The Thief

What town, city or country has known a time without a class of individuals who make their living from stealing the goods of others?  So it is that thieves have become as ubiquitous as currency and commerce.  The thief is more than a mere cutpurse, though certainly many are not above filching the odd pouch of gold or a light fingered linger over the goods of the local silver merchant.  These are professionals who have the ability to master several skill sets under the umbrella of the thief class including climbing walls, finding and disabling traps, moving silently and opening locked doors.

Whether operating as part of guild or as a freebooter, the key to being a great thief is remaining indiscreet while doing business under the wary nose of the local guard or constable.  Those who choose this profession are viewed quite dimly by the majority of any population but simultaneously they are likely to have quite a few friends in low places, and these can certainly come in handy. Like most of the Rogue caste, the Thief is a highly skills based class relying heavily on the broad range and malleability of their class to sculpt a unique character, and is certainly the most able to do so in this caste.  The primary attribute for this class is Dexterity, with Intelligence as a secondary.



Class Abilities:


Level Title Attribute Class Ability Table
1 – 4 Footpad Int:           10

Dex:        12

Larceny: No class is better at searching than a Thief and this permits him to do so more thoroughly and better than other classes.  This skill permits the Thief to locate non-magikal secret doors, simple traps, hidden compartments and false bottoms.  Furthermore, he can discern details and irregularities in an area.  The Thief must be within 10’ of an object and searches at a rate of 1round per 5×5 areas.  Consult the Search Table below for percentages.
5 – 8 Sharper Int:           11

Dex:        13

Opportunity: The Thief is the ultimate opportunist and as such may make an Attack of Opportunity against any valid opponent who has just been struck for damage in melee by another combatant, and they may use thrown weapons to make this attack up to 10’. This attack counts as the Thief’s attack of opportunity for that round.
9 –12 Thief Int:          12

Dex:       15

Reflexes: Nobody is more careful, some say jumpy, than a good thief.  As such, they are more likely to react when certain events occur and this translates into a +2 vs. all reflex saves. Furthermore, he retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
13 – Master Thief Dex:        16


Mastery: The Thief is a consummate artist at his work.  He is able to perform his skills: Find Traps, Pick Locks, Climb Walls, and Backstab even in complete darkness or under highly stressful and difficult conditions.


Special Advantages:



–The arts and sciences of good thievery are not simply awarded, they are mastered over time.  The Thief has a list of skills as he progresses; he masters them as he sees fit and as they fit his needs.  The Thief’s Skill Table is listed below.  The Thief also knows how to move in and hit an unsuspecting target right where it counts.  Should he surprise an opponent he gains a bonus of +4 to hit and a multiplier to damage done as listed below.



— Thieves add +1 to their Dexterity score, not to exceed 18.


Non-Weapon Proficiencies:

The Thief had picked up a skill or two in his life and some are standard to his profession.


-Education 2

-Street Fighting

-Detect Signing


-Palm Object

-Secret Signs, Urban




Thief Skills:

The Thief gains a series of skills and can mold his professional life with the application of points to each skill as desired, with exceptions noted.  At 1st level the Thief receives 60 discretionary points to distribute though no more than 30 points may be allotted to any single skill.  After this the Thief gains 30 points per level to distribute with no more that 15 points being allotted to any given skill.  No skill can be raised above 98% including Dexterity and Racial bonuses.  Even with these restrictions the thief may make himself a trap expert, a master pickpocket, a skilled cat burglar.  The choices are numerous, especially when augmented by Non-Weapon proficiencies.

Thief Skills Table

Level of Thief Base Score and Total Points per Title  
Search* Pick Pockets Open Locks Find Traps Move Silently Hide in Shadows Detect Noise Climb Walls Backstab Modifier
15% 10% 5% 10% 5% 15% 40%
1-4 20% 30 x2
5-8 30% 30 x3
9-12 40% 30 x4
13 — 50% 30 x5

*May locate magikal traps, i.e. explosive runes, glyph of warding, or symbols* at ½ skill.


Becoming a Thief:

            The aspiring Thief usually joins a local hidden Guild of thieves but might just as easily be an urchin raised on the streets learning the trade as he grows so to speak or perhaps he is a gentleman of society with a secret penchant for slipping into the homes of other wealthy nobles to make off with their jewels and gems.  The great benefit of the standard Thief class is that it has the greatest malleability among the Rogue Caste; and in this way is very similar to the Mercenary-Soldier of the Warrior Caste: the keys are equipment, time, and some natural affinity.  Of course willingness to learn is important and no need to worry if that shall go unrequited as there is always some Sharper out there willing to teach the tricks of the trade… for a price.  The character must have a minimum of 12 Dexterity and 10 Intelligence.


Advancing as a Thief:

As the thief advances he learns his craft skills either at the guild, or avoiding the guild he learns from another skilled thief.  Costs of training will vary depending on region as will any necessary materials.  Thieves’ tools don’t wear out as such but will need to be replaced for regular wear and tear every title change.  Upon reaching 9th level the Thief can essentially train himself but he must still practice these skills, which requires time and space.

Experience Table:

Experience Level Hit Dice (d6)
0 1 1
1750 2 2
3500 3 3
7500 4 4
14,500 5 5
29,000 6 6
55,000 7 7
110,000 8 8
175,000 9 9
210,000 10 10
275,000 11 11
325,000 12 12
450,000 13 13