Thieves excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different thieves. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull- witted opponents.
Ability Focus: Dexterity
Hit Points: d6
Restrictions: Thieves can only wear leather armor and can only use weapons 3 lbs and lighter
Starting Equipment. a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Special. Thieves have the Backstab ability (see the combat section) with a multiplier of 1/2 their level rounded up. Minimum multiplier is 2x. Halflings get a +1 to their multiplier.
The thief has the following specialized skills. At each level the thief gains +3 points to distribute to their skills as they’d like.
- Pick Locks (+3) – specialization in opening things that are locked
- Search (+1) – used to find hidden things (traps, items, etc)
- Disable Traps (+1)
- Climb (+12) – used to climb walls, mountains, etc
- Stealth (+2) – used to hide and move without detection
- Pick Pockets (+3) – acquiring items from a victim without their noticing
- Listen (+3) – used to identify sounds both source and direction
- Read Languages (0) Thieves tend to learn to read various languages, particularly as they apply to treasure maps, deeds, secret notes, and the like
Using Thief Skills
All skills are bonuses used when rolling to do that specific action. These bonuses are used instead of the ability scores. Watch for opportunities to use Special Abilities, and simply tell your Dungeon Master when you want your thief to use one. Be sure you understand how each one works.
Picking Locks may only be tried once per lock, and only if “Thieves Tools” are carried. The thief may not try again with that lock until gaining another Level of Experience.
Searching may only be tried once per situation. The thief may not try again with that lock until gaining another Level of Experience.
Disabling Traps my only be attempted if a trap is found in a search. The thief may not try again with that lock until gaining another Level of Experience.
Picking Pockets may be risky. If the DM rolls a number greater than twice the given chance for success, the thief is not only seen by those nearby, but is caught in the act by the intended victim, who may (and often does) react unfavorably.
Stealth rolls will always seem successful to the thief. The GM will roll in secret to see if the monsters or NPCs are fooled. Stealth may one be used if the thief is not engaged with those they are hiding from.