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
- Back-Stab: When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.
- 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.
- 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.
- 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.
- 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!
- 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
- 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.
- 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.
- 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.
- 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
- 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.
- 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.