|
|
Thief Skill Descriptions
- Back protection: A thief quickly learns caution is the best rule for survival.
The rogue develops a sixth sense about weapons and other forms
of attack aimed at the character. Any time an undetected enemy
is preparing an attack, the thief can attempt a Back Protection
check to receive a vague impression of the attacker's general
direction (front, rear, left, right) and distance (close, far).
In many cases, the attacker's identity is obvious from the information
the skill provides.
- A successful skill check gives the rogue a chance to surprise
his attacker and the attacker's surprise roll is penalized by
-2. In addition, if the thief chooses to attack his attacker he
does so one combat phase earlier than normally allowed. (For example,
if the thief could normally attacks during the fast phase, he
can attack in the very fast phase if he makes his skill check.)
A thief who makes a successful check also negates to hit and damage
bonuses gained by the attacker for attacking from behind or concealment.
These bonuses apply only during the round in which the back attack
is detected.
- Bribe official: A thief uses this skill to sway the reactions of NPCs with small
gifts of coin or
Table 3.30 Bribery costs
NPC station |
Bribe |
Commoner or slave |
2d4 gp |
Merchant or soldier |
3d8 gp |
Gentry or officer |
5d10 gp |
Noble or general |
5d00 gp |
merchandise. Success depends on the thiefs skill, the NPCs initial
reaction and the gold piece value of the bribe offered.
- When a bribe might be necessary, roll the NPCs reaction in secret,
noting the exact roll and reaction. If the reaction is friendly,
the NPC probably does what the player character wishes without
any bribe at all. If the reaction is not friendly, the rogue may
try offering a bribe.
- The original reaction die roll must be modified enough (through
bribery) to make the reaction friendly. For instance, if the roll
was 15 (cautious), and seven is the highest number to indicate
a friendly reaction, the roll must be modified by eight. Determine
the station of the NPC using Table 3.30 below, then roll the dice
indicated. The number of gold pieces indicated by the roll is
the minimum bribe per one point modifier.
- Continuing the previous example: If the NPC is a soldier, the
DM could roll 3d8 to get 20 gp -- so the thief must offer a total
of 160 gp (20 x 8) to have a chance of success. Of course, only
the DM knows the initial reaction die roll, bribe die roll and
exact station of the NPC. Though, the thief may be able to guess
the first and last. However, a thief who makes a successful bribe
official roll can estimate within 10 percent the amount needed
to successfully bribe an NPC. Note, the DM makes this roll and
should always indicate an amount which the thief thinks is sufficient
to bribe the NPC. The inaccuracy of this figure should be commensurate
with the degree to which the thief failed his skill check. If
a random check is desired, roll d20 for actual percentage: a roll
of 1-10 indicates the rogue underestimated the amount required
by 1-10 percent and a roll of 11-20 indicates the thief overestimated
by 1-10 percent.
- Once the thief arrives at the gold piece value of his bribe, he
rolls against his skill. Failure indicates that the bribe did
not work and the NPCs reaction immediately changes to hostile.
A successful roll means the bribe worked, provided enough coinage
was offered. If not, the bribe failed.
- Bribes may also be material goods. Determine the gold piece value
of the item, then consider whether or not the NPC might want it.
The bribe may include services -- the DM should role play such
situations carefully.
- A bribed NPC will usually perform reasonable services within the
confines of his job or station. A bribed guard will not attempt
to assassinate the king, for instance, but he may look the other
way while several characters pass through his gate.
- Unusually corrupt NPCs may accept a bribe and then betray the
character anyway. The DM should reserve this option only for the
most dramatic story situations.
Climb walls: Although most adventurers can climb rocky cliffs and steep slopes,
rogues are far superior to others in this ability. they not only
succeed more often than others, but they can climb even the most
difficult
Table 3.31: Climbing modifiers
Situation |
Modifier
|
Assisted climbs (rope and wall base modifier) |
+55%*
|
|
|
Assisted Climbs Armor Type Modifier |
No armor** |
+65%
|
Leather armor |
+55%
|
Padded, studded leather, hide, elven chain |
+50%
|
Scale mail, chain mail, ring mail, |
+40%
|
Banded armor, brigandine, splint mail |
+30%
|
Plate armors (all types) |
+5%
|
|
|
Assisted Climbs Miscellaneous Modifiers |
Encumbrance |
-5%
|
Climber below half hit points |
-10%
|
|
|
Rappelling down a surface |
Bottom of rope is held |
+50%
|
Bottom of rope is not held |
+30%
|
|
|
Surface condition |
Abundant handholds (brush, trees, ledges) |
+40%
|
Sloped inward |
+25%
|
Slightly slippery (wet or crumbling) |
-25%
|
Slippery (icy, slimy) |
-40%
|
- *This bonus applies when the character can brace his feet against
the wall and use a rope to assist in the climb. Special thieving
tools such as climbing claws are not included in this bonus.
|
- **Includes small magical items such as rings, bracers and cloaks,
but no large or bulky devices.
|
- This penalty is cumulative for each encumbrance category worse
than unencumbered (e.g., a moderately encumbered rogue would suffer
a -10% penalty).
|
|
Table 3.32 Rogue climbing rates
Type of Surface
|
Dry
|
Slightly Slippery
|
Slippery
|
Very smooth
|
1/2
|
1/4
|
0
|
Smooth, cracked
|
1
|
2/3
|
1/2
|
Rough
|
2
|
2/3
|
1/2
|
Rough w/ledges
|
2
|
1
|
2/3
|
Ice wall
|
|
|
1/2
|
Tree
|
8
|
6
|
4
|
Sloping wall
|
6
|
4
|
2
|
Rope and wall
|
4
|
2
|
1
|
Rappelling
|
10
|
10
|
10
|
|
surfaces without the aid of special gear (free climbing). Rogues
are the only characters who can climb rough , smooth, and very
smooth surfaces without the use of ropes or other equipment. And,
they are the only characters able to climb very smooth surfaces
when they are slightly slippery.
- All climb walls rules that apply to Rogues have been compiled
below.
-
- Mountaineering skill: A Rogue with the Mountaineering skill may add one-quarter (round
down) of his skill score to his Climb Walls ability. The rogue
is not required to use climbing gear in order to gain this benefit.
It is a permanent increase that applies in all situations.
-
- Climbing checks: A climbing check must be made any time a rogue tries to climb
more than 10 feet. An initial check is made to see if the rogue
is able to even attempt the climb. If this check fails, the wall
is too difficult and another attempt can be made only if the rogues
chance to succeed increases (i.e., a rope is tossed down) or he
moves to a significantly different new location (half a mile or
more along a cliff).
- Another check is not required unless the rogue climbs more than
100 feet or takes more than a turn (ten rounds) to climb. The
reason for this is that the first check assumes that the rogue
is scouting out the wall (or cliff), picking the best route. If
the check is successful, he has found such a route and can climb
the surface.
- It takes 1d20 rounds to scout out a surface. If the surface cannot
be seen or scouted for some reason, the rogue must simply start
climbing and hope forthe best. In such cases, a climb walls check
is made; if it fails, the rogue falls. To determine how high he
had climbed, percentile dice are rolled and the result is the
fraction of the climb completed before the fall.
- For example, if Aldwin is adventuring in a large underground cavern
and decides to climb a wall, he spends a turn examining what he
can see (say 15 feet in torch light). He then rolls his climb
walls check. If successful, he sees an obvious route and can climb
up to 15 feet without mishap. If he decides to climb the next
50 feet of this 65-foot wall, he must roll a second check (it
is impossible to scout in the middle of a climb). He rolls and
fails; now the DM rolls a percentile of 98. Aldwin almost reaches
the top before he falls. The DM decides that damage should be
7d6 as Aldwin essentially falls 70 feet.
- Falling: As always, falling damage is 1d6 per 10 feet. A fall of 40 feet
causes 4d6 hit points of damage.
If a climber is climbing assisted (using a rope), he cannot fall
clear to the ground. If pitons or spikes are being driven into
a wall and rope is attached between them and a climber, the climber
will fall only until the slack between him and the piton is taken
up.
- Thus, if a climber attaches 20 feet of rope to the piton, climbs
10 feet up, and then falls, he would fall 30 feet (10 feet down
to the piton plus the 20 feet of slack) and suffer 3d6 hit points
of damage. (The DM might decide to allow a saving throw vs. paralyzation
for half damage, since the rope takes up some of the shock).
- Pitons and spikes are not completely reliable and pull out 15
percent of the time.
- Characters can also rope themselves together. If a roped character
falls, any character directly tied to him must immediately roll
a climbing check. Success stops the fall. Failure means that they
are both falling. If more than one person is falling, a -10% penalty
is added for every falling character in addition to the first
one (e.g., if three characters are falling the penalty would be
-20%).
- Climbing rates: To determine how fast a rogue climbs, look for the type of surface
and the surface condition on the following table. Multiply the
resulting number by the characters current movement rate. That
is the number of feet per round the rogue can travel in any direction
(up, down, sideways or diagonal). This rate is twice as fast as
non-rogues can travel.
- Combat while climbing: Combat is both difficult and dangerous while climbing. Spells
with somatic or material components can be cast only if the Rogue
is in a steady, braced position. If the spell has a material component,
the rogue must only have one hand free. Somatic components require
the use of both hands (i.e., the rogue must be able to steady
himself with rope and legs alone).
- The following additional adjustments occur while climbing:
- Dexterity and shield Armor Class bonuses are lost;
- Most attacks against a climber are made with the +2 rear attack
bonus;
- Climbers suffer a -2 penalty to attack, damage, and saving throws;
- Attacking from above results in a +2 attack roll bonus and attacking
from below results in a -2 attack roll penalty. These two adjustments
apply to climber and non-climbers alike;
- Two-handed weapons are rarely usable by climbers;
- If struck for any amount of damage while climbing, an immediate
climbing check must be rolled. A free climbing character falls
if this roll fails, while an assisted climber loses his balance
for a round (he cannot attack, suffers an additional -2 penalty
to saving throws, and opponents gain an additional +2 bonus to
their attack rolls).
- All adjustments are cumulative. Thus, an ogre standing atop a
cliff gains a +6 attack if Aldwin has lost his balance on his
assisted climb (+2 because Aldwin is below the ogre, +2 because
Aldwins back is exposed as he is facing the cliff, and +2 because
he is off balance).
- Detect Illusion: Thieves quickly master strong observation skills or pay for their
lack of attention to detail in a cell deep within the city dungeons.
Some thieves hone their observation powers to the point that they
become useful for detecting flaws in magical illusions, thus allowing
them to disbelieve such subterfuge. This skill is not automatic,
like a gem of seeing or similar magic; the thief must state that he is using the skill
and spend an entire uninterrupted round studying the suspected
illusion without taking any other action.
- Other characters must make a saving throw vs. magic to disbelieve
an illusion, modified for the situation. A thief can instead roll
against this skill. Failure means that the thief believes the
illusion is genuine. Success means that the thief knows the illusion
is a fraud. If the thief's detect illusion check fails, he may
attempt to detect the illusion again the following round if he
continues to study it without taking any other action.
- Sudden illusions cannot be so detected. Nor can illusions which
the thief cannot examine for an entire round.
Detect magic: A skilled thief learns to sense the magical properties of an object
the faint glow or vibrations peculiar to enchantment. If allowed
to examine (and touch) an object for a full turn uninterrupted,
the thief can check to see if he detects magic.
The DM should make all the die rolls for this skill. If the result
is less than or equal to the thiefs skill level, the thief accurately
determines whether or not the object is enchanted. He does not
learn the level or nature of the enchantment, only that one exists.
If the roll fails and the result is greater than 70 plus the theifs
level, the DM should present erroneous information. On a roll
of 00 a magical item appears non-magical and vice versa.
Note, extremely large objects (entire rooms, walls, dunes, etc.)
may, at the DMs discretion, require more time to examine or that
the aura is simply too diffuse to detect with this skill.
Table 3.33: Detect Noise Modifiers
Situation |
Modifier
|
Distance (indoor/outdoor)* |
|
Up to 5 feet/yards |
+10%
|
Up to 25 feet/yards |
|
Up to 50 feet/yards |
-10%
|
Up to 100 feet/yards |
-25%
|
Up to 150 feet/yards |
-50%
|
Up to 200 feet/yards |
-75%
|
Up to 300 feet/yards |
-100%
|
|
|
Ear Covering |
Cap |
-10%
|
Scarf/Cloth |
-10%
|
Hat |
-25%
|
Leather helmet |
-50%
|
Metal helmet |
-75%
|
|
|
Sound Obstructions |
|
Closed door |
-50%
|
Ear pressed to door |
+30% (-20%)
|
Bend in corridor |
-10%
|
Curtains |
-15%
|
|
|
Sound Volume
|
Whisper
|
-25%
|
Personal conversation
|
|
Speaking to an audience
|
+10%
|
Shouting
|
+25%
|
Yelling
|
+50%
|
|
|
Weather Modifiers:
|
|
Calm (0-2 mph)
|
+5%
|
Light wind (2-7 mph)
|
|
Moderate wind (8-18 mph)
|
-15%
|
Strong wind (19-31 mph)
|
-50%
|
Gale force winds (32-54 mph)
|
-75%
|
Stronger than gale force winds
(55+ mph)
|
-100%
|
Light Rain
|
-10%
|
Heavy Rain
|
-50%
|
*Distances are measured in feet indoors and in yards outdoors.
|
Detect Noise: A good thief pays attention to every detail, no matter how small,
including faint sounds that most others miss. His ability to hear
the slightest noise (behind heavy doors, down long hallways, etc.)
is much better than the ordinary person's. Listening is not automatic;
the thief must stand still and concentrate on what he's hearing
for one round. He must have silence in his immediate surroundings
and must remove his helmet or hat. Sounds filtering through doors
or other barriers are unclear at best.
The check to Detect Noise is made secretly by the DM. Success
means that the listener picks up some noise. Additional checks
can be made in which the listener can attempt to discern one of
the following (per check):
- number of beings
- race
- nature of beings
- exact direction
- movement
- bits of conversation
- distance to beings
- Once a check fails, no more information can be gained unless conditions
change considerably (and favorably).
Certain conditions listed on Table 3.33 affect the Detect Noise ability of a thief (or anybody attempting to detect noise). A thiefs ability to detect noise is also affected by his Observation score as listed on Table 1.15 in Chapter One.
- Dig Tunnel: As part of his career, a thief can learn the fine art of tunneling.
Success depends on the thiefs skill, the material being tunneled
and the availability of tools.
- The Tunneling Table shows the time required to dig through 10
feet of ground with adequate digging equipment. Having no tools
doubles the time for sand/loose earth or packed earth and quadruples
it for rock. Having sufficient unskilled help can speed the process
by two hours per 10 feet regardless of material.
- At the end of every 10 feet, make a skill check. Failure means
the tunnel collapses. It can be excavated again at the loose earth
rate.
Table 3.34: Tunneling rates
Type of earth
|
Mod.
|
Time
|
Sand/loose earth
|
-10%
|
5 hrs.
|
Packed earth
|
0
|
10 hrs.
|
Rock
|
+10%
|
30 hrs.
|
A thiefs tunneling skill is limited to shafts no more than a
few feet long. It cannot double for Mining skill. Generally, a
thief can only dig a tunnel 10 feet long per level. A high Strength
score modifies a thiefs chance for success with this skill as
indicated on Table 3.28: Thieving Skill Ability Score Adjustments.
Escape Bonds: Through contortion and raw skill a thief can learn to free himself
from even the most difficult bonds. The skill lets the thief break
free from tied rope or leather bonds, manacles, chains, straight
jackets or any restraining device.
When a character is bound or tied, the DM assigns a penalty based
on the type and circumstances of the binding. Table 3.35 shows
standard penalties for a variety of situations.
The thief must make a successful escape roll against every item
binding him. For instance, if hes bound at the wrists and at
the ankles, he must make two successful rolls to get free. Locked
items do not also require an open locks roll. One failure means
the bond cannot be slipped by the thief until he improves in skill.
For example, Naj the thief is bound back-to-back with his fighter
friend, Olaf. Naj has been bound with standard rope, but the
Table 3.35: Escape bonds penalties
Binding type
|
Penalty
(Cumulative)
|
Standard rope
|
0%
|
Rawhide, dry
|
-10%
|
Rawhide, soaked and shrunken
|
-20%
|
Wire
|
-15%
|
Fingers individually tied/taped
|
-20%
|
|
|
Circumstance
|
|
Extra time/attention spent binding thief
|
-10%
|
Little time/attention spent binding thief
|
+10%
|
Character binding thief is is a rogue
|
-15%
|
Character or NPC binding thief makes a successful find/remove
traps roll
|
-10%*
|
Character with Escape Bonds skill tries to untie another
|
+20%
|
Bound character with Escape Bonds skill tries to untie another
|
-20%
|
Thief hurries attempt**
|
-5% per round omitted
|
|
|
*The DM will assign a penalty equal to the number by which the
binding character makes his Find/Remove Traps roll. (For example,
if the character has a 50% chance but rolls a 30, he has made
the roll by 20, therefore the penalty is -20%.)
**Normally this skill takes five rounds per roll. The thief can
hurry attempts but suffers a -5% penalty per round omitted to
a minimum of one round.
|
character tying him spent extra time on the task and individually
tied the thiefs fingers. Naj receives a penalty of -30% against
his skill of 60% and rolls a 65. The thief fails.
Naj then tries to free Olaf. The penalty is the same, but hes
trying to untie another person while he himself is bound, resulting
in an additional -20% penalty for a total of -50%. The thief manages
to roll a 06 and successfully frees his ally.
The Escape Bonds penalty does not allow the character to undo
locks or escape other sorts of traps (however, he may work his
way around them). These tasks require the Open Locks and Find/Remove
Traps skills.
Find/Remove Large Traps: A thief requires special training to remove large mechanical
and magical traps such as deadfall ceilings, crushing walls and
pits. In general this skill is used to deal with traps designed
to affect more than a single person or traps that occupy a space
greater than 25 square feet.
To find a large trap the thief must carefully investigate the
area in question for 2d6 rounds. The DM rolls to see whether a
trap was found. If the thief finds a trap, he knows its general
principle, but not its exact nature. However, on a roll of 96-00
the thief accidentally activates the trap while searching for
it. A thief can check an area for traps only once per experience
level. A high Observation score increases a thiefs chance to
find a large trap.
Once a trap is found, the thief can try to remove it or disarm
it. Removing a simple trap requires 2d10 rounds and 4d10 rounds
are required to remove a complex device. If the dice roll indicates
success, the trap is disarmed. If the dice roll indicates failure,
the trap is beyond the thief's current skill. He can try disarming
the trap again when he advances to the next experience level.
If the dice roll is 96-100, the thief accidentally triggers the
trap and suffers the consequences. Sometimes (usually because
his percentages are low) a thief will deliberately spring a trap
rather than have unpleasant side effects if the trap doesn't work
quite the way the thief thought, and he triggers it while standing
in the wrong place. A thiefs chance to remove a trap is affected
by his Dexterity/Aim ability score.
This skill is far less useful when dealing with magical or invisible
traps. A thief can attempt to find/remove this kind of trap, but
his chances of success is penalized by -15% per level of the magic
used to enchant the trap. Thus a thief attempting to remove an
invisible large trap would do so with a -30% chance of success.
The thief may also use this skill to locate secret or concealed
doors in rooms or corridors.
Find/Remove Traps: The thief is trained to find small traps and alarms. These include
poisoned needles, spring blades, deadly gas dispensers, and warning
bells. This skill is not effective for finding deadfall ceilings,
crushing walls, or other large, mechanical or magical traps. In
general this skill can only be used to find and remove traps designed
to effect a single person or that occupy a space of less than
25 square feet (one 5' x 5' square).
To find the trap, the thief must be able to touch and inspect
the trapped object. Normally, the DM rolls the dice to determine
whether the thief finds a trap. If the DM says, "You didn't find
any traps," it's up to the player to decide whether that means
there is no trap or that there is a trap the thief didn't see.
If the thief finds a trap, he knows its general principle but
not its exact nature. A thief can check an item for traps once
per experience level. Searching for a trap takes 1d10 rounds.
A thief with a high Observation score has an increased chance
to find traps as listed on Table 3.28.
Once a trap is found, the thief can try to remove it or disarm
it. Removing a simple trap requires 1d10 rounds and 2d10 rounds
are required to remove a complex device. If the dice roll indicates
success, the trap is disarmed. If the dice roll indicates failure,
the trap is beyond the thief's current skill. He can try disarming
the trap again when he advances to the next experience level.
If the dice roll is 96-00, the thief accidentally triggers the
trap and suffers the consequences. Sometimes (usually because
his percentages are low) a thief will deliberately spring a trap
rather than suffer unpleasant side effects if the trap doesn't
work quite the way the thief thought, and he triggers it while
standing in the wrong place. A thiefs chance to remove a trap
is effected by his Dexterity/Aim ability.
This skill is far less useful when dealing with magical or invisible
traps. A thief can attempt to find/remove this kind of trap, but
his chance of success is penalized by -15% per level of the magic
used to enchant the trap. Thus a thief attempting to remove a
glyph of warding would do so with a -45% chance of success.
The thief may also use this skill to locate secret or concealed
compartments in small containers and objects.
Hide in Shadows: A thief can try to disappear into shadows or any other type of
concealment bushes, curtains, crannies, a crowd in the marketplace,
etc. A thief can hide this way only when no one is looking at
him; he remains hidden only as long as he remains virtually motionless
or moves at 1/3 or less of his normal movement rate. (The thief
can make small, slow, careful movements: draw a weapon, uncork
a potion, creep from shadow to shadow, etc.) A thief can never
become hidden while a guard is watching him, no matter what his
dice roll is his position is obvious to the guard. However,
trying to hide from a creature that is locked in battle with another
is possible, as the enemy's attention is fixed elsewhere. The
DM rolls the dice and keeps the result secret, but the thief always
thinks he is hidden.
Hiding in shadows cannot be done in total darkness, since the
talent lies in fooling the eye as much as in finding real concealment
(camouflage, as it were). However, hidden characters are equally
concealed to those with or without infravision. Spells, magical
items, and special abilities that reveal invisible objects can
reveal the location of a hidden thief. A thief hiding in shadows
increases his chance to surprise a victim by +2.
This skill can be used very effectively in combination with the
Move Silently skill to surprise a victim.
Move Silently: A thief can try to move silently at any time simply by announcing
that he intends to do so. While moving silently, the thief's movement
rate is reduced to 1/3 normal. The DM rolls percentile dice to
determine whether the thief is moving silently; the thief always
thinks he is being quiet. Successful silent movement improves
the thief's chance to surprise a victim by +2, avoid discovery,
or move into position to stab an enemy in the back. Obviously,
a thief moving silently but in plain view of his enemies is wasting
his time.
This skill can be used very effectively in combination with the
Hide in Shadows skill to surprise a victim.
Open Locks: A thief can try to pick padlocks, finesse combination locks (if
they exist), and solve puzzle locks (locks with sliding panels,
hidden releases, and concealed keyholes). Picking a padlock requires
tools. Using typical thief's tools grants normal chances for success.
Using improvised tools (a bit of wire, a thin dirk, a stick, etc.)
imposes a penalty on the character's chance for success. The DM
sets the penalty based on the situation; penalties can range from
-5% for an improvised but suitable tool, to -60% for an awkward
and unsuitable item (like a stick). The amount of time required
to pick a lock is 1d4 rounds for a simple lock, 1d10 rounds for
a complex lock and perhaps even longer for a unique or extremely
complex locking mechanism. A thief can try to pick a particular
lock only once per experience level. If the attempt fails, the
lock is simply too difficult for the character until he learns
more about picking locks (goes up a level).
Pick Pockets: The thief uses this skill when filching small items from other
peoples' pockets, sleeves, girdles, packs, etc., when palming
items (such as keys), and when performing simple sleight of hand.
A failed attempt means the thief did not get an item, but it does
not mean that his attempt was detected. To determine whether the
victim noticed the thief's indiscretion, subtract three times
the victim's level from 100. If the thief's pick pockets roll
was equal to or greater than this number, the attempt is detected.
A zero-level victim, for example, notices the attempt only if
the roll was 00 (100), while a 13th-level character notices the
attempt on a dice roll of 61 or more. In some cases, the attempt
may succeed and be noticed at the same time.
A thief of higher level than his victim is less likely to be caught
pilfering. The chance that the victim notices the attempt is modified
by subtracting the victim's level from the thief's level, and
then adding this number to the percentage chance the thief is
detected. For example, Ragnar, a 15th-level thief, tries to pick
the pocket of Horace, a 9th-level fighter (27% chance of detection).
Since Ragnar is six levels higher than Horace, he will only be
detected on a roll of 79 or more (73+6=79). This option only applies
if the thief is higher level than his victim.
A thief can try to pick someone's pocket as many times as he wants.
Neither failure nor success prevents additional attempts, but
getting caught might!
The ability to pickpocket extends far beyond reaching into a victims
coat pocket and removing its contents. It has many other applications,
as listed below. Some of these applications can be reversed and
are indicated below. For example, redo is the opposite of undo.
- Undo/Redo: A thief can untie, unstring, unclasp, unbuckle, unbutton,
etc., an item without being noticed.
- Palm/Place: Palming enables a thiefs hand to be held naturally
while looking empty, but it actually contains some item: cards,
a dagger, a scroll, silverware, coins (up to 10 + 2/level), gems
(up to 5 + 1/level), etc.
- Strip/Garb: If a thief removes any accessible item (small or large)
from a sleeping person (swords, boots, hat, and so on) without
waking the victim, he is stripping items from the victim.
- Sleight of Hand: This is a general category that enables a thief
to transfer an item from one hand to another, make the item seem
alive, make it vanish and reappear, cause it to appear behind
anothers ear, and so on.
- Adjust Items: This skill enables a rogue to make subtle adjustments
without being noticed. For example, he could slip a peg from hole
one of some game and place it into hole two without being noticed.
- Exchange: Exchange enables a thief to reach into a pile of coins
and remove more than he places there or to drop in a gold but
remove a platinum.
- Slit: Slitting is the art of cutting through straps or cutting
holes in bags, garments, purses, pouches, etc., without being
noticed.
- Most of these Pick Pocket functions can be reversed. Doing so
requires a successful Pick Pockets roll. An example follows:
- While enjoying a fancy dinner party, the bard, Rembam, may wish
to frame the good cleric Baldwin as a thief. To do so he might
undo Madam Morgavas necklace, lift it from her, then drop it
in Baldwins pocket (this process requires three Pick Pockets
rolls).
- Later Rembam could alter the topic of discussion to that of jewelry,
causing Madam Morgava to notice her missing necklace. As soon
as a large stir is made, Rembam might exclaim, I noticed the
good cleric here was doting over your person earlier. Perhaps
we should ask him to empty his pockets.
- Read Languages: Out of necessity, thieves tend to learn odd bits of information.
Among these is the ability to read various languages, particularly
as they apply to treasure maps, deeds, secret notes, and the like.
A thief has enough exposure to languages that he has a chance
to read most nonmagical writing. This ability naturally improves
with more experience. However, your DM can rule that some languages
(those the thief has never encountered) are indecipherable to
the thief. A thief with a high Intelligence has an increased chance
to read languages as indicated on Table 3.28.
- The die roll to read a language must be made every time the character
tries to read a document (not just once per language). A successful
die roll means the thief puzzled out the meaning of the writing.
His understanding of the document is roughly equal to his percentage
chance for success: a 20% chance means that, if the thief understands
it at all, he gets about 20% of the meaning. A different document
in the same language requires another die roll (it probably contains
different words). It isn't necessary to keep notes about what
languages the thief has read in the past, since each document
is handled individually.
- Only one die roll can be made for any particular document at a
given experience level. If the die roll fails, the thief can try
again after gaining a new experience level.
- If the character knows how to read a given language because he
spent a skill slot on it, this die roll is unnecessary for documents
in that language.
- Set Large Traps: This skill is similar to the Set Traps skill but applies to large
traps such as pressure activated pits, deadfall ceilings and other
traps that occupy a space greater than 25 square feet (one 5'
x 5' square). A thief with this skill can duplicate the effects
of traps he has disarmed or research new traps that affect a maximum
of two people per character level or an area equal to 100 square
feet (10 x 10) per level.
- A thief can duplicate the effects of any trap he has disarmed
before on a successful skill check. It takes a thief 1d6 hours
per 100-square-foot area occupied by the trap to duplicate and
set a simple trap such as a pressure activated pit and 1d6 weeks
per 100-square-feet to duplicate and set a complex trap such as
a room with walls that crush occupants after its activation. A
thief who rolls a 96-00 while attempting to set a trap has accidentally
sprung his own creation and must make a successful Dexterity/Balance
check or suffer the full effect(s) of the trap. Other individuals
may help the thief with the physical construction of a large trap
(dig the pit or laying bricks for the crushing walls) under his
direct supervision. A thief may supervise up to one worker per
two levels. Additional workers reduce time by one hour per worker
for a simple trap to a minimum of one hour and by four hours per
worker on a complex trap to a minimum of one week.
- The thief may devise a new trap (one which he has never disarmed
before) by spending 2d6 weeks (or more at the DMs discretion)
researching the new device. During this research period the thief
may not adventure and spends 100-1,000 gp per week of research,
plus the cost of the materials needed for the finished trap, to
create the device. At the end of the research period, a skill
check is made. If the thief misses his check by less than 10%,
he has created a trap that appears to function normally but will
fail when the conditions for its activation are met. On a roll
of 96-00 the thief accidentally triggers and destroys his new
trap during research and suffers the full effect(s) of the trap
unless he makes a successful Dexterity/Balance check. If a thief
fails in his research, he must start again from scratch and all
but 10 percent of the materials used to create the trap are rendered
useless through the failed attempt. Additional workers have no
effect on the thiefs research time for a new large trap.
- A thief with high Intelligence and Dexterity/Aim score has a greater
chance to set a trap or research a new one as indicated on Table 3.28.
- Set Traps: A thief who plans on remaining free from the clutches of the
authorities or who has a desire to protect his hard won loot learns
this skill. With this skill a thief can create and set small personal
traps such as poison needles on chests, spring blades, gas traps
and alarm bells provided he has the proper materials and sufficient
time. In general this skill can only be used to devise traps that
effect a single person or occupy no more than 25 square feet (one
5' x 5' square).
- A thief can duplicate the effects of any trap he has disarmed
before on a successful skill check. He may also create new traps
through research. It takes a thief 1d6 turns to duplicate and
set a simple trap such as a alarm bell triggered by a trip wire
and 1d3 days to duplicate and set a complex trap such as a device
that sprays acid at a person opening a chest without a key. A
thief who rolls a 96-00 while attempting to set a trap has accidentally
sprung his own creation and must make a successful Dexterity/Balance
check or suffer the full effect(s) of the trap.
- The thief may devise a new trap (one which he has never disarmed
before) by spending 1d6 weeks (or more at the DMs discretion)
researching the new device. During this research period the thief
may not adventure and spends 10-100 gp per week of research, plus
the cost of the materials needed for the finished trap, to create
the device. At the end of the research period, a skill check is
made. If the thief misses his check by less than 10%, he has created
a trap that appears to function normally but will fail when the
conditions for its activation are met. On a roll of 96-00 the
thief accidentally triggers and destroys his new trap during research
and suffers the full effect(s) of the trap unless he makes a successful
Dexterity/Balance check. If a thief fails in his research, he
must start again from scratch and all but 10 percent of the materials
used to create the trap are rendered useless through the failed
attempt.
- A thief with high Dexterity/Aim score has a greater chance to
set a trap or research a new one as indicated on Table 3.28.
Underworld contacts: The rogue by his very nature often travels in unsavory circles.
He consorts with experts in every type of crime both within and
outside his guild. These acquaintances can provide him with
Table 3.36: Underworld contacts modifiers
Situation
|
Modifier
|
Rogue is member of local thieves guild
|
+1% per level
|
City or region controlled by opposing guild
|
-50%
|
Native of city or region
|
+15%
|
In city or region for more than a year
|
+10%
|
In city or region for more than six months
|
+5%
|
In city or region for more than three months
|
0
|
In city or region for less than three months
|
-10%
|
In city or region for less less than a month
|
-15%
|
In city or region for less than a week
|
-25%
|
|
+10%
|
|
+5%
|
|
+10%
|
information, a place to sell stolen goods, shelter from the authorities
and many other services (at the DMs option). The underworld contacts
skill is used to determine a rogue's chance to successfully locate
a specialist in a certain field, to gain a specific piece of information,
find a safe place to hide from the authorities, etc. This skill
is effected by the thiefs membership in a guild and his knowledge
of the area in which he is trying to utilize his contacts as indicated
on Table 3.36.
Note, the underworld contacts skill is normally only used for
locating new contacts and has no bearing on whether the contacts
will cooperate once found. Contacts the thief has established
in the past are always known to the rogue and may be utilized
freely.
|