Thief

Someone skilled at stealth-based retrieval.

Hit Dice 1d6
Armor Leather or Studded, no shields
Weapons Any
Languages Alignment, Common, Thieves’ Cant

Core Features

  • Backstab: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
Thief Features
Level HD Atk Save
1 1d6 0 13
2 2d6 0 13
3 3d6 0 13
4 4d6 0 13
5 5d6 +2 12
6 6d6 +2 12
7 7d6 +2 12
8 9d6 +2 12
9 9d6 +5 10
10 9d6+2 +5 10
11 9d6+4 +5 10
12 9d6+6 +5 10
13 9d6+8 +7 8
14 9d6+10 +7 8

Saving Throw Mods

  • +2 to Save vs Spells (-2 overall)

Read Languages

From 4th level, 80% chance to read non-magical text in any language (including dead languages and basic codes).

  • On fail, can’t try again until next XP level.

Stronghold

After 9th level, may construct a stronghold (usually, a secret hideout).

  • Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed).
  • May be used to start a Thieves’ Guild.

Thief Skills

  • For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6.
  • GM should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS).
Thief Skills Chance of Success
Level CS TR HN HS MS OL PP
1 87 20 2 20 20 20 20
2 88 25 2 25 25 25 25
3 89 30 3 30 30 30 30
4 90 35 3 35 35 35 35
5 91 40 3 40 40 40 40
6 92 45 3 45 45 45 45
7 93 55 4 55 55 55 55
8 94 65 4 65 65 65 65
9 95 75 4 75 75 75 75
10 96 85 4 85 85 85 85
11 97 95 5 95 95 95 95
12 98 97 5 97 97 97 105
13 99 98 5 98 98 98 115
14 99 99 5 99 99 99 125
  • Climb sheer surfaces (CS): Roll for every 100’ climbed, failure means falling from the halfway point (and taking fall damage).
  • Find or remove treasure traps (TR): Roll once to find and again to remove, each may only be attempted once per trap.
  • Hear noise (HN): Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6.
  • Hide in shadows (HS): Must stand still, can’t be done while attacking or moving.
  • Move silently (MS): Sneak past enemies unnoticed.
  • Open locks (OL): Need thieves’ tools, can only be tried once per lock. On a fail, can’t try again until next XP level.
  • Pick pockets (PP): -5% chance for each level target is above 5th, minimum 1% chance of failure. If failed roll is more than 2x the skill, the theft is noticed.

Use Scroll

From 10th level, 90% chance to cast arcane spells from scrolls.

  • On a fail, a strange or harmful effect is created instead.