Experience Points | Level Title | Level & HP (d6) | Attack Bonus |
---|---|---|---|
0 | Thug | 1 | 0 |
1,350 | Knave | 2 | 0 |
2,600 | Purse-Cutter | 3 | 0 |
5,100 | Charlatan | 4 | +1 |
10,100 | Blackguard | 5 | +1 |
20,100 | Vagabond | 6 | +2 |
42,600 | Sneak-Thief | 7 | +2 |
70,100 | Burglar | 8 | +3 |
110,100 | Master Thief | 9 | +3 |
160,100 | Guildmaster | 10* | +4 |
Ability Requirement: None
Race & Level Limit: Human U, Dwarf 12, Elf 10,Gnome 12, Halfling 14, Half-Elf 12, Half-Orc 12
Hit Dice: d6
Starting Gold Pieces: 20-120 (2d6x10)
Guild and Dues: A thief must be part of guild “for their protection” and remit 10% of all earnings.
Weapons and Armor: Thieves may wear leather and studded leather armor. They may not use shields. Thieves may not use two-handed melee weapons.
Language: A thief begins play knowing Thieves’ Cant. Thieves’ Cant includes a mixture of verbal language and sign language that can vary between guilds.
Backstab: A thief may backstab. The thief must attack his/her opponent from behind using Move Silently and Hide in Shadows. Under these conditions the thief may attack at +4 for double-damage.
Comprehend Languages: At Level 4, a thief can Comprehend Languages with an 80% probability of success. This excludes magic script.
Ye Olde Thief Fast Pack
Pack 1: Leather (AC: 8), Shortsword (1d6), Shortboand 20 Arrows (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Caltrops (2), Rope (50 Feet),
Grappling Hook, Torches (8), Flint & Tinder, Garlic (3 Cloves), Wineskin, Rations (7) (96gp).
Pack 2: Leather (AC: 8), Scimitar (1d8), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Vial of Acid (1 Use), Manacles, Quill, Parchment, Ink, and Scroll Case, Torches (8), Flint & Tinder, Crowbar, Wineskin, Rations (7) (101gp).
Pack 3: Studded Leather (AC: 7), Broadsword (1d6+1), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Vial of Sleep Poison
(1 Use, 10 Rounds), Lantern, Flask of Oil (4), Flint & Tinder, Small Iron Box, Small Steel Mirror, Wineskin, Rations (7) (115gp).
Thief Skills
ThiefLevel | Pick Pockets | Open Locks | Find & Remove Traps | Move Silently | Hide In Shadows | Climb Walls | Hear Noise | Appraise |
---|---|---|---|---|---|---|---|---|
1 | 35 | 35 | 35 | 33 | 25 | 85 | 1-2 | 1-2 |
2 | 40 | 40 | 37 | 37 | 27 | 86 | 1-2 | 1-2 |
3 | 45 | 45 | 40 | 40 | 30 | 87 | 1-3 | 1-3 |
Thief Skills
Thieves have unique skills that improve by level. The Maze Controller rolls all thief skills secretly. Thief skills may be attempted once per situation/encounter. Note
that qualitative role-play for thief skills always precedes the use of quantitative die rolling for task-resolution. A successful roll must be under the percentage indicated.
Pick Pockets: A roll 15% over the thief’s percentage of success alerts the target to the attempt.
Open Locks: A thief requires thieves’ picks and tools to pick a lock. The time to open a lock is subject to the trap type (normally 1 turn).
Find and Remove Traps: A thief must find a trap prior to disarming or removing it. Traps can often be found through careful observation and questioning.
Move Silently: The thief may Move Silently for 40 feet/10 feet per level (per successful attempt).
Hide In Shadows: To perform this skill, the thief must remain motionless while hidden. In battle, a thief may remain hidden for 6 rounds plus one per level
Racial Thief Skill Bonuses
Dwarf: Pick Pockets +7%, Find and Remove Traps +10%, Climb Walls -10%.
Elf: Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
Gnome: Open Locks +5%, Find and Remove Traps +7%, Move Silently +5%, Hide in Shadows +5%, Climb Walls -15%.
Halfling: Pick Pockets +5%, Open Locks +5%, Find and Remove Traps +5%, Move Silently +10%, Hide in Shadows +10%, Climb Walls -15%.
Half-Elf: Pick Pockets +10% and Hide in Shadows +5%.
Half-Orc: Pick Pockets -5%, Open Locks +5%, Find and Remove Traps +5%, Climb Walls +5%.