Thief

Ability Requirements :	Dexterity 9

Prime Requisite:	Dexterity

Allowed Races: All

	A Thief may have any alignment.
	A Thief with a score of 16 or more in dexterity receive a 10% bonus to their character experience points.
	A Thief may use the following weapons: Club, Dagger, Dart, Hand Crossbow, Knife, Dirk, Lasso, Short Bow, Sling, Broad Sword, Long Sword, Short Sword, and Staff. A Thief can wear all armors but will suffer some penalties on their thieveing skills. They can’t use shields.
	A Thief have a hit dice of d6, the thaco of rogues, and the saving throws of rogues.
	Thieves can use all magical items allowed to rogue.
	A Thief who is unencombred and wearing no armors receive a dexterity bonus of +2 to his Armor Class.
	Thieves’ may buy the following nonweapon proficiency at half their cost: Hide in Shadows, Move Silently, Bribe, Climb Walls, Detect Illusion, Detect Magic, Detect Noise, Escaping Bonds, Find/Remove Traps, Open Locks, Pick Pockets, Read Languages, Tunnelling, Appraisal, Forge Document, Sign Languages.

Proficiency Group Crossovers: General, Rogue.

	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
2		4		-3		3		4

Thieves can specialize in only one of the following fighting style: One handed, Two handed, Two-weapon; but can use all of them.
Wealth Option: 2d6 x 10 GP

# of Attack Per Round
Thief
Level		# Att/rnd
1-10	1/1
11-20	3/2
21+		2/1

Thieves receive 90 character points to purchase their abilities.

10 	Backstab(See below)
10	Evasion(See below)
9	Uncanny Dodge(See below)
40	Special Abilities(See below)
1	Find/Remove Traps Nonweapon Proficiency[See the New General Proficiencies{Thieving Skills} for more information]
5/10/15Hit Point Bonus(d8/d10/d12)
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
15/20	Warrior Ability Bonus[See the Priest section in Spells & Magic]
15	Weapon Specialization
5/10	Followers(See below)
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Bribe[See the Thief section in Skills & Powers]
5	Climb Walls[See the Thief section in Skills & Powers]
10	Detect Illusion[See the Thief section in Skills & Powers]
10	Detect Magic[See the Thief section in Skills & Powers]
5	Detect Noise[See the Thief section in Skills & Powers]
10	Escaping Bonds[See the Thief section in Skills & Powers]
10	Find/Remove Traps[See the Thief section in Skills & Powers]
5	Hide In Shadows[See the Thief section in Skills & Powers]
5	Move Silently[See the Thief section in Skills & Powers]
10	Open Locks[See the Thief section in Skills & Powers]
10	Pick Pockets[See the Thief section in Skills & Powers]
5	Read Languages[See the Thief section in Skills & Powers]
5/10	Scroll Use[See the Thief section in Skills & Powers]
5	Thieve’s Cant[See the Thief section in Skills & Powers]
10	Tunnelling[See the Thief section in Skills & Powers]
5	Appraisal[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages[See the New General Proficiencies{Thieving Skills} for more information]
10	Identify Runes[See the New General Proficiencies{Thieving Skills} for more information]
5+	Nonweapon Proficiency Group Crossovers
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
10	Weapon Selection(All Weapons)
3	Weapon Proficiency Bonus: 1/5 level
3/5/8/10Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points, +3 initial, +3/level after 1st level for 8 points, +3/even level, +4/odd level for 10 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Weapon & Shield

Restriction
5/10/15	Limited Armor(Medium/Light/None)
5/10		Limited Weapon Selection(Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5		Reduced Combat Ability(Wizard thaco)

	Backstab: The backstab now works every times the dexterity bonus are denied to the AC of the target (wether he actually has a dexterity bonus or not). Backstabs can be done on creatures who are attack from the rear or the flank. You can now make a range backstab attack but the target must be within 30 feet. The backstab only applies to living creatures with a discernible anatomy – Undead, Constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also invulnerable to backstab attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach that spot. The thief cannot backstab while attacking a creature who is concealed or stricking the limbs of a creature whose vitals are beyond reach. The backstab doesn’t gain any attack roll bonus, the character only use it’s normal attack roll, with any other bonuses from attacking from behind or a prone opponent.
		Backstab Damage Multipliers
		Thief’s		Damage Multiplier
		Level		Normal				Or DM’s choice
1-4	                  x2 times the weapon’s dice(s)	+1d6
5-8	                  x3 times the weapon’s dice(s)	+2d6
9-12	                x4 times the weapon’s dice(s)	+3d6
13+		x5 times the weapon’s dice(s)	+4d6

	Evasion: at 2nd level, a thief gains evasion. If exposed to any effect that normally allows the character to use his dexterity/defense adjustment for a saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the thief is wearing light or no armor.
	Uncanny Dodge: Starting at 3rd level, the thief gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 6th level, the thief can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a thief the ability to use a flank attack to backstab another rogue with the same ability. The exception to this defense is that a rogue at least four levels higher than the thief can flank him (and thus can backstab him).
At 11th level, the thief gains an intuitive sense that alerts him to danger from traps, giving him a bonus of +1 to saving throws and to AC against attacks by traps. At 14th level, these bonus rise to +2. At 17th level, these bonus rise to +3. At 20th level, these bonus rise to +4.
	Special Abilities: On achieving 10th level and every three leves thereafter (13th, 16th, 19th, etc.), a thief gets a special ability of her choice from among the following:
		Crippling Strike: A thief with this ability can backstab opponents with such precision that the blows weaken and hamper them. When the thief damages an opponent with a backstab, that character also take 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
		Defensive Roll: The thief can roll with potentially lethal blow to take less damage from it. Once per day, when a thief would be reduce to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. She makes a saving throw vs. paralization (dexterity bonus applies) and, if she’s successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll – if she is denied her dexterity bonus to AC, she can’t roll. This ability can’t be use in conjonction with the evasion or improved evasion ability.
		Improved Evasion: This ability works like evasion, except that while the thief still takes no damage on a successful save, she now takes only half damage on a failed save (the thief’s reflexes allow her to get out of harm’s way with incredible speed).
		Opportunist: Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. The opponent must be within the thief’s melee reach in order to perfom that action. This attack counts as the thief’s attacks of opportunity for that round. Even a thief with the combat reflexes weapon proficiency can’t use the opportunist ability more than once per round.
		Skill Mastery: The thief selects a number of nonweapon proficiencies equal to 3 + her intelligence/# of language bonus. When making a check from the choosen proficiencies, the thief doesn’t receive any penalty and can use them even if stress or distractions would normally prevent her from doing so. She becomes so certain in her skill that she can use her skill reliably even under adverse condition. The thief may gain this special ability multiple times, selecting additional skills for it to apply to each time.
		Slippery Mind: This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If the thief with slippery mind is affected by an enchantment and fails her saving throws, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.
		Weapon Proficiency: A thief may gain a weapon proficiency slot in place of a special ability.
	Followers: The thief attracts 4d6 of the following followers:
			D100					Level
			Roll	Follower			Range
			01-03	Dwarf fighter/thief		1-4/1-6
			04-08	Dwarf thief			1-6
			09-13	Elf thief			1-6
			14-15	Elf thief/fighter/mage		1-4/1-3/1-2
			16-18	Elf thief/mage			1-5/1-3
			19-24	Gnome thief			1-6
			25-27	Gnome thief/fighter		1-5/1-4
28-30	Gnome thief/illusionist	1-5/1-3
31-35	Half-elf thief			1-6
36-38	Half-elf thief/fighter		1-5/1-4
39-41	Half-elf thief/fighter/mage	1-4/1-3/1-2
42-46	Halfling thief			1-8
47-50	Halfling thief/fighter		1-6/1-5
51-98	Human thief			1-8
99	Human thief/any class	1-6/1-5
00	Other(DM selection)		-

	When Purchasing a thieving skill as a class ability when first creating a Thief, the Thief’s thieving skills will advance each time the Thief advance in level. To determine the initial thieving skill percentage see below:
				Initial Percentage
Skills					Thief
Pick Pockets				15
Open Locks				10
Find/Remove Traps			5
Move Silently				10
Hide In Shadows				5
Detect Noise				15
Climb Walls				60
Read Languages				0
Detect Magic				5
Detect Illusion				10
Bribe					5
Tunnelling				15
Escape Bonds				10
Appraisal				10
Forge Documents			10
Sign Language				15
Identify Runes				10

The thief will receive 8% of discretionary percentage point per thieving skills, up to a maximum of 60%,  at 1st level that he can add to their base scores. No more than 30% can be assigned to any single skill. Each time the thief advance in level, he will receive 4% of discretionary percentage point per thieving skills, up to a maximum of 30%,  that he can add to their base scores. No more than 15% can be assigned to any single skill.