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Thieves

Ability Requirement:    Dexterity 9+
Prime Requisite: Dexterity
Races Allowed: Any

When one thinks of the rogue, one most commonly thinks of the thief. These ne'er-do-wells come in a great variety, but all have a dark and sinister side to their personalities. This is not to say that no good-aligned thieves exist in the world, but they are certainly the exception rather than the rule.

Ability Requirements

Many aspects of a thief's life depend upon his agility and coordination. When picking locks or disarming traps, a thief must have steady hands. When hiding in shadows or moving silently, he must be as nimble as a stalking cat. To reflect this, all thieves must have a Dexterity score of at least 9. If a thief character has a Dexterity score of 16 or better, he receives a 10% bonus to any experience points he earns.

Because the nature of their work often has its intellectual side, these characters generally benefit from a high Intelligence score. When one is trying to decode a cryptic treasure map or outthink the agents of the law, the benefit of keen wits cannot be overstated.

Alignment

The majority of these characters are disreputable. Because of this, no thief can be of lawful good alignment. Lawful-aligned thieves of any type are by far the minority, although they are encountered from time to time. As a rule, they have ties to some manner of thieves' guild. Neutral and chaotic thieves tend to be loners who are out to improve their standard of living at the expense of everyone else. They give their loyalty to very few people and are trusted by fewer in turn - even their closest friends sometimes have troubles with their motives.

Arms and Armor

Rogues generally have more skill avoiding combat than they have participating in it. Because of this, their choice of weapons and defenses is somewhat restricted.

Generally, a rogue wears only nonmetal armor. The exception to this is elven chain mail, which is seldom available on the Demiplane of Dread. When wearing any armor other than leather, however, a rogue's thieving abilities (described later) are penalized. Rogues have not been trained in the use of shields and, thus, cannot employ them in combat.

Rogues employ a variety of weapons, although they favor those that can be used subtly and can be easily concealed. Among the weapons generally available to rogues are clubs, daggers, darts, hand crossbows, knives, lassos, short bows, slings, broad swords, long swords, short swords, and staves. An individual Dungeon Master may allow a rogue to use additional weapons, depending upon the type of campaign he runs.

Spells and Magical Items

Thieves have access to a fairly diverse assortment of magical items, although they cannot actually cast spells themselves. In addition to magical forms of those weapons and armor that they can normally employ, thieves can use many rings, potions, and miscellaneous magical items. At high levels, they even gain the ability to cast spells stored on magical scrolls (see "Using Scrolls").

Thieving Skills

A thief character has eight special skills available to him that enable him to survive in the world. Although all thieves have some skill in seven of these talents, the nature of each character indicates what he is best at. A burglar, for instance, might be highly skilled at climbing walls and opening locks. One of his fellows who makes his living as a cutpurse might be well versed in picking pockets and hiding in shadows. Table 97: Thieving Skill Base Scores indicates the base percentage chance of success that any thief character has when he begins his adventuring career.

Table 97: Thieving Skill Base Scores

Thieving
Skill
   Base
Score
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%

Depending upon the race of the character, certain adjustments are made to these skills (see Table 98).

Table 98: Thieving Skill Racial Adjustments

Skill Name    Dwarf    Half-Elf    Gnome    Elf    Halfling
Pick Pockets - +5% - +10% +5%
Open Locks +10% -5% +5% - +5%
Find/Remove Traps +15% - +10% - +5%
Move Silently - +5% +5% - +10%
Hide in Shadows - +10% +5% +5% +15%
Detect Noise - +5% +10% - +5%
Climb Walls -10% - -15% - -15%
Read Languages -5% - - - -5%

In addition to these adjustments, a character's Dexterity score can further modify his base chance of success (see Table 99).

Table 99: Thieving Skill Dexterity Adjustments

Dexterity
Score
   Pick
Pockets
   Open
Locks
   F/R
Traps
   Move
Silently
   Hide in
Shadows
9 -15% -10% -10% -20% -10%
10 -10% -5% -10% -15% -5%
11 -5% - -5% -10% -
12 - - - -5% -
13-15 - - - - -
16 - +5% - - -
17 +5% +10% - +5% +5%
18 +10% +15% +5% +10% +10%
19 +15% +20% +10% +15% +15%

A final modification is applied to some of the thief's skills if he wears any armor other than leather (see Table 100).

Table 100: Thieving Skill Armor Adjustments

Thieving
Skill
   No
Armor
   Elven
Chain
   Padded or
Studded Leather
Pick Pockets +5% -20% -30%
Open Locks - -5% -10%
Find/Remove Traps - -5% -10%
Move Silently +10% -10% -20%
Hide in Shadows +5% -10% -20%
Detect Noise - -5% -10%
Climb Walls +10% -20% -30%
Read Languages - - -

Starting Characters

After a 1st-level thief's base chance of success with each of these skills has been determined, the player is given a chance to customize his character. Thus, if a player wishes his character to be especially skilled in a given area, he has the power to make it so.

Every player of a thief character starts with a pool of sixty points that can be added to the various skills. No more than thirty points can be added to a specific skill and no skill can be increased beyond 95%. Thus, there is always at least a 5% chance that any thief will fail when using one of these special talents.

Experienced Characters

Every time that a character increases in level, the player receives an additional thirty points that he can use to improve his skills. No more than fifteen points can be assigned to a given skill, and no skill can be increased beyond 95%, including adjustments for race and Dexterity.

If the Dungeon Master wishes, a player can be required to use these points only to improve skills that have been used in recent adventures. This is strictly an optional rule, however.

Skill Definitions

A good deal of leeway exists in exact uses to which the various thief skills are put. The ability to pick pockets, for example, includes not only the talent of lifting a wallet or coinpurse from a pocket but also other feats that fall under the heading of "sleight of hand." To help Dungeon Masters and players adjudicate uses of these skills fairly during play, each talent has been described below.

When rolling for results on most of these skills, it would be better for the Dungeon Master to roll so that the outcome of the roll is hidden from the players. This allows an element of suspense to be added to the game. For example, when the Dungeon Master tells the thief character that he has not found any traps, the player must decide whether this means that there are no traps, or that there are traps but his character did not find them.

Pick Pockets: As mentioned above, this skill extends to cover most feats that require quick fingers and a bit of misdirection. It can be used to palm small objects, cut a purse from someone's belt, or plant a piece of incriminating evidence on a dupe.

A failed attempt does not automatically result in discovery by the would-be victim or other witnesses. After an attempt to pick pockets has been made, whether it succeeds or fails, the victim has a percentage chance equal to three times his level to notice what has transpired. Thus, a 15th-level victim has a 45% chance to notice that someone has tried to rob him. A 0-level character notices a failed attempt only on a percentile dice roll of "00" exactly. Note that it is possible for an attempt to succeed and be noticed by the victim at the same time.

A failed attempt to pick pockets does not normally preclude another bid by the character. Thus, a thief can repeatedly try to pick the pocket of a wealthy target in a crowded market until he either succeeds or is caught.

Open Locks: This ability extends to all kinds of locks including those that require keys, combinations, or puzzles. If the Dungeon Master feels that the lock requires a set of picks to open (as is the case with most padlocks), he can impose a penalty on efforts made without such devices. As a rule, these penalties range from -5% to -60%, depending upon the type of tools employed. The quality of the lock also plays a part in the thief's chance of success. Table 101 indicates the modification for locks of various craftsmanship. Most locks are assumed to be of good quality.

Any attempt to pick a lock, whether it succeeds or fails, requires 1d10 rounds. If the thief fails in his effort, the lock has proven too difficult for him. He has no chance of success with that particular lock until he increases in level.

Table 101: Lock Quality Adjustments

Quality    Adjustment
Wretched +30%
Poor +15%
Good 0%
Excellent -20%
Superior -40%
Masterful -60%

Find/Remove Traps: This skill enables a thief to notice and disarm small mechanical traps and alarms. These include such potentially deadly hazards as poisoned needles, spring blades, dart throwers, gas jets, pits, and warning bells. This ability does not extend to include large traps like deadfalls, crushing wall panels, or other large perils.

Searching for a trap takes 1d10 rounds and requires that the thief carefully touch and examine the object or area in question. If the thief succeeds in his endeavor, the Dungeon Master informs him that he has found a trap and explains its general nature (for example, "a small tripwire runs across the tunnel ahead") but not its exact function. If he fails, or succeeds where no trap exists, he is told that he finds nothing unusual. Thus, it is up to the player to decide whether or not a trap simply escaped his character's notice.

Disarming a found trap also requires 1d10 rounds. If the thief succeeds at this roll, the trap is disarmed safely. If the thief fails his attempt, but the roll was not between 96 and 100, the trap is still intact and beyond his current ability to defeat. Only after he gains another level of experience can the thief try to defeat the trap again. If the roll is between 96 and 100, the thief botched the attempt badly and set off the trap. It is possible to use this skill with magical or invisible traps. In such cases, however, the thief's chances of success are cut in half.

Move Silently: A thief can attempt to move silently at any time, although he must make a successful skill check for every round that he does so. Note that a thief always believes he is moving silently, even if he fails the check. While moving silently, a thief's movement rate is reduced to 1/3 of what it would be if he were simply walking.

Hide in Shadows: Thieves are skilled at vanishing into patches of darkness and then springing out to catch their victims unawares. This ability applies to any attempt by the thief to hide in dark corners, bushes, and other places. It can only be used when the thief is not directly observed by another creature. While the thief is hidden, he can attempt only slow, subtle movements. Once a thief is hidden, he can remain out of sight for an unlimited period of time provided that he does not move and nothing happens to otherwise indicate his position.

Animals and other creatures with exceptional senses of smell and the like may detect a hidden thief no matter what his die roll, although infravision provides no bonus in spotting a hidden character. Magical spells (like detect invisibility) and various psionic powers reveal a hidden thief as well.

Detect Noise: Thieves, at least those who live long, have trained themselves to notice subtle changes in the world around them. This ability reflects their skill in hearing faint sounds that others would miss.

This skill can be used as needed by the thief but requires him to take a few preliminary actions. The thief and his companions must be motionless and silent. He must also remove any form of helmet, hat, or hood. After these conditions have been satisfied, then the thief must listen intently for one round. In many cases, the thief can identify the general nature of the sounds he detects (if any). For example, a thief near an underground stream might recognize the trickle of water. If a door or other barrier stands between the thief and the sound he hears, identification becomes much more difficult.

Climb Walls: This ability applies to any attempt by the thief to climb sheer cliffs, vertical walls, or other surfaces that would be beyond the skill of the normal man to surmount. The thief's chances of success are adjusted to reflect the nature of the surface being climbed in accordance with Table 102: Thief's Climbing Modifiers. Note that the adjustments on the chart are in addition to those already listed for the character's race and the type of armor he wears.

Table 102: Thief's Climbing Modifiers

Situation    Adjustment
Abundant handholds +40%
Using an anchored rope +55%
Surface slopes inward +25%
Moderate encumbrance -5%
Heavy encumbrance -10%
Severe encumbrance -15%
Maximum encumbrance -20%
Surface is slippery (wet or crumbling) -25%
Surface is slick (icy or slimy) -40%
Character wounded below half hit points -10%

A check is required whenever the thief attempts to scale a height of greater than ten feet. Failure makes it impossible for the thief to attempt the climb without moving to another location (generally at least half a mile away) or getting additional help or equipment. Exceptionally high walls (over one hundred feet or so) generally require additional checks.

Read Languages: Because of their travels and exposure, thieves often pick up bits and pieces of many different languages. This gives them the ability to puzzle out the general meaning of documents written in languages that they are not actually fluent in.

If the Dungeon Master agrees that a language is similar to those with which the thief is familiar, a single die roll is attempted. Success at the die roll does not bestow the ability to read other documents in the language; a new die roll must be made for another document. In addition, success gives the character a general understanding of the material but leaves many specifics unclear at best. For example, if a character has a 30% chance to read a document and succeeds at his roll, then he understands about 30% of what was written. If a thief is unsuccessful at reading a document, he must wait until he achieves another experience level before trying to read that document again.

Backstabbing

In addition to the thief skills just described, all thieves have the ability to employ a special attack known as a backstab. A successful backstab greatly increases the damage inflicted by the character.

In order for an attack to be considered a backstab, several conditions must be met. First, the target must be either unaware of the thief's presence or have failed his surprise check. Second, the attack must come from behind the victim. Third, the victim must be generally humanoid in shape. Last, the thief must be able to reach the center of the target's back. Thus, if he were attacking a giant, the thief would probably have to be on a ledge or dropping down on the creature from above.

If all of these conditions exist, the thief makes a normal attack roll. Because of his skill, he gains a +4 bonus to this roll (instead of the normal +2 for a rear attack), and the target's shield and Dexterity bonuses are negated. Should the thief manage to land his blow, the normal damage that his attack inflicts is multiplied according to Table 103. The multiplier applies to the amount of damage before modifiers for Strength or weapon bonuses are added.

Table 103: Thief Backstab Multipliers

Thief's
Level
   Damage
Miltiplier
1-4 x2
5-8 x3
9-12 x4
13+ x5

Thieves's Cant

Like thieves in other realms, the rogues of Ravenloft can communicate with each other in a sort of pidgin-language known as thieves' cant. Although not a true language, this collection of slang and colloquialisms serves to identify a thief to his fellows and make outsiders instantly recognizable. Thieves' cant has its limitations, of course. It can be used only to discuss matters relevant to the profession of thieving.

In order for two thieves to converse in the cant, they must share a common language. In many cases, this makes it difficult or impossible for a thief who makes his home on the Demiplane of Dread to converse freely with a thief from, say, the Toril or Athas setting.

Using Scrolls

When a thief reaches 10th level, he gains the ability to employ spells recorded on magical scrolls as if he were a wizard or priest. Because the thief's understanding of magical script is far from perfect, he has a base 25% chance to read it incorrectly. If this happens, the magic is triggered in reverse. Thus, an attack spell would harm the thief while a beneficial one would aid his enemies. The exact effect of such mishaps is up to the Dungeon Master.

Followers and Holdings

Unlike thieves in other lands, those who reside on the Demiplane of Dread do not automatically assemble a collection of followers or build a stronghold at high levels. Like members of the other classes, they recognize that attracting such folk can also draw the eye of a domain lord, something that even the most defiant rogue is reluctant to do. However, this does not prevent them for arranging for some kind of bolthole to flee to when things go badly for them.

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