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.

Base Class Statistics:

  • Ability Requirements: Dex 9
  • Alignments: Any save Lawful Good (LN, LE, NG, TN, NE, CG, CN, CE)
  • Experience Chart: Rogue
  • Hit Dice: d6
    • Maximum Hit Dice: 10d6
    • Additional Hit Points: +2 per level beyond 10th
  • Attack: Rogue
  • Saves:
    • Paralyzation/Poison/Death: as Rogue
    • Rods/Staves/Wands: as Rogue
    • Petrification/Polymorph: as Rogue
    • Breath Weapon: as Rogue
    • Spell: as Rogue
  • Proficiencies:
    • Weapons, Initial: 2
    • Weapons, Advancement: +1 per 4 levels
    • Non-Weapon, Initial: 3
    • Weapons, Advancement: +1 per 4 levels
    • Bonus Proficiencies: Secret language (thieves’ cant)
  • Allowed Weapons: club, dagger, dart, hand crossbow, knife, lasso, pistol, quarterstaff, short bow, sling, or any one-handed sword
  • Allowed Armor: Leather, Padded, Studded Leather, or Elven Chain

Class Features:

Thieves have a number of skills which improve as they gain levels. The skills start at the values listed on the table below. These percentage chances 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, and no skill can be raised above 95 percent, including all adjustments for Dexterity, race, and armor. As an option, the DM can rule that 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, demihuman characters, certain kits, and characters with high or low Dexterity scores have adjustments to their base numbers. 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. (Some races just aren’t very good at certain things!)

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

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%

Pick Pockets: The thief uses this skill when filching small items from other peoples’ pockets, sleeves, girdles, packs, etc., when palming items (such as keys), and when performing simple sleight of hand.

A failed attempt means the thief did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the thief’s indiscretion, subtract three times the victim’s level from 100. If the thief’s pick pockets roll was equal to or greater than this number, the attempt is detected. A 0th-level victim, for example, notices the attempt only if the roll was 00 (100), while a 13th-level character notices the attempt on a dice roll of 61 or more. In some cases, the attempt may succeed and be noticed at the same time.

A thief of higher level than his victim is less likely to be caught pilfering. The chance that the victim notices the attempt can be modified by subtracting the victim’s level from the thief’s level, and then adding this number to the percentage chance the thief is detected. This option only applies if the thief is higher level than his victim.

A thief can try to pick someone’s pocket as many times as he wants. Neither failure nor success prevents additional attempts, but getting caught might!

Open Locks: A thief can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires tools. Using typical thief’s tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character’s chance for success. The DM sets the penalty based on the situation; penalties can range from -5 for an improvised but suitable tool, to -60 for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is 1d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level).

Find/Remove Traps: The thief is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps.
To find the trap, the thief must be able to touch and inspect the trapped object. Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, “You didn’t find any traps,” it’s up to the player to decide whether that means there are no traps or there are traps but the thief didn’t see them. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds.

Once a trap is found, the thief can try to remove it or disarm it. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief’s current skill. He can try disarming the trap again when he advances to the next experience level. If the dice roll is 96-100, the thief accidentally triggers the trap and suffers the consequences. Sometimes (usually because his percentages are low) a thief will deliberately spring a trap rather than have unpleasant side effects if the trap doesn’t work quite the way the thief thought, and he triggers it while standing in the wrong place.

This skill is far less useful when dealing with magical or invisible traps. Thieves can attempt to remove these traps, but their chances of success are half their normal percentages.

Move Silently: A thief can try to move silently at any time simply by announcing that he intends to do so. While moving silently, the thief’s movement rate is reduced to 1/3 normal. The DM rolls percentile dice to determine whether the thief is moving silently; the thief always thinks he is being quiet. Successful silent movement improves the thief’s chance to surprise a victim, avoid discovery, or move into position to stab an enemy in the back. Obviously, a thief moving silently but in plain view of his enemies is wasting his time.

Hide in Shadows: A thief can try to disappear into shadows or any other type of concealment-bushes, curtains, crannies, etc. A thief can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. (The thief can make small, slow, careful movements: draw a weapon, uncork a potion, etc.) A thief can never become hidden while a guard is watching him, no matter what his dice roll is-his position is obvious to the guard. However, trying to hide from a creature that is locked in battle with another is possible, as the enemy’s attention is fixed elsewhere. The DM rolls the dice and keeps the result secret, but the thief always thinks he is hidden.

Hiding in shadows cannot be done in total darkness, since the talent lies in fooling the eye as much as in finding real concealment (camouflage, as it were). However, hidden characters are equally concealed to those with or without infravision. Spells, magical items, and special abilities that reveal invisible objects can reveal the location of a hidden thief.

Detect Noise: A good thief pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person’s. Listening is not automatic; the thief must stand still and concentrate on what he’s hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.

Climb Walls: Although everyone can climb rocky cliffs and steep slopes, the thief is far superior to others in this ability. Not only does he have a better climbing percentage than other characters, he can also climb most surfaces without tools, ropes, or devices. Only the thief can climb smooth and very smooth surfaces without climbing gear. Of course, the thief is very limited in his actions while climbing—he is unable to fight or effectively defend himself.

Read Languages: Out of necessity, thieves tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes, and the like. The thief has enough exposure to languages that he has a chance to read most nonmagical writing. This ability naturally improves with more experience. However, your DM can rule that some languages (those the thief has never encountered) are indecipherable to the thief.

The die roll to read a language must be made every time the character tries to read a document (not just once per language). A successful die roll means the thief puzzled out the meaning of the writing. His understanding of the document is roughly equal to his percentage chance for success: a 20% chance means that, if the thief understands it at all, he gets about 20% of the meaning. A different document in the same language requires another die roll (it probably contains different words). It isn’t necessary to keep notes about what languages the thief has read in the past, since each document is handled individually.

Only one die roll can be made for any particular document at a given experience level. If the die roll fails, the thief can try again after gaining a new experience level. If the character knows how to read a given language because he spent a proficiency slot on it, this die roll is unnecessary for documents in that language.

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 the Table applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.

Level Backstab Damage
1-4 x2
5-8 x3
9-12 x4
13+ x5

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. 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.

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 AD&D game it has an ahistorically broad base. 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 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).

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.

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. The Table below can be used to determine the type and level of followers, or the DM can choose followers appropriate to his campaign. All such followers will be members of the Thief class (though this may be combined with other classes appropriate to the follower’s race).

d100 Roll Follower Level
01-03 Dwarf multi-class 1d4
04-08 Dwarf thief 1d6
09-13 Elf thief 1d6
14-15 Elf thief/fighter/mage 1d3
16-18 Elf multi-class 1d4
19-24 Gnome thief 1d6
25-27 Gnome multi-class 1d4
28-30 Half-Orc multi-class 1d4
31-35 Half-elf thief 1d6
36-38 Half-elf multi-class 1d4
39-41 Half-elf thief/fighter/mage 1d3
42-46 Halfling thief 1d8
47-50 Halfling multi-class 1d6
51-98 Human thief 1d8
99 Human dual-class thief/? 1d8 / 1d4
00 Other (DM selection)

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. In some rare cases, an accord can be reached and the gangs will merge to form a larger thieves’ guild or similar organization.

High Level Thieves

Rogues of 10th level or lower are limited to scores of 95% or less in thieving skills such as pick pockets and find traps. Once a single skill reaches 95%, the character must spend discretionary points on other skills. If all the character’s thieving skill scores are 95%, the discretionary points are lost.

Once a rogue reaches 11th level, however, this limitation is removed, and there is no limit to how far a character can improve a skill, although any discretionary points the character lost earlier are not regained. No matter what the skill score, any roll of 96% or higher is an automatic failure. Any penalties to the roll, however, are subtracted from the base score. Thus if a thief has a find/remove traps score of 120%, he has a 60% chance to find or remove a magical trap (magical traps reduce the score by half). Likewise, if his open locks score is 100%, he has a 40% chance to open a masterful lock (which imposes a penalty of –60%). Many multi-class thieves use such high abilities to offset the penalties for wearing heavier armor.

Additionally, starting at 11th level, a thief may learn additional rogue skills. It costs 10 discretionary points to learn one of these abilities (at a base score of 5%), after which the thief may spend discretionary points to improve them as normal. The additional thief skills are also available to Spies, Bards, and Shadow Walkers starting at 11th level, so long as they have raised at least one of their thief skills to 95%.

Detect illusion: Thieves, masters of deception themselves, can see through visible illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist. The more real the illusion, the more solid the image. For example, phantasmal force would be totally translucent, while a simulacrum would be mostly solid. Demishadow monsters would be somewhere in between the two. Invisibility and other nonvisible effects cannot be discerned.

Detection is not automatic, and the thief must spend a round concentrating on the area of effect to discover its illusionary qualities. Knowing that something is an illusion is not necessarily a fail-safe defense against illusionary magic, such as in the case of a simulacrum.

Detect magic: Thieves can spot magical emanations within their line of sight, up to 60 feet away. They can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming. This ability can be blocked by the same things that prevent detect magic spells from operating.

Escape Bonds: There comes a time in every thief’s career when his luck runs out and he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break free of every device binding him. If he’s tied at the wrists and at the ankles, he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a –5% penalty for each round he tries to shave from the required time. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loosen that bond or pick the lock.

Tunneling: A thief might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig a 10-foot tunnel with adequate tools. Every 10 feet, the thief must make a skill check, failure means that the front of the tunnel collapses. It can be re-dug at the loose earth rate.

Type of Earth Modifier Time
Sand/loose earth –10% 5 hours
Packed earth 10 hours
Rock +10% 30 hours

Identify Poison: As the Assassin ability, the thief can identify poisons used by others. An attempt to identify a poison takes one round; be sure to keep track of time elapsed and the onset time of the poison. If one method of identification fails, the next may be tried. If none of the four produce an answer then the poison will remain a mystery to that Thief. Identification of a poison also means knowledge of its antidote (if one exists); it does not mean that the antidote is available, however. A thief with Herbalism proficiency may attempt to make an antidote from scratch.

The check is adjusted based on how the Thief attempts the identification: sight, smell, taste, or symptoms. Sight means examination of the poison or poisoned article. Many poisons have a distinctive appearance, or they may have a corrosive or discoloring effect on metals, foods, etc. Identification by sight has a -20% modifier. Its advantage is that the thief needn’t worry about poisoning himself in the process.

A poison may also be identified by its odor. This carries a -15% penalty. Furthermore, if it is an ingested or contact poison, there is a 10% chance that the thief will be affected by the poison, though at half strength (i.e., no effect if the saving throw is successful, and if it’s not, normal save damage is applied).

Taste is a fairly reliable, if dangerous, method of identifying a poison. It carries a -5% penalty. After dabbing a tiny bit on his tongue, the thief spits it out. There is still a chance that the poison will affect the Assassin: 25% for injected poison, 75% for ingested, and 100% for contact. The poison’s effects, if any, are half strength (see above).

The most certain way of identifying a poison is by its symptom (no penalty on the attempt). The drawback of this method is of course that you need a poisoned character to examine.

A thief with Healing, Herbalism, Poison Use, Toxicology, or Venom Handling proficiency gets a +5% identification bonus because of his knowledge of toxins (these bonuses are cumulative).

These skills are adjusted for Race and high ability scores as follows. Tunneling is based on the thief’s Balance score and Escape Bonds is based on the thief’s Aim score. Identify Poison is increased by the thief’s Knowledge score, and Detect Illusion and Detect Magic are increased by the thief’s Reason score.

Score Tunneling Escape Bonds Detect Illusion Detect Magic Identify Poison
3 -25% -30% -30% -25% -25%
4 -25% -25% -25% -20% -20%
5 -20% -25% -20% -20% -15%
6 -20% -20% -15% -15% -15%
7 -15% -20% -15% -15% -10%
8 -15% -15% -10% -10% -10%
9 -10% -15% -10% -10% -5%
10 -5% -10% -5% -5% -5%
11 0 -5% 0 -5% 0
12 0 0 0 0 0
13 0 0 0 0 +5%
14 0 0 0 0 +5%
15 0 0 0 0 +5%
16 0 0 0 0 +10%
17 0 +5% 0 0 +10%
18 +5% +10% 0 +5% +15%
19 +10% +15% +5% +5% +15%
20 +15% +20% +10% +10% +20%
21 +20% +25% +15% +10% +20%
22 +30% +30% +20% +15% +25%
23 +30% +30% +25% +20% +25%
24 +35% +35% +30% +25% +30%
25 +35% +35% +35% +30% +30%
Race Tunneling Escape Bonds Detect Illusion Detect Magic
Dwarf +10% +5% +5%
Elf -10% +10%
Gnome +5% +10% +5%
Half-Elf -5% +5% +5%
Halfling +5% +10% +5%
Bugbear +5% +5% +5% -10%
Satyr +10% +5%
Firbolg -10% +10%
Gnoll -5% -5%
Goblin +10% +10% -5%
Kobold +15% +5% -5%
Lizard Man -5% -5% -5% -5%
Minotaur -5% +10%
Mongrelman +5% +10% +5% -5%
Half-Ogre -5% -10% -10%
Ogre Mage -5% +5% +10%
Orc +5% -5% -5%
Half-Orc -5%
Tiefling +5% +5%


Ruins of Adventure Brand_Darklight Brand_Darklight