You are a figure in the shadows, an expert in stealth and delicate tasks. Locks, traps, and scouting are your trade; you are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. In many ways, you are a scholar of the world; in the course of your profession you pick up knowledge about languages and even magic. True, in combat you are not the equal of armored Fighters or Clerics, but they rely on your knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. You are the guide; the scout; and when necessary, the deadly blade that strikes from the shadows without warning. In your profession, it takes great skill to survive – the life expectancy of most Thieves is very short. However, if you rise to high level, your reputation in the hidden community of tomb robbers and alley skulkers will attract followers to your side, often enough allies to place you in power as a guildmaster of Thieves. A high-level Thief is a deadly opponent, for such an individual has learned subtlety and survival in the game’s most difficult profession.

Class Abilities

Weapons and Armor

Because of their need of stealth and free movement, thieves cannot wear armor heavier than leather, and they cannot use shields. They have a need for using diverse weapons, and are able to use any kind.

Thief Abilities


When attacking with surprise or from behind, the Thief gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thief above level 8 such an attack inflicts quadruple damage.

Climb Walls

The percentage chance is what the thief needs to climb a wall that others cannot climb. If the wall is more difficult than normal (very slippery, for example), the referee may lower a thief’s chances of success. In general, if a normal person has a chance to climb a wall, a thief can most likely do it automatically.

Disarm Traps

This percentage chance is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.

Hide in Shadows

Thieves can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but thieves are virtually invisible and can move around while hiding.

Move Silently

Thieves can move quietly, without being heard. The referee should determine success in secret, as the thief will nearly always believe she is successful.

Open Locks

Thieves can pick locks; some locks might be unusually difficult, in which case the Referee might reduce the percentage chance as appropriate.

Pick Pockets

This skill is a source of quick income for thieves… but it is not without peril as a failed attempt may be noticed with a successful perception check. The referee determines the intended victim’s reaction.

Read Languages

Thieves of third level and above can figure out the gist of most written languages, and comprehend treasure maps or written documents with a successful ability check (Int). This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.

Use Magic Scrolls

At ninth level, a Thief has gained enough knowledge to decipher magical writings, but their understanding is not perfect. Thieves can cast from scrolls with a successful ability check (Int) opposed by the level of the spell. A failed intelligence check yeilds a dangerously unpredictable result while a successful check that is lower than the spell level either wastes the spell or yeilds a partial or altered effect.

Saving Throws

Thieves receive a +2 bonus to saving throws against devices, including traps, including traps, magical wands or staffs, and other magical devices.

Establish Guild

Beginning at ninth level, a thief may choose to attract a following of 2d6 1st level thieves. These followers will serve the character with a reasonable degree of loyalty. These followers will not be automatically replaced if they are arrested, killed or otherwise lost. This band of thieves may be used as the beginning of a thieves’ guild or similar organization.

Experience Bonus for Dexterity

Dexterity is the prime attribute for Thieves, which means that a dexterity score of 13+ grants an additional 5% experience and dexterity 16+ grants an additional 10%.

ExperienceCharacter LevelHit DiceAttack BonusClimb WallsDisarm TrapsHide In ShadowsMove SilentlyOpen LocksPick Pockets

*Maximum chance

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