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Thief

level XP Title HD Atk Para Pois Brea Devi Magi CL FT HN HiS MS PL PP
1 0 Apprentice 1d6 +0 14 16 15 14 14 87% 10% 2in6 10% 20% 15% 20%
2 1500 Footpad +1d6 +0 14 16 15 14 14 88% 15% 2in6 15% 25% 20% 25%
3 3000 Robber +1d6 +0 14 16 15 14 14 89% 20% 3in6 20% 30% 25% 30%
4 6000 Burglar +1d6 +0 14 16 15 14 14 90% 25% 3in6 25% 35% 30% 35%
5 12000 Cutpurse +1d6 +2 11 12 14 13 12 91% 30% 3in6 30% 40% 35% 40%
6 24000 Sharper +1d6 +2 11 12 14 13 12 92% 40% 3in6 36% 45% 45% 45%
7 48000 Pilferer +1d6 +2 11 12 14 13 12 93% 50% 4in6 45% 55% 55% 55%
8 96000 Master Pilferer +1d6 +2 11 12 14 13 12 94% 60% 4in6 55% 65% 65% 65%
9 192000 Thief +1d6 +5 9 10 12 11 10 95% 70% 4in6 65% 75% 75% 75%
10 288000 Master Thief +2 +5 9 10 12 11 10 96% 80% 4in6 75% 85% 85% 85%
11 384000 Master Thief, 11th +2 +5 9 10 12 11 10 97% 90% 5in6 85% 95% 95% 95%
12 480000 Master Thief, 12th +2 +5 9 10 12 11 10 98% 95% 5in6 90% 96% 96% 105%
13 576000 Master Thief, 13th +2 +7 7 8 10 9 8 99% 97% 5in6 95% 98% 97% 115%
14 672000 Master Thief, 14th +2 +7 7 8 10 9 8 99% 99% 5in6 99% 99% 99% 125%
15 768000 Master Thief, 15th +2 +7 7 8 10 9 8 99% 99% 6in6 99% 99% 99% 125%
16 864000 Rogue +2 +7 7 8 10 9 8 99% 99% 6in6 99% 99% 99% 125%
17+ +96000/lvl Mastermind +2 +9 5 6 8 7 6 99% 99% 6in6 99% 99% 99% 125%

Abilities

  1. Back-Stab: When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.
  2. Read Language: A thief of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the thief may not try to read that particular piece of writing again until he or she reaches a higher level of experience.
  3. Scroll Use: A thief of 10th level or higher can cast spells from arcane scrolls with 90% accuracy. A failed roll means the spell does not function as expected and creates an unusual or deleterious effect.
  4. Climb Sheer Surfaces (CL): Thieves are adept at scaling sheer surfaces, including walls or steep cliffs. A skill roll is required for each 100 feet to be climbed. If the roll fails, the thief falls a distance equal to half the attempted distance, taking 1d6 points of damage per 10 feet.
  5. Find or Remove Traps (FT): A thief may only try one time to find or remove a trap in an area. Note that these are separate skills, for a thief must find a trap before he or she can remove it!
  6. Hear Noise (HN): Thieves can attempt to listen for noises in a cave or hallway, at a door, or in other locations, but the thief must be quiet and in a quiet environment. Unlike the other thief abilities, this ability is rolled using 1d6
  7. Hide in Shadows (HiS): A thief will always think he or she is successful in this skill and will not know otherwise until others react to his or her presence. A thief must remain motionless when hiding.
  8. Move Silently (MS): When successful, others will not hear the movements of a thief. However, the thief always thinks he or she is moving silently and will only know otherwise by others’ reaction.
  9. Pick Locks (PL): A thief is skilled in picking locks, but needs thieves’ tools to do so. He or she can only try to pick a lock one time and, if the roll fails, may not try the same lock again before gaining an experience level.
  10. Pick Pockets (PP): This skill is the bread and butter of non-adventuring thieves; it is a quick (if perilous) source of income. If the victim is above 5th level, the thief’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means the intended target notices the thieving attempt. The referee will then roll 2d6 on the reaction table to determine the target’s reaction.

Restrictions

  1. The Thief must be unencumbered to use any of the class abilities involving movement or suffer a -20% or 1 point skill penalty per level of encumbrance.
  2. They must have Specialist Tools (see Equipment section) to attempt to find and remove traps or to use Pick Locks for opening locks or other such activities.