The 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. They, unlike most of the other O.C.C.'s, are skilled in stealth, subterfuge, trickery and robbery.
The profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little. 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. At worst, He is a cutthroat villian ho will use bushwhacking tactics, poisons and torture to get that which he wants.
The thief's prime requisite is Physical Prowess; a character must have a minimum score of 11 to qualify for the class. While high numbers in other scores (particularly I.Q.) are desirable, they are not necessary. The thief can have any alignment although principled thieves are extremely rare. Many are at least partially neutral.
Thieves have a limited selection of weapons they prefer to use. Most of their time is spent practicing thieving skills. Daggers, darts, hand crossbows, lassos, short bows, slings, s short swords, and staffs are most popular. A thief's preferred armours are leather, studded leather, padded leather, or elven chain armor.
Special Thieves Skills: Thieves have a number of skills that are special to their profession. Although others may learn similar skills they are not the same as those taught to the thieves and actually pale in the comparison.
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, add three times the victim's level to 1%. A 0th-level victim, for example, notices the attempt only if he rolls 01% , while a 13th-level character notices the attempt on a dice roll of 40% or less. A successful pickpockets roll can also be noticed by the victim but is much harder. To determine whether the victim noticed the thief's indiscretion, add the victim's level to 01%.
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 subtracting this number from the percentage chance the victim has to detect.
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! The base skill percentage for the Theives Pick Pockets skill is 40% +5% per level.
To find the trap, the thief must be able to touch and inspect the trapped object. 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. A thief can attempt to disarm a trap once per experience level. 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. If the dice roll is 98-100, the thief accidentally triggers the trap and suffers the consequences.
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. The base skill percentage for the Theives Find/Remove traps skill is 30% +5% per level.
Attribute Requirements: P.P.: 11, A high I.Q. is also preferred but not nessessary.
Alignment: Any, but usually Selfish.
Gender: Male or Female
Race: Any
O.C.C. Skills:
O.C.C. Related Skills:Choose 2 other skills form the Espionage skill category and six other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Experiance and Combat Table:
Level | Experience | Hand to Hand: Thief |
1 | 0-1,850 | 2 Attacks per melee, +3 roll |
2 | 1,851-3,700 | +2 to Strike/Parry/Dodge |
3 | 3,701-7,400 | Kick Attacks: Karate style kick (2d4 dam) and 2 of choice except jump kicks |
4 | 7,401-13,000 | Critical Strike from behind |
5 | 13,001-22,000 | +2 Damage |
6 | 22,001-33,000 | 3 Attacks per Melee |
7 | 33,001-47,000 | Critical Strike from behind x3 |
8 | 47,001-66,000 | Critical Strike: 17 to 20 |
9 | 66,001-91,400 | +4 to Strike/Parry/Dodge |
10 | 91,401-131,500 | Stun: 18 or 20 |
11 | 131,501-171,600 | 4 Attacks per melee |
12 | 171,601-221,700 | +4 Damage |
13 | 221,701-272,800 | +6 to Strike/Parry/Dodge |
14 | 272,801-326,900 | Critical Strike from behind x4 |
15 | 326,901-378,000 | 5 Attacks per melee |