Requirements: None
Prime Requisite: Dexterity
Hit Dice: 1d6
Starting GP: 20-120 (2d6x10)

Sneaks, theives, cut-purses, and knaves, exist in all areas of the Northern Reaches. Thieves are skilled at picking locks, stealing, and gathering information. Thieves know Thieves' Cant, the shady language the streets. All "Finders" must be part of a thieves guild…for their own protection.

Guild: Must be a member of a thief’s guild
Money and Dues: Must pay 10% of all earnings to the guild
Language: A thief begins play with Thieves’ Cant
Weapons and Armour: Thieves may wear leather armor and studded leather, they may not use shields. Thieves may use any weapon
Backstab: A thief may backstab. The thief must catch his opponent unaware using his move silently and hide in shadows ability. Under these conditions the thief may attack at +4 and multiply all damage by 2.
4th Level: At level 4 a thief can read languages with 80% probability of success. This excludes magic writing.
Thieving Abilities: Thieves possess special abilities including Pick Locks, Remove Traps, Pick Pockets, Move Silently, Climb Walls, Hide in Shadows, and Hear Noise.

Experience Points Character Level Level Title To Hit Bonus Hit Dice (d6)
0 1 Thug +0 1
1,251 2 Knave +0 2
2,501 3 Purse-Cutter +0 3
5,001 4 Charlatan +1 4
10,001 5 Master Purse-Cutter +1 5
20,001 6 Vagabond +2 6
40,001 7 Sneak-Thief +2 7
80,001 8 Master Sneak-Thief +2 8
160,001 9 Guildmaster +3 9

Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist


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