Standard Thief Abilities

Thieves use specialized abilities to survive.

  • Humans: Start with 6 Thief Special Abilities.
  • Non-Humans: Must use 2 open Class Skill slots to select 1 ability or accept a 10% experience point penalty per ability (max 20% penalty).
  • Mystics and Hin: May use open Class Skill slots on a one to one exchange.
  • Thieves receive General and Martial skills but may trade them for additional Thief Special Abilities.

Open Locks #

Using professional lockpicks (“thieves’ tools”), a thief can attempt to open a lock.

  • Requirement: Requires lockpicks; cannot be used without them.
  • Attempts: Only one attempt is allowed per lock. Failure means the thief cannot try again on that specific lock until they gain an experience level.

Find/Remove Traps #

The thief examines a room or object for traps.

  • Finding Traps: One check per object or area. Failure prevents the character from finding any trap in that location. (The DM rolls secretly.)
  • Removing Traps: If a trap is found, the thief may make a second check to remove or deactivate it, gaining a +5% bonus to the roll.
  • Failure: A failed attempt to remove a trap automatically triggers it.

Climb Walls #

The thief can climb steep surfaces (cliffs, sheer walls, etc.).

  • Rolling: The DM rolls once for every 100 feet climbed.
  • Failure: A failed roll means the thief falls at the halfway point of that segment.
  • Falling Damage: The thief takes 1d6 damage per 10 feet fallen.

Infiltration (Move Silently & Hide in Shadows) #

A successful check means the thief moves silently and remains unseen within shadows.

  • Observation: Observers only get a chance to see the thief if they look directly at them, requiring a new check to remain hidden.
  • Movement: The thief can move silently while hidden but must roll again for the silent movement check.
  • Attacking: Attacking immediately reveals the thief.
  • Failure: If the hide attempt fails, the player is unaware of the failure until spotted by an NPC.
  • Direct Line of Sight: A thief cannot hide in shadows if they are under direct observation.

Pick Pockets #

The ability to steal items from a person without them noticing.

  • Risk: This is a high-risk skill.
  • Success: A successful roll secures the item unnoticed.
  • Simple Failure: The thief fails to get the item, but is not caught.
  • Caught: If the roll is more than twice the needed percentage (or a natural 00), the thief is caught in the act.
  • Victim Level Penalty: Subtract 5% from the thief’s base chance for every level or Hit Die of the victim (0-level normal men use no penalty).

Hear Noise #

The ability to hear faint sounds like breathing behind a door or distant footsteps.

  • DM Discretion: The DM determines if the general environment (e.g., a battle) is too loud for this skill to be used.

Backstabbing #

If a thief can get close to a victim completely unnoticed, they may perform a powerful attack with a one-handed melee weapon.

  • Requirements:
    • Target must be completely unaware of the thief.
    • Must use a one-handed melee weapon (can be a club, dagger, etc.).
    • Requires a successful Infiltration check if performed outside of active combat.
  • Benefits:
    • +4 bonus to the attack roll.
    • If the attack hits, damage is doubled (roll damage, multiply by two, then add modifiers).
  • If Spotted: If the victim sees, hears, or is warned of the thief, it is treated as a normal attack with normal damage.
AbilityDEXJJmJmSJmMsCM
Open Locksx15455060+lvl x3
Find/Remove Trapsx10304550+lvl x3
Climb WallsSTR x2 +DEX4050607080
Infiltrationx20153050+lvl x1
Pick Pocketsx20+lvl x2+lvl x3+lvl x4+lvl x4
(DEX x3)
Hear Noisex2015+lvl x1+lvl x2+lvl x3
BackstabbingDie Dmg x2HR +62nd Atk (if HR 2)2nd BS (if HR 2)Die Dmg x3

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Updated on February 6, 2026