Thieves: All Saving Throws listed are for Human Rogues.
Level
EXP
Hitpoints
Base
THAC0
Proficiency
Stars
Saving Throws (Death,Wands,
Polymorph,Breath,Spells)
1
2
3
4
5
6
7
8
9
10
0
1,250
2,500
5,000
10,000
20,000
40,000
70,000
110,000
160,000
1D6
2D6
3D6
4D6
5D6
6D6
7D6
8D6
9D6
10D6
20
20
19
19
18
18
17
17
16
16
2


3



4


13 / 14 / 12 / 16 / 15



12 / 12 / 11 / 15 / 13



11 / 10 / 10 / 14 / 11

A Thief's Backstab multiplier starts out at x2 at Level 1, then becomes x3 at Level 5, x4 at Level 9, and x5 at Level 13.
Assassin: The Assassin is just what he sounds like; a swift, silent, and efficient killer. Upon choosing the Assassin kit, your Thief gets permanent +1 bonuses to his Attack and Damage rolls, but that's the weakest benefit of the Assassin: They also have the skill of Poison Weapon�once a day for every 4 levels, the Assassin's next successful attack (whether ranged or melee) will inject venom into the target, doing approximately 1 damage per second for 24 seconds (with a Save vs. Death for half damage). Also, the Assassin's Backstab multipler increases to x5 just like a normal Thief's, but then keeps going, eventually reaching Backstab Septuple Damage (x7) at Level 21. The drawback to focusing your skills toward lethal execution is that you have less time to focus on actual Thievery: You have only 15 skill points per level, as opposed to the 25 points gained by a straight Thief. Note that Setting a Trap does not count as an attack, and therefore you cannot Poison your Traps.
Bounty Hunter: If you were hoping to render your enemies helpless and take them back to town (perhaps encased in carbonite?) to collect a reward, I'm afraid I must disappoint you: Bounty Hunters can't quite do that, although they can come pretty close: They specialize in taking enemies out of the fight for a bit, enabling the Bounty Hunter and his party to better slice & dice those enemies that remain. They do this through Traps�in addition to their normal Set Snare ability, Bounty Hunters also have Special Snares whose effects vary with their level: At Level 1, they will Slow the target, at 11th level they cast Hold on the target, a Special Snare set by a Level 16 Bounty Hunter will cast Otiluke's Resilient Sphere on the victim, and at 21st Level will Maze the target. (Note that all of these spells except Maze grant the victim a Save vs. Spell to avoid the effects.) To augment these skills, the Bounty Hunter recieves a 15% bonus to his Set Traps skill. Like the Assassin, though, Bounty Hunters lose some of their versatility: They gain only 20 Thieving points per level.
Swashbuckler: In some respects, the Swashbuckler seems more like a Fighter than a Thief; he can put 2 proficiency stars into any weapon a true-class Thief can use, and can put 3 stars into Dual-Wielding. He also enjoys level-based combat advantages: Upon choosing the Swashbuckler kit, your Thief gets a -1 bonus to his AC, and for every 5 levels of experience, they gain an additional -1 bonus to AC & THAC0 and +1 bonus to Damagge. The disadvantage of this kit is that the Swashbuckler has no Backstab multiplier: You can still go into Stealth and attack someone from behind, but the damage done by your blow will not be multiplied. Swashbucklers get the full 25 Thieving skill points per level.

Bards:
Level
EXP
Hitpoints
Base
THAC0
Proficiency
Stars
Saving Throws (Death,Wands,
Polymorph,Breath,Spells)
1
2
3
4
5
6
7
8
9
10
0
1,250
2,500
5,000
10,000
20,000
40,000
70,000
110,000
160,000
1D6
2D6
3D6
4D6
5D6
6D6
7D6
8D6
9D6
10D6
20
20
19
19
18
18
17
17
16
16
2


3



4


13 / 14 / 12 / 16 / 15



12 / 12 / 11 / 15 / 13



11 / 10 / 10 / 14 / 11

To see the Bard's
spellcasting
table, go here.
A Bard's Pick Pockets skill starts out at 40%, plus any Race or Dexterity modifiers (See
Thieving Skills table), and increases by 5% per level, until around Level 20.
Blade:
The Blade can be decribed as a Fighter/Bard: He can put two proficiencies in Dual-Wielding, and once per day for every 4 levels can use his abilities of Offensive and Defensive Spin: Offensive Spin grants the Blade an extra attack per round, +2 bonuses to his hit and damage rolls, lets him move as though Hasted (If he was already under Haste or Improved Haste, those effects will be ignored), and all hits will do their maximum damage for the duration of the Spin (both Spins last for 4 rounds). Defensive Spin roots the Blade to the ground and grants the Blade a -1 AC bonus for every level of experience, up to a -10 bonus to his regular AC. Blades sacrifice half of their Lore and Pick Pockets skills.
Jester: The Jester is sort of the inverse of the straight Bard�he's exactly the same except for his Bard Song, which harms his opponents instead of helping his allies. All hostile creatures within 30 feet of a singing Jester must Save vs. Spells every round, or be Confused.
Skald: The Skald enjoys +1 bonuses to his hit and damage rolls, but his trademark is his enhanced Bard Song: At Level 1, it grants his allies +2 to hit and damage and a -2 AC bonus. At Level 15, those bonuses increase to +4 to hit and damage, an AC bonus of -4, and also make the party immune to Fear. At Level 20, his Song also grants immunity to Stun and Confusion. The Skald's only disadvantage is that he is reduced to 1/4th of his skill at Picking Pockets.

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