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Thief
There are plenty of trades that a person can specialize in such as blacksmithing, trading, and farming. Most people take up some sort of honest living, but a few have decided to prey on the welfare of others. These thieves roam about the cities and towns picking pockets, robbing houses, and selling information. Of course, this business can be extremely profitable, but it is also a high risk occupation. Many thieves are caught and killed or crippled because of their unwelcome talents. Most rogues decide to join a thief's guild in order to minimize these risks and to have a place to lodge, learn, and practice their trade. Because of the unique skills that these people develop, they are incredibly useful in parties of adventurers who need both stealth and strength to accomplish their goals.


Prime Requisite: Dexterity
Minimum Score: None
Experience Bonus: 5% for Dexterity 13-15, 10% for Dexterity 16-18.
Hit Dice: 1d4 per level up to 9th level. Starting at 10th level, +2 hit points per level, and Constitution adjustments no longer apply.
Maximum Level: 36
Armor: Leather armor only; shield not permitted.
Weapons: Any missile weapon; any one-handed melee weapon.

Special Abilities:
  1. Thieves have the following abilities... Open locks, find and remove traps, climb walls, move silently, hide in shadows, pick pockets, and hear noise as described in the rulebook.
  2. A thief may backstab an opponent with a melee weapon at +4 to hit and double damage when undetected.
  3. Upon reaching 4th level, a thief gains an 80% chance to read normal writing and languages. If this attempt is failed then the thief may not try it again on the same writing until he has obtained another experience level.
  4. Upon reaching 10th level, a thief may attempt to cast Magical Spells directly from scrolls. There is always a 10% chance that the spell will backfire due to an imperfect understanding of magic writings.
Other Details:
Thieves use the thief experience, thaco, saving throw, and weapon mastery charts.


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