Thief Profession in Alcirya | World Anvil

Thief

Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.

The profession of thief is not honorable, yet it is not entirely dishonorable, either. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.

Weapons

The allowed weapons are club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff.

Armor

A thief can wear leather, studded leather, padded leather, or elven chain armor. When wearing any allowed armor other than leather, the thief's abilities are penalized.

Followers & Strongholds

Once a thief reaches 10th level, his reputation is such that he can attract followers - either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows. They are generally loyal to him, but a wise thief is always suspicious of his comrades. Table 31 can be used to determine the type and level of followers, or the DM can choose followers appropriate to his campaign.

Thieves do not build castles or fortresses in the usual sense. Instead, they favor small, fortified dwellings, especially if the true purpose of the buildings can easily be disguised. A thief might, for example, construct a well-protected den in a large city behind the facade of a seedy tavern or old warehouse. Naturally, the true nature of the place will be a closely guarded secret! Thieves almost always build their strongholds in or near cities, since that is where they ply their trades most lucratively.​

This, of course, assumes that the thief is interested in operating a band of thieves out of his stronghold. Not all thieves have larceny in their hearts, however. If a character devoted his life to those aspects of thieving that focus on scouting, stealth, and the intricacies of locks and traps, he could build an entirely different sort of stronghold - one filled with the unusual and intriguing objects he has collected during his adventurous life. Like any thief's home, it should blend in with its surroundings; after all, a scout never advertises his whereabouts. It might be a formidable maze of rooms, secret passages, sliding panels, and mysterious paraphernalia from across the world.

Features

Thieves tend to be very jealous of their territory. If more than one thief starts a gang in the same area, the result is usually a war. The feud continues until one side or the other is totally eliminated or forced to move its operation elsewhere.

At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief's understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell's effect. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target. The exact effect is up to the DM (this is the sort of thing DMs enjoy, so expect the unexpected).

A thief can use Thieves' Cant.

Thieves' Skills

A thief may use the following powers: Backstab, Climb Walls, Detect Noise, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks, Pick Pockets, Read Languages

All thieves at 1st level receive 60 discretionary percentage points that they can add to their base scores. No more than 30 points can be assigned to any single skill.

Each time the thief rises a level in experience, the player receives another 30 points to distribute. No more than 15 points per level can be assigned to a single skill.

No skill can be raised above 95 percent, including all adjustments for Dexterity, race, and armor.

Some portion of the points earned must be applied to skills used during the course of the adventure or skills that the character has trained for.

Some characters may find that, after adjustments, they have negative scores. In this case, the character must spend points raising his skill percentage to at least 1% before he can use the skill.

A thief character uses the "No Armor" column if wearing bracers of defense or a cloak without large or heavy protective clothing.

 
Rogue XP Levels
Stats Table
LevelThief/BardHD (d6)
101
21,2502
32,5003
43,0004
510,0005
620,0006
740,0007
870,0008
9110,0009
10160,00010
11220,00010+2
12440,00010+4
13660,00010+6
14880,00010+8
151,100,00010+10
161,320,00010+12
171,540,00010+14
181,760,00010+16
191,980,00010+18
202,200,00010+20
Footnote Info
 
Proficiency Slots
Stats Table
GroupWP InitialWP #LevelsPenaltyNWP InitialNWP #Levels
Warrior43-233
Martial Artist33-233
Wizard16-543
Priest24-343
Rogue24-334
Psion25-433
Footnote Info
 
Thieving Skill Base Scores
Stats Table
SkillBase Score
Pick Pockets15%
Open Locks10%
Find/Remove Traps5%
Move Silently10%
Hide in Shadows5%
Detect Noise15%
Climb Walls60%
Read Languages0%
Footnote Info
 
Thieving Skill Racial Adjustments
Stats Table
SkillDwarfElfGnomeHalf-elfHalfling
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%
Footnote Info
 
Thieving Skill Dexterity Adjustments
Stats Table
DexterityPick PocketsOpen LocksFind/Remove TrapsMove SilentlyHide 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%
Footnote Info
 
Thieving Skill Armor Adjustments
Stats Table
SkillNo ArmorElven ChainPadded, Hide, Studded LeatherChain mail* or Ring Mail*
Pick Pockets+5%-20%-30%-25%
Open Locks---5%-10%-10%
Find/Remove Traps---5%-10%-10%
Move Silently+10%-10%-20%-15%
Hide in Shadows+5%-10%-20%-15%
Detect Noise---5%-10%-5%
Climb Walls+10%-20%-30%-25%
Read Languages--------
Footnote Info
* Only Bards can wear ring mail or non-elven mail while using thief skills.
 
Backstab Damage Multipliers
Stats Table
Thief's LevelDamage Multiplier
1-4×2
5-8×3
9-12×4
13+×5
Footnote Info
 

Thief's Followers

Name
Thief's Followers
Rando Table
Roll the Dice
RollFollower and Level Range
01-03Dwarf fighter/thief lvl. 1-4
04-08Dwarf thief lvl. 1-6
09-13Elf thief lvl. 1-6
14-15Elf thief/fighter/mage lvl. 1-3
16-18Elf thief/mage lvl. 1-4
19-24Gnome thief lvl. 1-6
25-27Gnome thief/fighter lvl. 1-4
28-30Gnome thief/illusionist lvl. 1-4
31-35Half-elf thief lvl. 1-6
36-38Half-elf thief/fighter lvl. 1-4
39-41Half-elf thief/fighter/mage lvl. 1-3
42-46Halfling thief lvl. 1-8
47-50Halfling thief/fighter lvl. 1-6
51-98Human thief lvl. 1-8
99Human dual-class thief/? lvl. 1-8/1-4
00Other(DM selection)
Footnotes
 
Thief Average Ability Table
Stats Table
LevelPick PocketsOpen LocksF/R TrapsMove SilentlyHide in ShadowsHear NoiseClimb WallsRead Langauges
130252015101085-
235292521151086-
340333027201587-
44537353325158820
55042404031209025
65547454737209230
76052505543259435
86557556249259540
97062607056309545
108067657863309550
119072708670359555
129577759477359560
139582809585409565
149587859593409570
159592909595509575
169595959595509580
179595959595559580
Footnote Info

Initial Funds

2d6x10

Hit Die Type

d6

Ability Requirements

Dexterity 9: Prime Req. Dexterity

Races Allowed

Any

Alignment Restrictions

The thief can have any alignment except lawful good. Many are at least partially neutral.


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