Level XP Hit Dice BAB Save 1 0 1d4+5 +0 14 2 1,250 2d4+5 +0 13 3 2,500 3d4+5 +1 13 4 5,000 4d4+5 +1 12 5 10,000 5d4+5 +1 12 6 20,000 6d4+5 +2 11 7 40,000 7d4+5 +2 11 8 75,000 8d4+5 +2 10 9 150,000 9d4+5 +3 10
Game Rule Information
Prime Requisite: A thief’s prime requisite is Dexterity; a character must have a DEX score of 9 or higher to become a thief.
Alignment: A thief may be of any non-Lawful alignment.
Hit Dice: Thieves start with a “hit point kicker” of 5 hp and gain 1d4 hit points + CON mod per class level.
Combat Ability: A thief has a fair Base Attack Bonus progression. Thieves are proficient with any low-tech melee or thrown weapon that can be wielded one-handed, plus all low-tech missile weapons. They are also proficient with light armour and bucklers (but not any other types of shield).
Saving Throws: Thieves have excellent saving throws due to their elite skills.
Class Skills: Thieves gain a variety of class skills. A starting thief begins with a 1 in 6 chance of successfully performing any given skill, with the exception of Spot/Listen (2 in 6) and Climb Walls (4 in 6). Character race and mutations may modify these chances.
As the thief gains experience, he may distribute a number of ‘discretionary training’ points to specify areas of individual expertise. At each level from 2nd to 9th, a thief gains 2 discretionary training points.
No more than one training point may be applied to any given thief skill per level, and in any case no ability may exceed a 5 in 6 chance of success. A ‘default’ skill array is provided below for guidance (in terms of x in 6 chance).
– Spot/Listen: In addition its normal usages, a thief gains two additional applications of this skill. On a successful Spot/Listen check, he can negate surprise (applies to the character only). A thief can also roll to immediately identify the most valuable items in a given area, allowing him to quickly and efficiently scavenge loot in dungeons or Ancient ruins.
– Search: A thief is more skilled than other characters at detecting traps, secret doors, concealed items, and the like. Unlike Spot/Listen, it requires significant time to Search – generally, 1 turn is needed for a single room or object.
– Sneak: This ability permits the thief to hide in a shadowed area large enough to contain his body and move silently to avoid detection. The thief will usually believe he remains unseen regardless of the die roll, but the character will generally be noticed if the roll is failed. With successful use of this skill, a thief may attempt a Backstab attack (see below).
– Sleight of Hand: This skill allows the character to perform various feats of adroitness. He or she can place an item on a target, palm an unattended object, hide a small weapon in his clothing, or do similar actions with an object no larger than a hat or a loaf of bread.
In addition, a thief can use Sleight of Hand to attempt to lift the wallet, cut the purse, etc. of a victim without them noticing. Obviously, if the roll is failed, the thief didn’t get what he or she wanted; but further, the intended victim (or an onlooker, at the referee’s option) may notice the attempt. A thief may also use this skill to slip off handcuffs or manacles, or to wriggle through tight spaces.
– Disable Device: A thief can make a special Disable Device check to open a lock, remove a trap, or disable a simple or fairly small mechanical or electronic device. The character usually needs the appropriate tools (thieves tools) to use this ability. (Note that Tech Level penalties may apply for Ancient or highly advanced devices.)
– Climb Walls: Thieves are skilled in climbing walls and other sheer surfaces with few or no visible handholds. This check is normally made by the player. If the roll fails, the thief falls from about halfway up the wall or other vertical surface. The referee may require multiple rolls if the distance climbed is more than 100 feet.
Backstab: If a thief surprises an opponent (during the surprise round, for example, or on a successful Sneak check), he can attempt a Backstab attack. This Backstab is made at a +4 attack bonus (instead of +2) and does double damage if successful. If a ranged weapon is used in the Backstab attack, the thief must be within 30 feet of the target.
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