thief class is a strange one. It gets almost all of its abilities at first
level, but at an poor chance of success. Then later it advances to the point
that it is all but guaranteed the thief can succeed regardless of obstacle.
If it can be done, they can do it. but their abilities stretch little beyond
what they start with. Over time they pick up the ability to Read Languages,
then later puzzle out the glyphs on magical scrolls to activate the spells
locked within, but that's it. Many players have found this to be frustrating
on both ends. The low level issue is mitigated by the fact that no other
class advances as fast as a thief, but the higher level problem is one that
is not quite so easily remedied within the "Rules as Written."
So what's proposed here are a few basic options to make the thief a little
more appealing at lower levels and hopefully a few more interesting points
at the higher levels. But these abilities are not meant to replace what
makes characters most interesting and entertaining at all levels, and that's
roleplaying. No amount of statistic modifiers or added class features
can replace or equal that breath of life and spark of originality all memorable
and truly enjoyable characters possess.

A Much
Discussed Solution:
Attribute Modifiers Affect Success
There are many good arguments both for and against allowing a character's various attributes modifying the chance of success for a given ability. Even among those who feel it is a good idea, there is some disagreement over which attribute should impact which Thief's Skill. Listed here are those should hopefully be considered reasonable choices while reinforcing the common stereotype that typical thieves are exceptional in their abilities, they are frequently lacking in wisdom. That is why the Wisdom attribute was not selected to modify any of the skills.
Thief Skill |
Adjusting
Attribute |
Attribute
Modifier |
Percentage
Adjustment |
||
| Open Locks | Dexterity |
-3 |
-15% |
||
| Find Traps | Intelligence |
-2 |
-10% |
||
| Remove Traps | Dexterity |
-1 |
-5% |
||
| Climb Walls | Dexterity |
0 |
No Adj. |
||
| Move Silently | Dexterity |
+1 |
+5% |
||
| Hide in Shadows | Dexterity |
+2 |
+10% |
||
| Pick Pockets | Dexterity |
+3 |
+15% |
||
| Hear Noise | Intelligence |
+4 |
+20% |
||

Variable
Skill Levels
Not All Thieves are Equal in All Things
Under the standard rules of the game, thieves all advance at the same rate in the same way with all of their special abilities. Many have felt that this is simply too limiting when it came to developing character concepts. Some have suggested and implemented variable percentage assignments much like what was used in 2nd edition AD&D, however this is also not a perfect fix, because the actual rates of advancement is slower under that option than in the normal rules as it was presented and it creates additional levels of complication and math to verify that characters haven't spent too many points accidentally. The option that is shown here was originally suggested by a fellow called Scott on the Dragonsfoot Forums. His suggestion seemed a reasonable compromise and also has the merit of being both simple to track and easy to implement on both sides of the screen. What follows is a slightly modified version of his vision offering for an additional bit of customizing.
When a thief character is first created the player has the option to increase his ability in any of the Thief Special Abilities (except Backstab and Read Languages) from 1 to 3 levels, however he must also reduce another Special Ability by the same amount. Those abilities whose effective level is zero or below are not accessible to the thief (see the climb wall exception below). These would be listed on the character sheet with a notation beside it. As an example Miriam the Quick has chosen the life of the thief, but she is more of a common burglar than a proper adventuring thief; so at first level has the following modified Thief Abilities noted on her character sheet: Open Locks (+3), Find Traps (-2), Remove Traps (-3), Move Silently (+2), Hide in Shadows (+2), and Pick Pocket (-2). At first level Miriam will be equal to a 4th level thief when Opening Locks and third level thief when using the Moving Silently or Hide in Shadows ability. Unfortunately she won't be able to Find Traps or Pick Pockets until she's third level (and will only have the first level ability then). Miriam's ability to actually Remove Traps won't even mature until she is fully fourth level (and then will only have her fledgling first level ability).
Climb
Walls is a special case because it starts at such a high level of ability.
Instead of being lost completely, it is simply greatly reduced. Use the
following list as the character's chance for success depending on the penalty
chosen:
-3
level penalty = 10% chance of success
-2
level penalty = 30% chance of success
-1
level penalty = 50% chance of success
It is hoped that the suggested presented here will allow the thief character to become more individualized in a wide variety of skills and still easily track their advancement on the chart within the players' rule book.

High
Level Aptitudes
Expanded Skills of the Master Thieves
As thieves advance in level, they improve on their nature, but gain no other exceptional or special abilities. The Moldvay/Cook edition Expert Rulebook provided a short list of suggested special abilities that a thief might develop later in their careers, for reasons of time and space the Mentzer boxed editions removed these suggestions from print. If they had never been mentioned it is very likely that high level thief abilities would never have become a debated topic. Since they were printed, and have been seen by fans of the game for more than 25 years now, the topic will addressed for interested players.. The suggestions listed here expand on the basic abilities all thieves possessed as they developed.
*It should be noted that the percentage adjustments are based off the use of the Thief's Special Abilitites chart found in the Rules Cyclopedia. If using the Moldvay/Cook rules different modifiers should be used.
A Suggestion for Backstab: This particular ability works differently than all other Thief's Abilities. Under the rules as written the thief receives a x2 multiplier on damage when attacking from surprise. The option presented here is gives them greater damage as they advance. When a thief reaches 12th level the Backstab multiplier increases to x3. When the thief attains 24th level it increases again to x4.
Pick Magical Locks: Thieves can attempt to pick magically locked or sealed doorways by puzzling out the spell and unraveling its magical properties. The penalty for making the attempt is -60%. An 11th level thief has only a 2% chance of success, while a 36th level thief has a 60% chance of success.
Find Magical Wards & Glyphs: By taking a -60% penalty to the Find Traps ability a thief can attempt to uncover any magical protections, traps, and alarms placed on an object. This works in all ways like the standard Find Traps skill.
Remove Magical Wards & Glyphs: When the -60% penalty is applied to the Remove Traps skill it give the thief a chance to actually remove the magical ward, provided they were able to find and puzzle it out on their own using the Find Magical Wards & Glyphs ability above.
Climb Overhangs: This is the most dangerous ability a thief can likely develop, and as a result most are loathe to actually attempt it. This ability allows the thief to climb across overhangs and ceilings that appear to be almost sheer (in much the same way they can climb walls). As long as there are any handholds or ways to make a slight grip, the thief can make the attempt. The initial penalty is -100%. This means a 15th level thief has only a 1% chance of success. Each level they advance beyond 15th though, the penalty is reduced by 2%.
Thief Level |
Climb Overhangs |
Thief Level |
Climb Overhangs |
Thief
Level |
Climb Overhangs |
||
15 |
1% |
23 |
25% |
31 |
47% |
||
16 |
4% |
24 |
28% |
32 |
50% |
||
17 |
7% |
25 |
31% |
33 |
53% |
||
18 |
10% |
26 |
34% |
34 |
56% |
||
19 |
13% |
27 |
35% |
35 |
59% |
||
20 |
16% |
28 |
38% |
36 |
62% |
||
21 |
19% |
29 |
41% |
||||
22 |
22% |
30 |
44% |
Dash Silently: When a thief is attempting to Move Silently, they are considered to be moving at a cautious walking speed. The soft step has become so second nature to master thieves that they can increase the speed at which they move. Thieves can move at twice their normal speed if they take a -30% penalty. If a -60% penalty is taken, thieves can attempt to move silently at a full run (3 times normal move).
Hide While Moving: Normally a thief wanting to hide must remain still, but with practice a thief can master the skill of moving about while concealed. If the thief takes a -25% penalty to their Hide in Shadows ability, they can move at half-speed while sticking to the shadows. If the thief takes a -50% penalty they can move at normal speed while attempting to stay in the shadows. And finally if the thief is willing to risk the extreme penalty of -75% they can attempt to move at twice their normal speed while going along the shadows.
Heightened Alertness: Thieves hone their sense of hearing to an amazing level compared to others. At 15th level the chance to surprise a thief is reduced by 1 (this makes the typical chance of surprise only a 1 in 6). Additionally, when blinded, fighting in total darkness, or facing invisible opponents, a thief is allowed to make a Hear Noise check once each round at a -90% penalty. If successful, the normal penalties incurred by the situation are ignored for that round.

The Rakes
Non-Thief Thieves from the Thyatian Empire
A Class Variant
* Originally suggested in the Dawn of the Emperors boxed set. Expanded here to make a more interesting and unique class. Balanced used the Class Creation guidelines suggested OD&Dities electronic fanzine.
First developed as a way of life in the Pearl Islands, where the local population admired skill and cunning, but could not philosophically accept the concept of actual theft. Their strange answer was the dashing young soul called "The Rake." This rather odd concept appealed to the wider people of the Empire. in less than two score years rakes spread out and across the empire. Now they can be found in imperial ports, well traveled crossroads, and even wandering in far off exotic lands such as Wendar and Glantri. Adventuring companies fearful of the thief's nature and seldom admitted too profession have frequently been relieved to discover the skills of rakes. Of course the occasional common thief has chosen to pass himself off as a Rake hoping to win false confidence and misplaced trust so that recovered treasures can be more easily swindled. This is not too common though as rakes are still generally considered to be rare when compared to the number of thieves roaming the world and most thieves have no desire to place themselves in the front line of combat; a place many a rake has found themselves in.
Rakes possess the expertise in combat of common fighters but lack the same level of stamina and ability to avoid a great many blows fighters show in combat. Rakes are also better trained in weapons than most thieves, but still not quite to the level a fighter possesses, frequently though that small extra bit of skill can prove pivital in the middle of a battle. However these improved combat abilities do come at a price. Unlike the typical thief, rakes cannot Pick Pockets, Read Languages (including magical writing), and have no training in the dangerous art of Backstabbing. Given the peculiar streak of honor that many rakes display combined with the original culture's shunning of covert criminal acts and lack of advanced literacy make the price seem reasonable.
Class
Summary
Experience Chart:
Same as the Thief
Saving Throws: Same as
the Thief
Attack Chart: Same as the Fighter
Hit Dice: 1d6 per level up to 9th. Then 2 point per level
after.
Armor & Weapons: Same as the Thief but Rakes start
with 3 weapon proficiences
Special Abilities: Same as the Thief but excludes the following:
Backstab, Pick Pockets, and Read Languages (and reading magical scrolls)

What is Thieves' Cant? Legends
speak of a strange, secretive language understood only by thieves.
Designed to allow criminals to communicate the the nature of their
business without fear of revealing what acts have been committed to
the local lord's guard. There is no hidden language or script taught
only to criminals, but there is a code. By tradition and need the secret of the Cant is something that is never taught to non-thieves. Even those who have "gone respectable" keep the true meanings of the words they use secret. If other thieves were to discover that the Cant was shared with outsiders the wrath of the criminal underworld would be more than a match for even the most hardened of adventurers. The Guilds would also be cerain to "silence" any outsiders that it might have been shared with. Rakes, because they are not an actual part of the criminal underworld and belong to none of the Guilds, they can never learn the Cant. Its simply part of the price for being someone considered respectible.
How do you Establish Guilds? When a well known or very successful thief chooses to settle down, they frequently are noticed by others. The thief will attract a small band of followers who seek the tutelage of an established master. There will be anywhere from two to twelve of these adventurous spirits. If accepted they will typically remain loyal to their instructor throughout their training and on into their adventuring careers. How the master thief appears to the local community depends on the way he has chosen to build his hideout. The most common approach is to open up a business front by having a couple of loyal henchmen serving as the working staff. Tailors, leather-workers, brewers, and warehousers are some of the more popular "legitimate" faces thieves like to use; but any business that sees looks busy most days will do. This allows for the apprentices and low level members to come and go with the guild's loot without catching the eye of the Lord's Guard. If the master thief is the local lord, then it makes it a little easier, but it is generally best to keep his subjects in the dark about his additional ways of generating wealth, few wish to live where they are both taxed and robbed by their liege. Once the Guild Hall is decided upon, the master thief must decide what percentage to claim from the hauls of those under him. Most guilds ask for only 10 to 30 percent but a few of the largest and most impressive have seen fit to demand as much as half of all the junior thieves take. The master must offer something in exchange for his cut though, thieves are seldom thought of as an openly generous lot. The most common offerings include a safehouse to stay at for brief periods, access to reliable and fair fences, help with prison breaks should the need arise, leads to good jobs, extra muscle or back-up on occassion, and someone to avenge the wronged in the worst of cases; to name a handful of options. How the master treats those beneath him does a great deal in cementing his reputation among future possible apprentices. After his basic decisions about location of the hideout, tithes, and boons for his underlings are decided; all that is really needed is to choose what other ways a thief might want to generate income. Some guilds have manage to gain control of local moneylenders, others have taken to recruiting women who can offer agreeable companionship to those of sufficient means, while still others set up gaming halls where dice, cards, and other games of chance are played are offered up. This extra income can prove to be invaluable and offer opportunities and contacts that might never otherwise reveal themselves to the perceptive master thief. Unfortunately, for better or worse, the mater thief will also attract the attention of nearest Guild. Constantly watch for signs of an independent operator, Guilds dislike those that might conflict or cut in on the established criminal underworld without paying their proper dues. It is up to the master thief to guess the best way to deal with the other Guilds. The safest option is to approach the already present Guild before the master thief opens his own Guild Hall. By joining and expanding the local Guild it makes the transition easier and provides an additional support network for any activities that are started. The downside of course is that a percentage of all dues collected by the master thief must be forwarded on to the older Guild Hall as a tribute for being allowed to operate. Also if the older thieves are already known to the Lord's Guard, then the appearance of the newer thieves could also soon be discovered. A risky proposition at times. Of course if the master thief chooses not to join the established Regional Guild, then there is a very different danger ahead of them. A Guild War could start, with rival thieves stealing or going after one another. Spies and blackmailers trying to carve up the wealth of the guilds while the Pragmatti tender their services and allegiance with the group that best fits their sinister plans. If unsuccessful or not strong enough to stand free and make a name for themselves, the new Guild could be shut out of fences, blocked from smuggling goods on sympathetic merchant ships, and even shut blocked from influencing the aids and captains who serve the local lord. There are many things that must be considered when a thief decides to start a Guild. Running such an operation can be just as hard as carving a dominion out of the wilderness. The perils are great, many threats from rival guilds to the local law can make for as hard a battle as any dragon or beholder that has chosen to stake out a part of a lordling's claim. But it can also be just as rewarding both financially and personally when you see the web of intrigues and influence that has been constructed by a wily master. Just be careful that a blade isn't slipped between your ribs and that your chosen consorts know when to hold their tongues.
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