AD&D 2nd edition Character creation: Kits and Classes, Thief class description
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Thief

Ability Requirement: Dexterity 9, Observation 9

Prime Requisite: Dexterity
Races Allowed: All
 
Thief characters in the Dungeons and Dragons game 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. Many famous folk heroes have been more than a little larcenous — Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. 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.
The thief's prime requisite is Dexterity; a character must have a minimum score of 9 to qualify for the class. The thief character must also have an Observation score of at least 9; a thief who fails to carefully observe the world around him, and especially the people in that world, will soon find himself in the dank confines of the city dungeons. While high numbers in other scores (particularly Intelligence) are desirable, they are not necessary. The thief can have any alignment except Lawful Good. Many are at least partially Neutral.
A thief with a Dexterity score of 16 or more gains a 10% bonus to the experience points he earns. There is no additional bonus for having a high Observation score.
Thieves have a limited selection of weapons. Most of their time is spent practicing thieving skills. The allowed weapons are club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff. 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 (see Table 3.29).
At first level, a thief character can choose any eight of the 18 available thief skills: back protection, bribe official, climb walls, detect illusion, detect magic, detect noise, dig tunnel, escape bonds, find/remove traps, find/remove large traps, hide in shadows, move silently, open locks, pick pockets, read languages, set traps, set large traps and underworld contacts. The thief gains an additional skill (at its base level) every three experience levels.
To determine the initial value of each skill, start with the base scores listed on Table 3.26. To these base scores, add (or subtract) any appropriate modifiers for race, ability score, and armor worn (given on Tables 3.27, 3.28 and 3.29, respectively).


Table 3.26: Thieving skills base scores

Skill

Base Score

Back Protection

15%

Bribe Official

5%

Climb Walls

60%

Detect Illusion

10%

Detect Magic

5%

Detect Noise

15%

Dig Tunnel

15%

Escape Bonds

10%

Find/Remove Large Traps

5%

Find/Remove Traps

5%

Hide in Shadows`

5%

Move Silently

10%

Open Locks

10%

Pick Pockets

15%

Read Languages

0%

Set Large Traps

5%

Set Traps

5%

Underworld Contacts

10%


The scores arrived at in the preceding paragraph do not reflect the effort a thief has spent honing his skills. To simulate this extra training, 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. Other than this restriction, the player can distribute the points however he wants.
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. Some portion of the points earned must be applied to skills used during the course of the adventure.
In addition to the base percentages listed above, the character's race and ability scores may affect the final skill score. A character may find that, after adjustments, he has a negative score. In this case, the character must spend points raising his skill percentage to at least 1% before he can use the skill. (Some races just aren't very good at certain things!)

Thieves have other abilities not listed on Table 3.26:

Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target's shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes.
To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them — the first rule of fighting is to never turn your back on an enemy! However, someone who isn't expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.
The multiplier given in Table 3.37 applies to the amount of damage before modifiers for Strength are added. The weapon's standard damage plus any magical bonuses are multiplied by the value given in Table 3.37. Then Strength bonuses are added.


Table 3.37: Backstab damage multipliers

Thief's Level
Damage Multiplier
1-4
x 2
5-8
x 3
9-12
x 4
13+
x 5

Backstabbing does have limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid in form. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn't be able to do the same to a beholder. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn't going to be as effective.
An example of a backstabbing attack: The ogre marches down the hallway, peering into the gloom ahead. He fails to notice the shadowy form of Ragnar the thief hidden in an alcove. Slipping into the hallway, Ragnar creeps up behind the monster. As he sets himself to strike a mortal blow, his foot scrapes across the stone. The hairy ears of the ogre perk up. The beast whirls around, ruining Ragnar's chance for a backstab and what remains of his day. If Ragnar had made a successful roll to move silently, he could have attacked the ogre with a +4 bonus on his chance to hit and inflicted five times his normal damage (since he is 15th level).
 
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.
The concept of thieves' cant is historical (the cant probably is still used today in one form or another), although in the Dungeons and Dragons the historic bases of the thieves' slang should be used only as a guide for invention of fantasy terminology. A few hours of research at a large library should turn up actual examples of old thieves' cant for those who want to learn more about the subject.
 
Use scrolls: At 10th level, a thief gains limited ability to use magical wizard and priest scrolls. However, a thief's understanding of magical writings is far from complete. 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).
 
The Thief's Den: 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.
Followers: 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 3.38 can be used to determine the type and level of followers, these followers may vary at the DM's discretion depending on where the thief establishes his den.
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.
 

Table 3.38: Thief's followers

d00 Roll
Follower
Level Range
01-03
Dwarf fighter/thief
1-4
04-08
Dwarf thief
1-6
09-13
Elf thief
1-6
14-15
Elf thief/fighter/mage
1-3
16-18
Elf thief/mage
1-4
19-24
Gnome thief
1-6
25-27
Gnome thief/fighter
1-4
28-30
Gnome thief/illusionist
1-4
31-35
Half-elf thief
1-6
36-38
Half-elf thief/fighter
1-4
39-41
Half-elf thief/fighter/mage
1-3
42-46
Halfling thief
1-8
47-50
Halfling thief/fighter
1-6
51-98
Human thief
1-8
99
Human dual-class thief/?
1-8/1-4
00
Other (DM selection)
 
Thief Illusionists: All thieves gain the ability to cast spells from the illusion/phantasm school when they attain 21st- level. They are essentially wizards with the usual requirements for spellbooks and memorization. However, thief illusionists have no weapon or armor restrictions. They are not specialist mages, so they do not gain the specialist advantages. Further, they are not subject to the minimum Dexterity of 16 required for specialist illusionists.
All spellcasting rules that apply to wizards also apply to thieves. They use components, memorize new spells out of their own spell books, and so on.
 

Table 3.39: Thief spell point progression

Level
Max. Spell
Level
Max. Spells
Memorized at
Each Level
Spell
Points
21
2nd
3
15
22
3rd
4
45
23
4th
5
70
24
4th
5
90
25
5th
6
125
26
5th
6
180
27
6th
6
255
28
6th
6
310
29
7th
7
410
30
7th
7
510

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