Thief
The moniker "City of Thieves" clings to Greyhawk for a reason. Its thieves' guild, a powerful entity with reach across the Flanaess, operates like a shadow government. Situated at the heart of the region's economic web, the guild and its city-state hold sway over nearly every business deal. This isn't the only den of iniquity in the Flanaess. Criminal networks like the Tang Gangs of the Celestial City and the Dramidj Ocean's Brethren of the Coast pirates ply their trades elsewhere.
Not all rogues lurk in the shadows, pilfering pockets and dealing death. Many embrace a flamboyant lifestyle, becoming bravos and dandies who crave fame and admiration. Swashbucklers fall into this category, dazzling onlookers with feats of swordsmanship.
The pursuit of knowledge also attracts rogues. Some delve into ancient tombs, unearthing forgotten secrets, while others act as investigators, their skills honed for uncovering both criminal conspiracies and mysteries of the past.
And then there are those with truly unique talents. These rogues possess a diverse array of skills, setting them apart from their more conventional counterparts.
Class Group. Rogue
Source. Player's Handbook
Ability Requirement. Dexterity 9
Prime Requisite. Theives with a Dexterity score of 16+ gain an additional 10% bonus experience.
Races Allowed. All
Alignment. All except lawful good
Rogues know the Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons fighting styles. They may learn another fighting style for 1 WP slot.
A rogue may specialize in a Fighting Style they already know for the cost of 1 WP slot. They can only specialize in one Fighting Style.
(See Weapon Proficiency for more details on Fighting Styles)
Source. Player's Handbook
Ability Requirement. Dexterity 9
Prime Requisite. Theives with a Dexterity score of 16+ gain an additional 10% bonus experience.
Races Allowed. All
Alignment. All except lawful good
Class Features
Hit Points
- Hit Dice (levels 1-10): 1d6 + "HP Adjustment" per level
- Hit Dice (levels 11+): +2 HP per level
Starting Equipment
- Start with 2d6 x 10 gp to purchase starting equipment with. Can keep left over money.
Equipment
- Weapons. club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff
- Armor. leather, studded leather, padded leather, and elven chain armor. When wearing any armor other than leather, the thief's thieving skills are penalized.
Proficiencies
Non-Weapon Proficiencies- Starts with 3 NWPs
- Gains a NWP every multiple of 4 levels (4, 8, 12, 16, 20)
- Can choose NWPs at normal cost in the General and Rogue categories.
- Can choose a NWP at +1 cost from any other category.
- Starts at level 1 with 2 WP slots
- -3 penalty to hit with weapons without proficiency
- Cost is 1 WP slot
- Gains a WP slot every multiple of 4 levels (4, 8 12, 16, 20)
- Can spend a WP slot to choose a weapon from any category of allowed weapons.
- Attack of Opportunty: Can make on AoO plus one per five levels.
- Fighting styles: Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons
Rogues know the Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons fighting styles. They may learn another fighting style for 1 WP slot.
A rogue may specialize in a Fighting Style they already know for the cost of 1 WP slot. They can only specialize in one Fighting Style.
(See Weapon Proficiency for more details on Fighting Styles)
Rogue Skills
To determine the initial value of each skill, start with the base scores listed on the table above.- Adjust by Race - see PHB Table 27
- Adjust by Dexterity - See PHB Table 28
- Adjust by Armor worn - See PHB Table 29 (bracers of defense or a cloak do not count towards armor)
- At first level, Thieves get 60 percentage points to distribute.
- No more than 30 percentage points can be assigned to a single skill.
- At level up, Thieves gain 30 percentage points to distribute.
- No more than 15 percentage points of the 30 can be assigned to a single skill.
- No skill can be raised above 95 percent, including all adjustments.
- Thief abilities are subject to modifiers for situation and armor.
- Thief Skills are explained on this page: Thief Skill Explanations
Backstab
Backstab Damage Multipliers Table When attacking someone by surprise and from behind: +4 to hit, negates the target's shield and Dexterity bonuses. The weapon's standard damage is multiplied by the value given in the table above. Then Strenght and magical weapon bonuses are added.- Backstab only applies to the first attack made by the thief.
- The thief can only use backstab on creatures that are generally humanoid.
- The thief has to be able to reach a significant target area.
Thieves' Cant
Thieves' cant is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into any language. The vocabulary of thieves' cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language, however. Two thieves cannot communicate via thieves' cant unless they know a common language. The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation.Use Scrolls
At 10th level, a thief gains a lmited ability to use magical and priest scrolls. There is a 25% chance to read the scroll incorrectly.- An incorrect reading of a scroll results in the magical power working opposite of what is intended.
Stronghold & Followers
Once a thief reaches 10th level, they can attract 4d6 followers. Either- a gang of scoundrels and scalawags
- a group of scouts
Saving Throws
Level 1 Character Creation
- Starting Hp: 1d6 HP
- Starting funds: 2d6 x 10 gp
- 3 Nonweapon Proficiency Slots
- 2 Weapon Proficiency Slots
- Can use Language Slots from Intelligence for Nonweapon Proficiency and Weapon Proficiency slots.
- Can spend 60 percentage points in their rogue abilities (max spend 30 per skill)
Leveling Up
At level up:- Roll 1d6 HP (unless level 11 or higher, then add 2 HP instead)
- Check "Thief Saving Throws" above to see if your saving throws change.
- Distribute 30 percentage points to Rogue Abilites (max spend 15 per skill)
- Check top table to see if THAC0 updates
- 1 WP slot gained at level 4, 8, 12, 16, 20
- 1 NWP slot gained at level 4, 8, 12, 16, 20
Comments