Thief Class Abilities
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Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.
Climb: Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings, and perform other feats of climbing that would normally be impossible. Climbing checks must ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without the use of a rope or magic, making the presence of a thief vital to many adventuring parties.
Find Traps: This ability represents the thief’s minute visual inspection of a new area for tiny telltale signs that something of interest or danger may be concealed nearby. It requires a full turn (10 minutes) to accomplish.
Hide in Shadows: Some shadow must be present for this ability to be used, but if the check is successful the thief is effectively invisible until he makes an attack or moves from the shadows. The ability can also be used to blend in with a crowd of people rather than disappear into shadows.
Move Quietly: Use of this skill allows the thief to move with preternatural silence even over surfaces such as squeaky floors.
Open Locks/ Disarm Traps: Opening locks and disarming traps (without springing them) is a skill unique to thieves, which cannot be successfully attempted by members of other classes. A thief can also set traps (with the same chance as to disarm).
Pick Pockets: If the thief’s pick pockets check fails by 20 or more, then his or her attempt has been discovered and the intended victim will almost always take hostile action.
Read Languages: The thief may attempt to read languages and ciphers of a non-magical nature only.
Thieves’ Cant: Thieves have their own language.
Read Scrolls (10th): When a thief reaches 10th level, he or she has become well-versed enough in training to cast spells from an arcane or phantasmal scroll (magic user or illusionist). However, this casting is not always successful. The thief should roll against his or her intelligence as a magic user or illusionist does, and if the score shown on the die is insufficient for the thief to cast the spell, then the casting will fail, possibly (at the GM’s option) having some entirely unexpected effect. |
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Thief Class Ability Percentage - 1st level
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Climb Walls: 85 (+5 Human Racial)
Find Traps: 30 (+5 Dex Adj)
Hear Noise: 10
Hide in Shadows: 25 (+5 Dex Adj)
Move Quietly: 25 (+5 Dex Adj)
Open Locks: 45 (+10 Dex Adj, +5 Human Racial)
Pick Pockets: 35
Read Languages: 1 |
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Weapon Proficiency
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2 + 1 every 4 levels
1. Short Sword
2. Dagger |
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Thief Class
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Minimum Scores: Str 6, Dex 9, Con 6, Int 6, Cha 6
Hit Die Type: d6
Initial Hit Die: 1
Alignment: Any neutral or any evil
Experience bonus: Dex 16+
Armour/Shield Permitted: Leather or studded leather only, no shields
Weapons Permitted: Club, dagger, dart, oil, sling, single-handed swords (except bastard swords)
Weapon Proficiencies: 2 + 1 every 4 levels
Penalty to hit for non-proficiency: -3
Weapon Specialisation: N/A |
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