Thief Level Progression
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Level
|
Title
|
XP
|
HD
|
Atk
|
1
|
Prigger
|
0
|
1
|
–
|
2
|
Footpad
|
2,000
|
2
|
+1
|
3
|
Robber
|
4,000
|
3
|
+2
|
4
|
Burglar
|
8,000
|
4
|
+2
|
5
|
Cutpurse
|
16,000
|
5
|
+3
|
6
|
Sharper
|
32,000
|
6
|
+4
|
7
|
Pilferer
|
64,000
|
7
|
+4
|
8
|
Puggard
|
120,000
|
8
|
+5
|
9
|
Thief
|
240,000
|
8+1
|
+6
|
10
|
Master Thief
|
360,000
|
8+2
|
+6
|
Armor: Leather.
Weapons: bow, dagger, hand axe, sword.
- Thieves may Open Locks, Find Traps, Pick Pockets, Move Silently, Hide in Shadows, and Climb Nearly Sheer Surfaces with a 4-in-6 chance of success. They may also Hear Noise with a 2-in-6 chance of success (3-in-6 for humanoids). With every third level completed, thieves improve the chance of success in all of their abilities by 1, except for Hear Noise, which only improves by 1 at level 4. When a 6-in-6 chance is reached, use 11-in-12 instead; for a 7-in-6 chance, use 19-in-20.
- Thieves may not foil magical closures (at least not by natural means).
- Thieves require purchase of the Thieves’ Tools in order to perform their abilities without penalty.
- The Pick Pocket ability may be used for any sleight of hand attempt, such as card game cheating, simple “magic” tricks, or slipping something into a drink.
- Thieves with Strength 13+ and Dexterity 13+ may dual wield as per fighters.
- With every third level completed, thieves may add one of the below Additional Thief Abilities:
Ability
|
Minimum
|
Description
|
Deceit
|
CHA 11
|
Mark must save, minus
thief’s level, or be deceived by the thief’s lies. Thief, if successful,
receives +4 bonus to effective CHA.
|
Balance
|
DEX 9
|
Level in 6 chance of walking
extremely narrow objects.
|
Cryptology
|
INT 13
|
Base 3 in 6 chance of
cracking any written code. May also produce coded writings with 3 + INT in 6
chance that they will not be deciphered.
|
Detect Magic
|
WIS 11
|
Level/2 in 6 chance of
recognizing if an inspected object is enchanted, but not the nature of the
enchantment.
|
Detect Thievery
|
INT 9
or WIS 9 |
Base 3 in 6 chance of
spotting thievish activity of another thief within one level (higher or
lower). For every two levels lower the suspected thief is +1 to the check;
for every two levels higher, –1.
|
Disguise
|
CHA 9
|
Level/2 in 6 chance of
concealing their true identity. Chances may be improved (and not penalized)
by Charisma, but this may be offset by the mark’s combined Intelligence and
Wisdom (average the two to see if bonus or penalty applies).
|
Dodge
|
DEX 13
|
Melee attacks against the
thief are reduced by thief level; missile attacks reduced by half level. Thieves
may not dodge and attack in the same round.
|
Escape
|
DEX 13
|
Level/2 in 6 chance of escaping
cuffs, well-secured ropes, or other bondage.
|
Fall
|
DEX 11
|
No dam from 1'–19' fall; 0–3
dam per 10' from 20' to 39' fall; and 0–5 dam per 10' from 40'–60'; above
that, 1/2 dam.
|
Forgery
|
INT 9
|
Level in 6 chance of
successfully forging someone else’s writing.
|
Memorization
|
INT 9
|
Level in 6 chance of
memorizing relatively complex information such as a map or potion ingredient
list. Requires 1 turn of focused concentration.
|
Mimic
|
CHA 9
|
L/2 in 6 chance of mimicking
the voice or other behaviors of another person.
|
Read Languages
|
INT 11
|
Level in 6 chance of
deciphering map directions and other small bits of writing in a foreign
language.
|
Read Lips
|
WIS 9
|
Level in 6 chance to
successfully read lips.
|
Scrollcasting
|
INT 13
|
Level minus spell level in 10 chance of successfully casting a spell
from a MU scroll. There is a 10% chance that the spell, in failing, will have
the reverse (or other unintended) effect.
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Swashbuckling
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STR 11
|
Allows thief to apply
Dexterity bonus to damage instead of Strength.
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Throw Voice
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WIS 9
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Level in 6 chance of
throwing voice to nearby corridor, object, or person.
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Throw Weapon
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DEX 9
|
Attacks +2 when throwing a
dagger or hand axe.
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Tracking
|
WIS 9
|
Adds 2 in 6 chance to
tracking friend or foe, indoors or out, and also allows thieves to cover
their tracks without fail.
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Trap Expert
|
INT 9
|
Adds 2 in 6 chance (passive
check) of finding traps when exploring, increasing to 3 in 6 at level 10.
Allows thief to make basic traps from pits to spring-loaded device traps.
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