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.

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.


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
3 -14 13-14 +3
4-5 -10 15 +7
6 -7 16-17 +10
7-8 -3 18 +14
9-12 0 19+ see Expanded Dexterity Table


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.

At Second level, a thief adds 70% points to theives' skills
1d6 additional evasion points
+1 Agility

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