Thief: 1
Elf, Female
Neutral
20 years old
white hair, ice-blue eyes
Prime Attribute: DEX (XP Bonus 5%)
XP: 0/1250
Base Movement Rate: 12
STR: 12 [+0] (Rolled: 7+5, Bonuses: +0 to Hit and Damage, +5 lbs. to carry, Open Doors on 1-2 on d6)
*DEX: 15 [+1] (Rolled: 9+6, Bonuses: +1 to Hit with Missile Weapons, AC improves by 1)
CON: 12 [+0] (Rolled: 8+4, Bonuses: 0 HP per Hit Die, 75% chance on Raise Dead)
INT: 08 [+0] (Rolled: 5+3, Bonuses: Max Additional Languages 1, Max Spell Level 5, 40% chance to understand new spell, Basic Spells understandable per level Min 3/Max 5)
*WIS: 09 [+0] (Rolled: 6+3, Bonuses: N/A)
CHA: 08 [+0] (Rolled: 5+3, Bonuses: Max number of special hirelings 3)
HP: 4
AC: 6 [13]
Saving Throw: 15 (+2 against devices, including traps, magical wands or staffs, and other magical devices)
Skill Specializations: DEX, WIS
Languages: Trade Tongue, Elven
Class Abilities
Backstab
When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage.
At levels 5-8, damage is tripled, and above level 8 such an attack inflicts quadruple (x4) damage.
Read Normal Languages
Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
Read Magical Writings
At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the “divine” writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
Thieving Skills
Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills. See Table: Non-Human Thief Bonuses for details.
Climb Walls:85%
Delicate Tasks:15%
Hear Sounds (d6):3 in 6
Hide in Shadows:25%
Move Silently:30%
Open Locks:10%
Establish Guild
At 9th level, a Thief is well enough known to assemble a small guild of Thieves if the character chooses, attracting a shadowy band of sneaks, thugs, and other unsavory characters into his (or her) service.
Racial Abilities
Darkvision
Elves can see in the dark to a range of 60 feet.
Find secret doors
Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
Defenses
Elves cannot be paralyzed by ghouls.
Equipment Capacity 48/80 lbs.
GP: 0, SP: 4, CP: 0
-Leather Armor | Cost: 5 gp, W: 25 lbs., AC: -2[+2]
-Longbow | Cost: 60 gp, W: 5 lbs., Damage: 1d6, RoF: 2, Range: 70 ft.
--Arrows | Cost: 2 gp, W: 1 lb., Quantity: 20
-Dagger | Cost: 2 gp, W: 2 lbs., Damage: 1d4
-Shortsword | Cost: 8 gp, W: 5 lbs., Damage: 1d6
-Backpack | Cost: 5 gp, W: -, Capacity: 0/30 lbs.
--Bedroll | Cost: 0.2 gp
--Chalk | Cost: 0.5 gp, Quantity: 10
--Crowbar | Cost: 0.2 gp
--Flint & Steel | Cost: 1 gp
--Silk Rope | Cost: 10 gp
--Rations, Trail (Day) | Cost: 5 gp, Quantity: 10
--Rations, Dried (Day) | Cost: 10 gp, Quantity: 10
--Iron Pot | Cost: 0.5 gp
--Pole (10 ft.) | Cost: 0.2 gp