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Thieves |
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The Thief Ability
Requirements: Dexterity 9 The profession of thief is not a particularly honorable one. However, many
famous folk heroes have been thieves, robbing from the corrupt and wealthy
and giving to the poor and hungry. The thief can be a romantic figure, even
a swashbuckling one. Examples are Oliver Twist, Hanse Shadowspawn, Ali Babba,
Aladdin, and Bilbo Baggins. Thieves receive 80 character points to spend on skills from the following list. Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Many of the skills can be improved as thieves advance levels. This is explained after the skill section. Skills marked with an asterisk (*) can be improved as a thief advances in level. Refer to the appropriate table. Backstab (10): Thieves are practiced in the art of quietly eliminating guards and sentries. If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage. Table 24 defines the extra damage: Bribe*
(5): A thief can bribe an official with gifts of money or merchandise. Only
one bribe can be attempted per target. If the attempt fails, the DM should
make a reaction roll for the target to determine how he counters the bribe. Detect
magic* (10): Thieves can spot magical radiations within their line of sight,
up to 60 feet away. They can determine the intensity of the magic—dim,
faint, moderate, strong, and overwhelming. Find/remove
traps* (10): Many people try to protect their important belongings from thieves
with small mechanical traps or alarms. As a result, thieves have developed
skills to find and disarm these traps. Hide
in shadows* (5): A thief can attempt to disappear in shadows, bushes, and
crannies. A successful thief will be effectively invisible as long as he remains
all but motionless. Slow, deliberate movements are allowed. Pick pockets* (10): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief’s attempt was noticed, subtract three times the victim’s experience level from 100. If the thief’s roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed—and the thief’s roll was 85 or higher—the thief is noticed. (5x3 = 15. 100–15 = 85.) Read
languages* (5): A thief needs every edge he can get, and the ability to read
languages can help. Tunneling*
(10): A thief might need to dig a tunnel to get to a cache of riches. His
success at tunneling depends on several factors. The tunneling table below
shows the time required to dig through 10 feet of earth with adequate tools.
Every 10 feet, the thief must make a skill check, failure meaning that the
front of the tunnel collapses. It can be re-dug at the loose earth rate. Skill
points: After a thief’s skills are selected, consult the thieving tables
to determine base scores for certain abilities and how to modify those abilities
based on race, Dexterity, and armor or lack thereof. Further, each time a thief advances a level, he is awarded 30 discretionary points to divide among those abilities. Mugging—the Thief's KO A thief can attempt to knock out a victim under certain circumstances by striking from behind with a blunt instrument. In order to be eligible for a mugging attack, a target must be eligible for a backstab, as explained in Chapter Three of the Player's Handbook. In addition to all restrictions governing a backstab, a thief cannot mug a victim more than twice as tall as the thief. The eligible thief character simply makes a mugging attack instead of a normal backstab. The thief gains his +4 backstab bonus and the victim loses shield and Dexterity bonuses. If helmets are detailed in the campaign, the victim has AC 10 unless the head is protected. If the thief scores a hit, the victim must make a saving throw versus petrification or fall unconscious for 2d8 rounds. Modify the saving throw by the difference in level or hit dice between the mugger and the victim. For example, Pwill the thief (T9) sneaks up behind the ogre sentry (4 HD). Pwill's blow is successful, so the ogre saves as a level 4 warrior. Normally he would save on a 12 or better, but the difference in Pwill's level (9) and the ogre's HD (4) modifies his necessary save to 17. However, the DM rolls a 19 for the ogre, so Pwill's attempt only makes the sentry mad. And loud. Thieves' Picks and Tools A thieves' toolkit comes in a flat, folding leather case or a rolled suede case and includes dozens of small tools. A set normally contains 20 wires, ranging in gauge from the thickness of string to that of a slender pencil. Each is approximately 12 to 18 inches long. These are used to poke into small holes or push triggers or buttons from a short distance. The toolkit also includes a set of 12 skeleton keys that fit many standard locks. Also in the set are several screwdrivers, a wire clipper, clamps, and pincers ranging in three sizes from minute, small, and average. Bundled with this package may be a small chisel, hacksaw, and hammer. In some of the more deluxe toolkits, small vials of metal-eating acids may be found, along with magnifying glasses and slender pieces of high-tempered steel that are used as miniature crowbars. A thieves' toolkit will range in weight and size greatly, depending on the initial cost of the package. Rogue Experience Levels
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