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**Thieves:** This class is different from any of the others.

Thieves are
generally not meant to fight, although they are able to employ magic
swords and daggers (but none of the other magical weaponry). They
can wear only leather armor and cannot employ shields. They have no
spells such as magic-users and clerics are able to employ, but they do
have certain unique abilities:

�Open locks (by picking or even foiling magical closures)


�Removal of small trap devices (such as poisoned needles)
�Steal items by stealth and/or sleight-of-hand
�Move with great stealth
�Hide in shadows
�Listen for noise behind closed doors
�Climb almost sheer surfaces, up or down
�Strike silently from behind

Thieves are either _neutral_ or _chaotic_. Their prime requisite is _dexterity_.


Men, Dwarves, Elves, or Hobbits may become thieves.
In combat, treat thieves as _clerics_ for purposes of advance in steps �
four levels/group (1-4, 5-8, 9-12, etc.). With regard to saving throws
treat thieves as _magic-users_.

Third level thieves (Robber and above) are able to read languages, so
treasure maps can be understood by them without recourse to a spell.
Ninth level thieves (Thief and above) are able to understand magical
writings, so if they discover a scroll they are able to employ any spells
thereon, excluding clerical spells.

By striking silently from behind the thief gains two advantages: First, he
increases the chance to hit by 20% (+4 on his die). Secondly, he does
double damage when he so attacks, with like additional damage for
every four levels he has attained. Thus, if a thief of the 4th level
attacked from behind he would do twice the damage indicated by the
die, at 5th through 8th levels he would do thrice the damage, at 9th
through 12th levels he would do four times the damage and so on.

**LEVELS AND NUMBER OF EXPERIENCE POINTS NECESSARY TO


ATTAIN THEM:**
Thieves_____________________________
Dice for Accumulative
Hits
Fighting
Capability
Apprentice 0 1 Man
Footpad 1,200 1 +1 Man +1
Robber 2,400 2 2 Men
Burglar 4,800 2 +1 2 Men +1
Cutpurse 9,600 3 3 Men
Sharper 20,000 3 +1 3 Men +1
Pilferer 40,000 4 Hero -1
Master Pilferer 60,000 4 +1 Hero
Thief 90,000 5 Hero +1
Master Thief 125,000 5 +1 Superhero -1
Master Thief, Lvl 11 250,000 6 Superhero -1
Master Thief, Lvl 12 375,000 6 +1 Superhero -1
Master Thief, Lvl 13 500,000 7 Superhero

**OTHER STATISTICS REGARDING THIEVES:**


Thieves________
Open Locks*/
Remove Traps*
Pickpocket* or
Move Silently*/
Hide in Shadows*
Hear
Noise*
Climb
Walls*
Apprentice 1 1-2 1-2 1-4
Footpad 1 1-2 1-2 1-4
Robber** 1-2 1-3 1-3 1-4
Burglar 1-2 1-3 1-3 1-5
Cutpurse 1-2 1-4 1-3 1-5
Sharper 1-3 1-4 1-3 1-5
Pilferer 1-3 1-4 1-4 1-6
Master Pilferer 1-4 1-5 1-4 1-6
Thief*** 1-4 1-5 1-4 1-6
Master Thief 1-5 1-5 1-4 1-6
Master Thief, Lvl 11 1-5 1-6 1-5 1-6
Master Thief, Lvl 12 1-6 1-6 1-5 1-6
Master Thief, Lvl 13 1-6 1-6 1-6 1-6
*A score above the indicated roll means failure, and no further attempts may be
made.
**Level at which language can be read by the thief.
***Level at which magical spells can be read from scrolls by the thief.

**Author�s Note:** This version of the thief for Original Dungeons &
Dragons is based upon a per-Greyhawk version by Gary Gygax and
Gary Schweitzer, published in �The Great Plains Game Players
Newsletter� #9 (June 1974?). It was subsequently released at Gen
Con VII for play-testing.
I have modified it somewhat, using additional information from the
version later published in *Supplement I: Greyhawk* , as well as my own
tweaks � primarily the conversion of percentile skills to a d6 roll.
Thanks to Jon Peterson for sharing scans of the original at his blog,
Playing at the World.
<(http://playingattheworld.blogspot.com/2012/08/gygaxs-thiefaddition-
1974.html)>
Reese J Laundry
May 2013

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