The profession of thief is not dishonorable, albeit is neither honorable nor highly respected in some quarters. Thieves are principally meant to take by cunning and stealth.
The major ability for a thief is Dexterity, and a character must have not less than a 9 to become a thief. High Intelligence is also desirable. Any thief character with a Dexterity greater than 15 gains the benefit of being able to add a bonus of 10% to experience points awarded to him or her by the referee.
A glance at the Character Abilities section preceding this will reveal that high Dexterity also benefits thieves in the performance of their class functions. These functions are detailed a bit later.
All thieves are Neutral or Evil, although they can be Neutral Good (rarely), and of Lawful or Chaotic nature. Most thieves tend towards Evil.
Thieves have six-sided hit dice (d6).
They are, however, able to wear light (leather) armor and use a fair number of weapons. Although they fight only slightly more effectively than do magic-users, they are able to use stealth in combat most effectively by back-stabbing. This ability is explained hereafter.
Prime Requisite. Dexterity (16+ adds a 10% experience bonus)
Minimum Ability Scores. Dexterity (9)
Hit Dice. d6; Maximum 10d6
Alignment. Any Neutral or Evil
Player Character Races. Human, Dwarf, Elf, Gnome, Half-elf, Halfling (U), Half-orc (base 6th)
Armor. Leather (not including studded) (1)
Shield. None
Initial Weapon Proficiencies. 2
Non-proficiency Penalty. -3
Added Weapon Proficiencies. 1 per 4 levels above the 1st (5, 9, 13, etc.)
Weapons Allowed. Clubs, daggers, darts, slings, swords (broad, short, and long)
Use of Poison. ? (per DM)
A back stab is a special melee attack using a stabbing weapon under 5 feet in length against an opponent unaware of the thief. The thief must be proficient in the weapon. If successful, the amount of damage done is multiplied based on the level of the thief. All physical damage done is multiplied including any modifiers or adjustments (magic pluses, Strength, etc.). Only thief weapons may be used to back stab. (2)
A Back Stab is a Melee Attack. The victim must be within melee range (a thief cannot charge and back stab).
A Back Stab Victim Must be Unaware. The victim must be unaware of the thief. Awareness means the victim has previously noted the thief’s presence in combat conditions and the thief has not passed beyond the victim’s sight. Any thief that is successfully hidden or magically invisible and not detected can back stab. Similarly, a thief that has previously moved within melee range of a victim and remains undetected may also back stab. e.g. A thief (successfully) moving silently behind a patrolling guard from their hiding place.
The Victim Must Have a "Back". Certain creatures (otyughs, slimes, molds, etc.) either negate surprise or have no definable “back”, thus negating this ability.
Back Stab and Surprise. While surprise is not an absolute requirement for a back stab attack, it does grant a thief an additional bonus “to hit”. Back stabbing an unsurprised opponent is a normal rear attack at +2 “to hit” with no Dexterity modifier or shield bonus included in the victim’s AC. If using a back stab against a surprised opponent, the modifier for the rear attack is increased to +4 “to hit”. A back stab can never be used as part of a free attack or immediate attack.
Multiple Attacks or Misses. Once an opponent is aware of the thief, they can no longer be back stabbed by that thief. Thus, a thief with two weapons can only back stab with the first attack but may attack regularly with the second. If multiple surprise segments exist, only the first attack will be a back stab. If a thief misses the back stab attempt, a victim will always note their presence unless the DM rules extraordinary circumstances are present.
All thieves, regardless of alignment, have their own language, the “Thieves’ Cant”. This language is known in addition to others which may be learned because of race and/or Intelligence.
At 10th level or higher thieves may decipher and utilize magical or clerical (but not druidic) scrolls. See Magic Items below.
Pick Pockets. Picking pockets (or folds of a garment or a girdle) also includes such activities as pilfering and filching small items from an unaware subject. It is done by light touch and sleight of hand. Up to two attempts at picking a pocket can be made during a round. Success gains an item from the victim; the item is determined at random from a list of possessions unless the exact location of a particular item is known by the thief.
Failure. If the score is 21% or more above the number shown, the victim notices the thief’s attempt. The potential victim reduces the thief’s chances for success by 5% for every level of experience he or she is above the 3rd, i.e. -5% at 4th level, etc. Failure allows additional attempts. The victim might notice and allow the thief to operate anyway in order to track him or her back to the place he or she uses as a headquarters.
Open Locks. Opening locks includes figuring out how to open sliding puzzle locks and foiling magical closures. It is done by picking with tools and by cleverness, plus knowledge and study of such items. Opening Locks may be attempted by any given thief but once per lock. Success opens the lock.
Time Required. The act of picking the lock to be opened can take from 1-10 rounds, depending on the complexity of the lock. As a rule, most locks will take but 1-4 rounds of time to pick.
Failure. Once a roll is failed, no amount of trying will ever enable the thief to succeed with that lock, although the thief may try again when he or she has risen to a higher level of experience.
Find, Set or Remove Traps. Finding or removing traps pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like. Finding is accomplished by inspection, and they are nullified by mechanical removal or by being rendered harmless. Small or large traps can be found, but not magical or magically hidden traps. In any case, a trap must be located before removal can be attempted (so a minimum of two rolls required). Success deactivates the trap.
Time Required. The act of finding or removing a trap can take from 1-10 rounds, depending on the complexity of the trap. As a rule, most traps will take but 1-4 rounds of time to find and a like amount to remove. Note that time counts for each function (finding and removing) or for traps with multiple elements.
Failure. Failure of removal usually indicates the trap is triggered but this is always at the DM’s option. Many systems may be used to determine it randomly—a factor of the actual “remove traps” roll, a separate roll, a note in the trap description, etc. Some traps would obviously be triggered by attempts to remove them, and such obvious details should take precedence over random determination.
Setting Traps. Simple traps may be set—those involving mechanical components which the character setting them has normal access to, such as arrow traps, trip wires, and spring-propelled missiles. Special devices such as poisoned needles, scything blades, and any similar traps with special mechanical components will also require the efforts of one or more specialists—those required to manufacture the component parts. The DM will require the player to furnish a simple drawing to illustrate how the trap will function. Gloves or protective hand wear cannot be worn when setting such traps. (3)
Effects. The DM will work with the player to rule on the actual effect to victim’s of a successful trap and any opportunity for avoidance.
Failure. If the chance to successfully set the trap results in failure, there is a chance of causing injury to the trap setter, just as if he or she had set such a trap off. This chance is rolled for separately and is the obverse of the chance for successful setting of a trap. The drawing of the trap will modify the chances for injury in cases where failure results. Modification can be upwards or downwards according to the complexity and danger of the trap as determined by the Dungeon Master. Failure on the first attempt to set a trap does not mean that the thief can never set the trap. Unlike other similar thief functions, repeated attempts are permissible.
Move Silently. Moving silently is the ability to move with little sound and disturbance, even across a squeaky wooden floor, for instance. It is an ability which improves with experience. Moving Silently can be attempted each time the thief moves. It can be used to approach an area where some creature is expected, thus increasing chances for surprise (by +20%), or to approach to back stab, or simply done to pass some guard or watchman. Success means movement was silent. Silent movement is done at the same rate as normal exploratory movement, i.e. 12 ft. per round if an unencumbered human as the thief creeps up (in Cant: croodles) upon the area or victim or whatever.
Failure. This means that movement was not silent (i.e. a normal chance to surprise exists).
Hide in Shadows. Hiding in shadows is the ability to blend into dark areas, to flatten oneself, and by remaining motionless when in sight, to remain unobserved. It is a function of dress and practice. Success makes the thief virtually invisible until he or she moves. A thief that successfully hides in shadows must remain immobile. If combat conditions do not exist, any creature unable to detect the thief due to hiding may be surprised at +20%. Surprised or not, a creature unaware of the thief within melee range (1”) may be back stabbed. Hiding in shadows cannot be accomplished under direct observation.
Detection of Invisible. A thief hiding in shadows is still subject to detection just as if he or she was invisible. (See Vision Table III.) Note that spells such as detect invisibility or true seeing will automatically reveal a thief hiding in shadows if such sight is directed towards him or her.
Infravision. Hiding can be accomplished with respect to creatures with infravision only if some heat producing light source is near to the creature or to the thief attempting to so hide. Otherwise, the heat signature of the thief will be plainly seen unless the thief is also using some sort of obstructing cover.
Hear Noise. Listening at doors includes like activity at other portals such as windows. It is accomplished by moving to the door and pressing an ear against it to detect sound. The thief and his or her accomplices must themselves be quiet (but not silent as in moving). This function can be repeated as often as desired. Note that sleeping creatures, undead, and many other creatures do not make sounds discernible through a portal. Success informs the hearer that someone or something awaits beyond the portal.
Time Required. It requires one round to listen.
Head Gear. The thief, just as any other character, must take off helmet or other obstructing headgear in order to press his or her ear to the door surface in order to hear beyond.
Climb Walls. Ascending and descending vertical surfaces is the ability of the thief to climb up and down walls. It assumes that the surface is coarse and offers ledges and cracks for toe and hand holds.
Procedure. It is assumed that the thief is successful until the mid-point of the climb. At that point the dice are rolled to determine continued success. Success indicates that safe ascent or descent has been accomplished. The DM will check each round of vertical or horizontal movement for chance of slipping and falling. Note that in some cases a third d10 will have to be rolled to determine the success or failure.
Failure. A score in excess of the adjusted base chance indicates the thief has slipped and fallen, taking damage based on the distance of the fall.
Movement Rate. The rate at which vertical or horizontal movement is possible depends upon the texture and other conditions of the surface.
Very smooth surfaces have few cracks.
Fairly rough surfaces have some cracks to very rough texture.
Rough w/ledges surface includes those with many projections.
Non-slippery surfaces are normal/dry.
Slightly slippery surfaces double chances of slipping and falling.
Slippery surfaces make chances of slipping and falling ten times more likely.
Surfaces which are inclined inwards move towards greater degrees of difficulty—a non-slippery one being treated as slightly slippery, and a slippery one being virtually unclimbable.
Surfaces inclined away from the perpendicular on an outward angle may be treated as either a better surface condition or rougher texture, if the degree of incline is sufficient to make climbing easier. Most dungeon walls will fall into the fairly rough to rough category. Some will be non-slippery, but most will be slightly slippery due to dampness and slime growth.
Read Languages. At 4th level, thieves are able to read 20% of languages, and this ability increases by 5% with each additional level of experience until an 80% probability is attained. This enables the possible reading of instructions and treasure maps without having to resort to a magic item or spell.
Thieves can use magic weapons and armor of the types allowed and general use items. Additionally, high level thieves can use magical spell scrolls.
Use of Magical Scrolls. At 10th Level (Master Thief), thieves are able to decipher magical writings and utilize scrolls of all sorts, excluding those of clerical, but not druidic, nature. However, the fact that thieves do not fully comprehend magic means that there is a flat 25% chance that such writings will be misunderstood (thus total failure during casting). A thief’s implied caster level is 9 minus their thief level (thus a 1st level caster at level 10). Furthermore, magic spells from scrolls can be mispronounced when uttered, so that there is an increasing chance per level of the spell that it will be the reverse of its intent. (4)
Thieves cannot build strongholds as some other classes of characters do. They can, however, build a tower or fortified building of the small castle type for their own safety; but this construction must be within, or not more than a mile distant from, a town or city.
Thieves Guild. Any thief character of 10th or greater level may use his small castle type building to set up a headquarters for a gang of thieves, and he or she will accordingly attract from 4-24 other thieves. However, this will bring the enmity of the local Thieves Guild, and they will struggle to do away with the rival organization. Once begun, warfare will end only when and if all the Master Thieves on either or both sides are dead, or if the thief character removes to another locale.
Roll 4d6 to determine the number of lesser thieves which the character will attract. Determine race and level of each thereafter, modifying the d% roll for level as follows: [Based on the number of thieves attracted.]