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.
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.
|SKILLS||BASE %||SKILLS||BASE %|
|Climb Wall||40||Move Silently||15|
|Find Trap||15||Remove Trap||10|
|Hear Noise||20||Set Trap||15|
|Hide in Shadow||15||Slight of Hand||30|
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.
|Dex. Score||Modifier||Dex. Score||Modifier|
|9-12||0||19+||see Expanded Dexterity 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
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.
for rock add 20% to base
Disguise Kit 2s.p.