Known for picking locks, pickpocketing, disarming traps, stealing treasures and the like, Thieves are not always aligned to evil, but seeing how thievery is illegal in most in-game societies, they are perceived as such. They are often dishonest and untrustworthy, although many Thieves have been perceived as smooth talkers, often relying on wit and tongue to get them out of situations.

Level Increase Table
Experience Points Experience Level Jump
0 – 1,250 1 1,250
1,251 – 3,000 2 1,750
3,001 – 5,000 3 2,000
5,001 – 7,500 4 2,500
7,501 – 12,500 5 5,000
12,501 – 22,000 6 9,500
22,001 – 35,000 7 13,000
35,001 – 60,000 8 25,000
60,001 – 100,000 9 40,000
100,001 – 160,000 10 60,000
160,001 – 235,000 11 75,000
+100,000 experience points/level after 11th

Initiative Effects By Level and Class (after 1st)
Fighter/Ranger/Paladin +1 initiative per level up to 10th
Monk +1 initiative per even level; +2 initiative per odd level up to 10th
All others Initiative bonus at level breaks on the attack charts

Percent Combat Experience Points by Class % of Combat
Fighters 110%
Rangers/Monks/Paladins/Fighter Bards 100%
All others 80%

For example, in a combat where each character share is 100 experience points, a fighter gets 110 points; a ranger 100 points; a thief 80 points.

Back Stab

Thieves, if able to strike from behind, can do fearsome damage.

Back stab bonuses only are applied if the person is unaware of the thief.

Level To Hit To Critical Damage Multiplier
1-2 +4 +20% 2x
3-5 +4 +20% 3x
6-8 +4 +20% 4x
9+ +4 +20% 5x

Note: These bonuses are added to any normal bonuses, e.g. attacking from behind adds +4 to hit and +5% to critical normally. If the thief also wants to go full attack, it would add another +4 to hit and +5% to critical for a total of +12 to hit and +30% to critical.
Note 2: Back stab to hit and % critical bonuses apply to missile fire from behind, but not to the increase in damage. It can be applied to the point blank bonus with bows.

Thief Skills

Thieves get to choose their base skills, with seven skills at no penalty. For every skill above the base number, 10% points of another skill must be debited to give the additional skill a base five percent.

Climb Wall 40 Move Silently 15
Contort 15 Open Lock 10
Disguise 15 Pick Pocket 20
Find Trap 15 Remove Trap 10
Hear Noise 20 Set Trap 15
Hide in Shadow 15 Slight of Hand 30
Memorize 30 Ventriloquism 10

At First level, a thief adds 35% points to any skill.

Dexterity Bonus Applicable Skills

Pick Pocket, Move Silently, Open Locks, Climb Walls, Slight of Hand, Hide in Shadows, Remove Traps, and Set Trap.

Dexterity Bonus Table

SKILLS Not Applicable for Dexterity Bonus

Find Trap, Memorize, Hear Noise, Disguise, Ventriloquism, and Contort

Note: Some Thief skills may also be modified by Trait

Set Trap

As implied, this skill enables a character to build and set traps and reset someone else's trap. For every half hour spent on the trap after initial set up time, add five percent to chance of success


A person trained in this skill can successfully remember conversations ver batum, documents idetically, paths through mazes perfectly etc.

Every time a character goes over the same route, document etc., his chance of success increases fifty percent.


This ability allows a thief to dislocate joints with no major damage, slip out of handcuffs, fit into tiny spaces, etc.

Climb Walls

for rock add 20% to base


Disguise Kit 2s.p.

+70% points to thieves' skills
+1d6 evasion points
+1 Agility

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