Post by pineappleleader on Apr 6, 2010 19:55:05 GMT -6
S&W White Box Thief (pineappleleader) Take 2
NOTE: The Table is missing because the Board scrambled it and I can not fix it. Sorry
The Thief
The thief is a class that specializes in stealth, pilfering and oblique attacks. The thief's low HD prevents them from engaging in face-to-face stand-up fights. Thieves much prefer ambush and backstabbing. Their abilities to find and remove traps and to open locks make them a valuable asset to an adventuring party. They are less appreciated for their ability to pick pockets.
If you use an Alignment System, thieves are Neutral at best.
Any Race or Gender may be a Thief. All may advance to Tenth Level as a thief.
Table: Thief Advancement
Level Advancement (Experience Necessary), Basic Saving Throw Numbers, Base “to hit” Bonus as a Cleric.
Hit Dice (d6) Progression as a Magic-user.
Thief Class Abilities
Weapon and Armor Restrictions: A thief may use any weapon, except two-handed melee weapons, and may wear Leather Armor. No shield.
Thief Abilities: A thief has the following abilities:
Backstab: A thief attacking from behind his opponent receives a +4 to hit bonus and does maximum weapon damage. Damage increases to double damage (x2) at Fourth Level and to triple damage (x3) at Ninth Level.
First Level: Open Locks, Find Traps, Remove Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, and Hear Noise.
Thief Ability Bonus: Level 1-3 = +1. Level 4-5 = +2. Level 6-8 = +3. Level 9-10 = +4. The Thief Ability Bonus does not effect normal saving throws. It is only used for thief ability rolls.
How to use Thief Abilities: To use a thief ability the thief player must make a Saving Throw (of the thief's level). Apply the Thief Ability Bonus and any additional bonus or penalty to this roll. A roll of 1 always fails and a roll of 20 always succeeds.
Third Level: Read Languages. A thief has a chance to read most languages.
Tenth Level: Use Arcane Scrolls. The thief can cast spells from arcane (not divine) scrolls. Spells of Fifth Level and above incur a -6 penalty. If the roll is failed the spell effects the thief instead of the intended target. This -6 penalty negates the Tenth Level Ability Bonus and adds a -2 penalty to the roll.
Saving Throw: Thieves receive a +2 bonus on saving throws vs. death and poison. The Thief Ability Bonus does not effect normal saving throws. It is only used for thief ability rolls.
Racial Adjustments for the Thief:
Human: No adjustments.
Halfling: Open Locks +2, Find Traps +0, Remove Traps +1, Climb Walls -3, Move Silently +2, Hide in Shadows +2, Pick Pockets +1, and Hear Noise +1.
Dwarf: Open Locks +2, Find Traps +3, Remove Traps +3, Climb Walls -2, Move Silently +0, Hide in Shadows +0, Pick Pockets +0, and Hear Noise +0.
Elf: Open Locks -1, Find Traps +0, Remove Traps +0, Climb Walls +0, Move Silently +1, Hide in Shadows +2, Pick Pockets +1, and Hear Noise +1.
Experience Bonus for Dexterity: Dexterity is the Prime Attribute for the Thief, which means that a high Dexterity score grants them an additional 5% experience.
Example: A first level halfling thief is attempting to open a lock. The lock is rather ordinary and has no bonus or penalty to open it. A first level thief has a Saving Throw of 14 and a Thief Ability Bonus of +1. Halflings have an Open Locks bonus of +2. The player rolls 1d20 and adds +3 to his roll. If the number is greater than or equal to 14 the lock is opened. If it is less than 14 the lock has defeated the attempt to open it. On a failed roll, if the lock was trapped, the trap has been triggered.
Example: A third level human thief attempts to read an intercepted message. It is in a language that the thief does not already know, but the thief still has a change to read it. A third level thief has a Saving Throw of 12 and a Thief Ability Bonus of +1. The player rolls 1d20 and adds +1 to his roll. If the number is greater than or equal to 12 the message is read. If it is less than 12 the message can not be read by this thief.
Example: A tenth level human thief attempts to cast a fifth level spell from an arcane scroll. A tenth level thief has a Saving Throw of 5 and a Thief Ability Bonus of +4. There is a -6 penalty to read spells of fifth level and above. The player rolls 1d20 and adds his +4 bonus and subtracts the -6 penalty from his roll (net result is a -2 penalty to the d20 roll). If the number is greater than or equal to 5 the spell is cast on the target. If it is less than 5 the spell is cast on the thief.
EDIT: Fix a typo.
NOTE: The Table is missing because the Board scrambled it and I can not fix it. Sorry
The Thief
The thief is a class that specializes in stealth, pilfering and oblique attacks. The thief's low HD prevents them from engaging in face-to-face stand-up fights. Thieves much prefer ambush and backstabbing. Their abilities to find and remove traps and to open locks make them a valuable asset to an adventuring party. They are less appreciated for their ability to pick pockets.
If you use an Alignment System, thieves are Neutral at best.
Any Race or Gender may be a Thief. All may advance to Tenth Level as a thief.
Table: Thief Advancement
Level Advancement (Experience Necessary), Basic Saving Throw Numbers, Base “to hit” Bonus as a Cleric.
Hit Dice (d6) Progression as a Magic-user.
Thief Class Abilities
Weapon and Armor Restrictions: A thief may use any weapon, except two-handed melee weapons, and may wear Leather Armor. No shield.
Thief Abilities: A thief has the following abilities:
Backstab: A thief attacking from behind his opponent receives a +4 to hit bonus and does maximum weapon damage. Damage increases to double damage (x2) at Fourth Level and to triple damage (x3) at Ninth Level.
First Level: Open Locks, Find Traps, Remove Traps, Climb Walls, Move Silently, Hide in Shadows, Pick Pockets, and Hear Noise.
Thief Ability Bonus: Level 1-3 = +1. Level 4-5 = +2. Level 6-8 = +3. Level 9-10 = +4. The Thief Ability Bonus does not effect normal saving throws. It is only used for thief ability rolls.
How to use Thief Abilities: To use a thief ability the thief player must make a Saving Throw (of the thief's level). Apply the Thief Ability Bonus and any additional bonus or penalty to this roll. A roll of 1 always fails and a roll of 20 always succeeds.
Third Level: Read Languages. A thief has a chance to read most languages.
Tenth Level: Use Arcane Scrolls. The thief can cast spells from arcane (not divine) scrolls. Spells of Fifth Level and above incur a -6 penalty. If the roll is failed the spell effects the thief instead of the intended target. This -6 penalty negates the Tenth Level Ability Bonus and adds a -2 penalty to the roll.
Saving Throw: Thieves receive a +2 bonus on saving throws vs. death and poison. The Thief Ability Bonus does not effect normal saving throws. It is only used for thief ability rolls.
Racial Adjustments for the Thief:
Human: No adjustments.
Halfling: Open Locks +2, Find Traps +0, Remove Traps +1, Climb Walls -3, Move Silently +2, Hide in Shadows +2, Pick Pockets +1, and Hear Noise +1.
Dwarf: Open Locks +2, Find Traps +3, Remove Traps +3, Climb Walls -2, Move Silently +0, Hide in Shadows +0, Pick Pockets +0, and Hear Noise +0.
Elf: Open Locks -1, Find Traps +0, Remove Traps +0, Climb Walls +0, Move Silently +1, Hide in Shadows +2, Pick Pockets +1, and Hear Noise +1.
Experience Bonus for Dexterity: Dexterity is the Prime Attribute for the Thief, which means that a high Dexterity score grants them an additional 5% experience.
Example: A first level halfling thief is attempting to open a lock. The lock is rather ordinary and has no bonus or penalty to open it. A first level thief has a Saving Throw of 14 and a Thief Ability Bonus of +1. Halflings have an Open Locks bonus of +2. The player rolls 1d20 and adds +3 to his roll. If the number is greater than or equal to 14 the lock is opened. If it is less than 14 the lock has defeated the attempt to open it. On a failed roll, if the lock was trapped, the trap has been triggered.
Example: A third level human thief attempts to read an intercepted message. It is in a language that the thief does not already know, but the thief still has a change to read it. A third level thief has a Saving Throw of 12 and a Thief Ability Bonus of +1. The player rolls 1d20 and adds +1 to his roll. If the number is greater than or equal to 12 the message is read. If it is less than 12 the message can not be read by this thief.
Example: A tenth level human thief attempts to cast a fifth level spell from an arcane scroll. A tenth level thief has a Saving Throw of 5 and a Thief Ability Bonus of +4. There is a -6 penalty to read spells of fifth level and above. The player rolls 1d20 and adds his +4 bonus and subtracts the -6 penalty from his roll (net result is a -2 penalty to the d20 roll). If the number is greater than or equal to 5 the spell is cast on the target. If it is less than 5 the spell is cast on the thief.
EDIT: Fix a typo.