Armor Class
Armor |
AC |
Cost (gp) |
Weight (Coins) |
Leather |
60% |
20 |
200 |
Chainmail |
70% |
40 |
400 |
Plate mail |
80% |
60 |
500 |
Shield |
5% |
10 |
100 |
Thief
Requirements: None
Prime requisite: DEX
Hit Dice: 1d4
Maximum level: 14
Armour: Leather, no shields
Weapons: Any
Languages: Alignment, Common
Back-Stab
When attacking an unaware opponent from behind, a thief receives a +20% bonus to hit and doubles any damage dealt.
Combat
Because of their need for stealth and free movement, thieves cannot wear armor heavier than leather and cannot use shields. They can use any weapon.
Read Languages
A thief of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the thief may not try to read that particular text again until they reach a higher level of experience.
Scroll Use
A thief of 10th level or higher can cast arcane spells from scrolls. There is a 10% chance of error: the spell does not function as expected and creates an unusual or deleterious effect.
Thief Skills
Thieves can use the following skills, with the chance of success shown opposite:
- Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the thief falls at the halfway point, suffering falling damage.
- Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
- Hear noise (HN): In a quiet environment (e.g. not in combat), a thief may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
- Hide in shadows (HS): Requires the thief to be motionless—attacking or moving while hiding is not possible.
- Move silently (MS): A thief may attempt to sneak past enemies unnoticed.
- Open locks (OL): Requires thieves’ tools. A thief can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.
- Pick pockets (PP): If the victim is above 5th level, the thief’s roll is penalized by 5% for every level above 5th. A roll of 100% is always a failure. A roll of less than half the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.
Thief Skills Chance of Success
Level |
CS |
TR |
HN |
HS |
MS |
OL |
PP |
1 |
87 |
10 |
35 |
10 |
20 |
15 |
20 |
2 |
88 |
15 |
35 |
15 |
25 |
20 |
25 |
3 |
89 |
20 |
50 |
20 |
30 |
25 |
30 |
4 |
90 |
25 |
50 |
25 |
35 |
30 |
35 |
5 |
91 |
30 |
50 |
30 |
40 |
35 |
40 |
6 |
92 |
40 |
50 |
36 |
45 |
45 |
45 |
7 |
93 |
50 |
70 |
45 |
55 |
55 |
55 |
8 |
94 |
60 |
70 |
55 |
65 |
65 |
65 |
9 |
95 |
70 |
70 |
65 |
75 |
75 |
75 |
10 |
96 |
80 |
70 |
75 |
85 |
85 |
85 |
11 |
97 |
90 |
85 |
85 |
95 |
95 |
95 |
12 |
98 |
95 |
85 |
90 |
96 |
96 |
105 |
13 |
99 |
97 |
85 |
95 |
98 |
97 |
115 |
14 |
99 |
99 |
85 |
99 |
99 |
99 |
125 |
All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success. Thief Skills allow for extraordinary feats such as climbing a sheer surface instead of merely climbing or hiding within a shadow instead of ducking into an alley. If the action is something that any creature could try then the Thief gets to roll the appropriate Skill first and then may try the general test if their first roll was a failure.
Player Knowledge
The referee should roll for hide in shadows and move silently on the player’s behalf, as the thief always believes the attempt to be successful. If the roll fails, the referee knows that the thief has been noticed and should determine enemies’ actions appropriately.
After Reaching 9th Level
A thief can establish a thief den, attracting 2d6 apprentices of 1st level. These thieves will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful thief might use these followers to start a Thieves’ Guild.
|
|
|
|
Saving Throws |
||||
Level |
XP |
HD |
CTH |
D |
W |
P |
B |
S |
1 |
0 |
1d4 |
55% |
40% |
35% |
40% |
25% |
30% |
2 |
1,200 |
2d4 |
55% |
40% |
35% |
40% |
25% |
30% |
3 |
2,400 |
3d4 |
55% |
40% |
35% |
40% |
25% |
30% |
4 |
4,800 |
4d4 |
55% |
40% |
35% |
40% |
25% |
30% |
5 |
9,600 |
5d4 |
65% |
45% |
40% |
50% |
35% |
40% |
6 |
20,000 |
6d4 |
65% |
45% |
40% |
50% |
35% |
40% |
7 |
40,000 |
7d4 |
65% |
45% |
40% |
50% |
35% |
40% |
8 |
80,000 |
8d4 |
65% |
45% |
40% |
50% |
35% |
40% |
9 |
160,000 |
9d4 |
80% |
55% |
50% |
60% |
45% |
55% |
10 |
280,000 |
9d4+2* |
80% |
55% |
50% |
60% |
45% |
55% |
11 |
400,000 |
9d4+4* |
80% |
55% |
50% |
60% |
45% |
55% |
12 |
520,000 |
9d4+6* |
80% |
55% |
50% |
60% |
45% |
55% |
13 |
640,000 |
9d4+8* |
90% |
65% |
60% |
70% |
55% |
65% |
14 |
760,000 |
9d4+10* |
90% |
65% |
60% |
70% |
55% |
65% |
- Modifiers from CON no longer apply.
CTH: Chance to hit, STR Modifier applies to Melee attacks and DEX Modifier applies to Ranged attacks.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
No comments:
Post a Comment