Prime Stat(s): Dexterity
Ability Requirements: 9 Dexterity
Thieves, as the name implies, are those individuals who specialise in “creative procurement”. This type of rogue focuses on a balance of skills, some of the fighting arts of an assassin, some of the glibness of a silvertongue, and the acquisition abilities peculiar to rogues of their kind.
Granted Weapon Proficiencies: 4 Discretionary
Club, Dagger, Dart, Hand Crossbow, Knife, Lasso, Shortbow,
Sling, Longsword, Shortsword, Broadsword, Staff
Granted Nonweapon Proficiencies: 4 Discretionary
Any Fighter or Rogue nonweapon proficiencies.
Hit Dice: d6
Thieves with higher than 16 Dexterity get a 10% experience bonus.
Cannot cast magical spells. Gains a limited ability to use scrolls at level 10.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
Enchanted Armor and Weapons
At Name-Level, a Thief may be invited to join an existing Thieves’ Guild.
The chance of this is 20% per level, rolled each week a character spends in a city.
Chance is rolled upon entering the city the first time in a given week.
Chance is rolled seperately for each city entered in a given week.
At Name-Level, a Thief may attract followers and companions.
The followers expect to be paid. Pay is subject to negotiation.
Elite followers and the Leader are treated and paid better than normal.
The chance of attracting followers is 5% per level, + CHA.
The chance is modified by -10% per level of the highest level prospect.
A thief gains 30 points to spend on improving thieving skills each time said thief levels up. No more than 15 points can be spent on any one skill per level.