Masters of stealth and subterfuge. Thieves move silently, strike from shadows, slip locks, disarm traps, and navigate the hidden underworld of rumor, disguise, and dark markets. They are limited to padded, leather and studded leather armor, cannot use a shield, and only one-handed weapons, including short bows, hand crossbows, and slings.
Starts with 7 HP and gains +7 HP every level.
Starts off with no gear, just a dagger.
Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: to be a thief class, your dexterity ability scores must be at least 16.
Thief Default Class Abilities
Underworld Marks
You know the hidden symbols criminals use: scratches on doorframes, chalk marks on walls, arranged stones. Read and leave coded warnings about guards, loot, or danger. Other thieves recognize you as guild-trained.
Backstab
Once per encounter, if the moment arises, a strike from surprise (often from behind or when the foe is distracted) grants +4 to hit and +50% more damage.
Pick Locks
You can attempt to pick locks (other classes see next page). 1st level success starts at 30% success, +5% per level.
Remove Traps
You can attempt to disarm traps safely, not triggering trap (other classes see next page). 1st level success starts at 30% success, +5% per level.
Pick Pockets
You may attempt to filch small items unnoticed. 1st level success starts at 30%, +5% per level.
Move Silently
You can sneak where others cannot. 1st level success start at 25%, +5% per level.
Hide in Shadows
You can sneak where others cannot. 1st level success start at 25%, +5% per level.
Climb Walls
You can scale sheer surfaces (castle walls, cliffs, dungeon shafts). 1st level success start at 40%, +5% per level.
What if Other Classes Try?
Untrained Thievery
Thieves are specialists. Certain abilities belong only to them, just as arcane magic spells belong only to wizards. However, in desperate moments, any adventurer might attempt a few thief-like skills.
Exclusive to Thieves
Backstab - Only thieves may strike from surprise for +4 to hit and double damage.
Pick Locks / Remove Traps - Only thieves may attempt these tasks, unless magic or the DN rules otherwise.
Tasks Anyone May Attempt (Untrained):
Non-thieves may try the following at a flat chance. Unlike thieves, their chance does not improve with level.
Pick Pockets - 10%
Move Silently - 15%
Hide in Shadows - 15%
Climb Walls - 20% (requires rope, hooks, or similar gear)
Modifiers: The DN may grant a +5% bonus for good tools or plenty of time, or impose a -10% penalty for poor conditions, heavy armor, or bad circumstances.
Note: if your class has a particular ability that caters to any of the thief skills, give character +20% success on top of the untrained value.
For example: Fighter has Wall Mule - you have a 40% chance to climb walls (no progression), limited to heights of 60 feet.