Thieves are not normally considered to be a good aligned class and usually stick to neutral or evil. While a party traveling with a Thief normally accepts this, they are always mindful of what he is up to. The Thief can only wear leather armor (normal or magical) and can never use a shield. He can use any weapons, including magic swords and daggers. On reaching the 3rd level, the Thief gains an 80% chance to read magic scrolls and books as well as any language he sees.
Experience Per Level
Level
1
2
3
4
5
6
7
8
9
10
11
12
Experience
0
1300
2600
5200
10400
20000
40000
80000
160000
210000
320000
410000
Hit Dice
1
2
3
4
5
6
7
8
9
10
11
12
Thief Skills
The Thief has a special set of talents, including climbing & scaling surfaces a normal character cannot, expertise in finding and
disarming small traps, hiding in shadows, hearing the slightest of noises, moving ever so silently, picking locks, and picking pockets. The Thief has every one of these abilities when starting out and improves those skills as he advances in level.
In addition to these skills, the Thief has the ability to land a deadly blow from behind. When attempting to strike a target in the back, he receives a +4 bonus to hit and his rolled damage is doubled.
* Hear noises rolls are made on 1d6. The player must roll the number shown or less to succeed.
Skill
Climb & Scale
Find/Disable Traps
Hide
Hear Noises*
Move Silently
Pick Locks
Pick Pockets
1
50
15
15
2
25
15
15
2
55
20
20
2
30
20
20
3
60
25
35
2
35
25
25
4
65
35
40
2
45
35
35
Skill
Climb & Scale
Find/Disable Traps
Hide
Hear Noises*
Move Silently
Pick Locks
Pick Pockets
5
70
45
50
3
55
40
45
6
75
50
55
3
60
45
50
7
80
55
60
3
65
55
55
8
85
60
65
4
70
60
60
Skill
Climb & Scale
Find/Disable Traps
Hide
Hear Noises*
Move Silently
Pick Locks
Pick Pockets
9
90
65
70
5
75
65
65
10
90
70
75
5
80
70
70
11
90
75
80
5
85
75
75
12
90
80
85
5
90
80
80
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