20% -30% -25%
Open Locks -- -5% -10% -10%
Find/Remove Traps -- -5% -10% -10%
Move Silently +10% -10% -20% -15%
Hide in Shadows +5% -10% -20% -15%
Detect Noise -- -5% -10% -5%
Climb Walls +10% -20% -30% -25%
Read Languages -- -- -- --
The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, all thieves at 1st level receive 60 discretionary percentage points that they can add to their base scores. No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants.
Each time the thief rises a level in experience, the player receives another 30 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent, including all adjustments for Dexterity, race, and armor.
Thief Skill Bonus Adjustment
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Ability Thief Skill
Score Bonus Adjustment**
8-9 --
10-11 +10%
12-13 +15%
14-15 +20%
16-17 +25%
18-19 +30%
20-21 +35%
Etc...
Note: All thieves with a high Dexterity receive a bonus allotment of skill points at 1st level in addition to the bonuses already granted in the 'Dexterity Table II.: Adjustments For Thieves' table (1E PHB, page 12). These discretionary percentage points can be added to the base score of the thieving skill(s) of the players choice, however no more than 10 percentage points can be added to any single skill. This is a one time bonus.
List of Thief Skills
Pick Pockets
Open Locks
Find Traps
Remove Traps (Note: The 'Find/Remove Traps' function has been unbundled and they are now their own unique skills.)
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Read Languages
Back Stab
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Appraisal
Haggling
Appraisal
An appraisal is the act of assigning a cash value to an object. A Thief has a better than normal chance of being able to approximate the value of artwork, gems & jewelry, textiles, ceramics, and other objects. The 'Appraisal' skill will follow the 'Read Languages' chart, beginning at a 5% chance of success at first level and increasing 5% per level until the listed chart begins.
Thieves will also receive a bonus 5% chance of success when attempting to appraise a favorable item of their race, per the chart below:
Dwarf: Precious metals and loose gems
Elf: Jewelry and all forms of artwork
Gnome: Precious stones (loose gems and jewels)
Half-Elf: No modifiers
Half-Orc: Felts, hides or poisons
Halfling: Household items
Haggling
By nature of their profession, Thieves have more experience when it comes to negotiating over the prices of items or services. This skill, if successful, will offer an advantage to the Thief attempting to receive a discount off the asking price.
The chance to successfully perform a 'Haggling' skill will equal that of the 'Hear Noise' skill and the discount upon a successful check will equal 5% per level of the character. There are not racial benefits aside from a bonus 5% chance when attempting to haggle with a member of the characters own race.