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.
| Ability | DEX | JJm | Jm | SJm | Ms | CM |
|---|---|---|---|---|---|---|
| Open Locks | x1 | 5 | 45 | 50 | 60 | +lvl x3 |
| Find/Remove Traps | x1 | 0 | 30 | 45 | 50 | +lvl x3 |
| Climb Walls | STR x2 +DEX | 40 | 50 | 60 | 70 | 80 |
| Infiltration | x2 | 0 | 15 | 30 | 50 | +lvl x1 |
| Pick Pockets | x2 | 0 | +lvl x2 | +lvl x3 | +lvl x4 | +lvl x4 (DEX x3) |
| Hear Noise | x2 | 0 | 15 | +lvl x1 | +lvl x2 | +lvl x3 |
| Backstabbing | – | Die Dmg x2 | HR +6 | 2nd Atk (if HR 2) | 2nd BS (if HR 2) | Die Dmg x3 |
