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Part 2 • Core p9 • book p.9

Thief Abilities

Thief Level Open Locks Remove Traps Pick Pockets Move Silently Climb Walls Hide Listen 1 25 20 30 25 80 10 30 2 30 25 35 30 81 15 34 3 35 30 40 35 82 20 38 4 40 35 45 40 83 25 42 5 45 40 50 45 84 30 46 6 50 45 55 50 85 35 50 7 55 50 60 55 86 40 54 8 60 55 65 60 87 45 58 9 65 60 70 65 88 50 62 10 68 63 74 68 89 53 65 11 71 66 78 71 90 56 68 12 74 69 82 74 91 59 71 13 77 72 86 77 92 62 74 14 80 75 90 80 93 65 77 15 83 78 94 83 94 68 80 16 84 79 95 85 95 69 83 17 85 80 96 87 96 70 86 18 86 81 97 89 97 71 89 19 87 82 98 91 98 72 92 20 88 83 99 93 99 73 95 The numbers above are percentages; instructions for making these rolls are in Using the Dice on page 2. Open Locks allows the Thief to unlock a lock without a proper key. It may only be tried once per lock. If the attempt fails, the Thief must wait until they have gained another level of experience before trying again. Remove Traps is generally rolled twice: first to detect the trap, and second to disarm it. The GM will make these rolls as the player won't know for sure if the character is successful or not until someone actually tests the trapped (or suspected) area. Pick Pockets allows the Thief to lift the wallet, cut the purse, etc. of a victim without being noticed. If the roll fails, the Thief didn't get what they wanted; but further, the intended victim (or an onlooker, at the GM's option) will notice the attempt if the die roll is more than two times the target number (or if the die roll is 00). Move Silently, like Remove Traps, is always rolled by the GM. The Thief will usually believe they are moving silently regardless of the die roll, but opponents they are trying to avoid will hear the Thief if the roll is failed. Climb Walls permits the Thief to climb sheer surfaces with few or no visible handholds. This ability should normally be rolled by the player. If the roll fails, the Thief falls from about halfway up the wall or other vertical surface. The GM may require multiple rolls if the distance climbed is more than 100 feet. See Falling Damage on page 59 for the consequences of failing this roll. Hide permits the Thief to hide in any shadowed area large enough to contain their body. Like Move Silently, the Thief always believes they are being successful, so the GM makes the roll. A Thief hiding in shadows must remain still for this ability to work. Listen is generally used to listen at a door, or to try to listen for distant sounds in a dungeon. The GM must decide what noises the Thief might hear; a successful roll means only that a noise could have been heard. The GM should always make this roll for the player. Note that the Thief and their party must try to be quiet in order for the Thief to use this ability. Finally, Thieves can perform a Sneak Attack any time they are behind an opponent in melee and it is likely the opponent doesn't know the Thief is there. The GM may require a Move Silently or Hide roll to determine this. The Sneak Attack is made with a +4 attack bonus and does double damage if it is successful. A Thief usually can't make a Sneak Attack on the same opponent twice in any given combat. The Sneak Attack can be performed with any melee (but not missile) weapon, or may be performed bare-handed (in which case subduing damage is done, as explained on page 55). Also, the Sneak Attack can be performed with the "flat of the blade;" the bonuses and penalties cancel out, so the attack has a +0 attack bonus and does normal damage; the damage done in this case is subduing damage.