Rogue Abilities as Non-Weapon Proficiencies

There has long been an ongoing argument over the nature of thieving abilities. Should these skills be learnable by all, or is there something special about the skills or the rogue class itself that prevents non-thieves from acquiring the necessary knowledge? I'm of the former opinion, and this writeup reflects by personal belief that thieving skills should be usable by all. Unlike the extreme dedication behind such class skills as mage spellcasting, which takes years of intense study just to cast the simplest cantrip, the thief skills are fundamentally easy to learn, and should be incorporated into the existing AD&D skill mechanic system - the Non Weapon Proficiencies.

Presented here is my attempt at converting thieving abilities into NWPs. Note that, as I find the Player's Option: Skills & Powers NWP system to be superior to the core NWP system, I decided to convert the skills into the charp system. Players not using S&P will find my conversion difficult to use.

S&P Thief Class

Listed below is the alternate writeup for the S&P rogue class. The text below replaces what is found in S&P, pages 52-54.

Thieves receive 37 character points to spend on skills from the following list. The basic thief would spend these points acquiring Backstab (4), Climb Walls (4), Detect Noise (2), Find/Remove Traps (3), Followers (3), Hide in Shadows (3), Move Silently (3), Open Locks (3), Pick Pockets (3), Read Languages (3), Magical Scroll Use (4), and Thief's Cant (2)

Backstab (4): Thieves are practiced in the art of quietly eliminating guards and sentries. As per the rogue NWP.

Bribe (2): A thief can bribe an official with gifts of money and merchandise. As per the rogue NWP.

Climb Walls (4): This skill enables thieves to climb smooth or vertical surfaces that would be impossible for others. As per the rogue NWP.

Defense Bonus (4): +2 to AC when unarmored and unencumbered.

Detect Illusion (3): Thieves are very observant of their surroundings, and this developed skill helps them see through illusions that would fool most people. As per the rogue NWP.

Detect Magic (3): Thieves can detect the presence of strong magic in items and areas through careful observation and a developed "sixth sense". As per the rogue NWP.

Detect Noise (2): This is the ability to hear sounds others usually can't. As per the rogue NWP.

Escape Bonds (3): There comes a time in every thief's career when his luck runs out and he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. As per the rogue NWP.

Find/Remove Traps (3): Many people try to protect their important belongings from thieves with small mechanical traps and alarms. As a result, thieves have developed skills to find and disarm these traps. As per the rogue NWP.

Followers (3/6): By purchasing this skill, a thief can gain followers as described in the Player's Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 6 point ability, the thief can attract followers whenever he establishes a stronghold, regardless of level. Refer to the thief section of the Player's Handbook for more details on followers.

Hide in Shadows (3): A thief can attempt to disappear in shadows, bushes, and crannies. As per the rogue NWP.

Move Silently (3): This is the ability to move without making noise. As per the rogue NWP.

Open Locks (3): A thief can try to pick all types of locks using skill, tools, finesse, and luck. As per the rogue NWP.

Pick Pockets (3): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc., of others. As per the rogue NWP.

Read Languages (3): A thief needs every edge he can get, and the ability to read languages can help. As per the rogue NWP.

Magical Scroll Use (4): This purchase enables the thief to use magical spell scrolls. As per the rogue NWP.

Thief's Cant (2): Thieves use slang terms when referring to their illegal operations. This let's them converse about such dealings in the open without others knowing what they're talking about. As per the rogue NWP.

Tunneling (3): As per the rogue NWP. A thief might need to dig a tunnel to get to a cache of riches, or to escape imprisonment.

Weapon Specialization (6): The thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.

As a special class ability, thieves start out with an additional 6 charps, only to be spent on improving their skill in any of the 16 thieving skills. As thieves advance in level, they gain 4 additional charps per level (above and beyond the normal 3-5 advancement charps) which likewise must be spent in improving their basic thieving NWPs.


Revised Rogue Nonweapon Proficiency Group

Below is the revised NWP listing for the rogue class. It replaces a section of Table 45 in S&P, page 91.

Proficiency
Cost
Initial Rating
Ability
Ancient History
3
6
Wis/Intuition, Int/Knowledge
Appraising
2
8
Int/Reason, Wis/Intuition
Backstab
4
4
--
Blind-Fighting
4
NA
Wis/Intuition, Dex/Balance
Bribe
2
6
Chr/Leadership, Wis/Intuition
Climb Walls
4
8
Dex/Balance, Str/Muscle
Cryptography
3
6
Int/Reason, Wis/Intuition
Detect Illusion
3
7
Wis/Intuition, Int/Reason
Detect Magic
3
6
Int/Knowledge, Wis/Intuition
Detect Noise
2
8
Int/Knowledge, Wis/Intuition
Disguise
4
5
Wis/Intuition, Chr/Leadership
Escape Bonds
3
7
Dex/Aim
Find/Remove Traps
3
6
Dex/Aim, Int/Reason
Forgery
3
5
Dex/Aim, Wis/Willpower
Gem Cutting
3
6
Dex/Aim
Hide in Shadows
3
5
Dex/Balance
Juggling
3
7
Dex/Aim
Jumping
2
8
Str/Muscle, Dex/Balance
Languages, Thieves' Cant
2
9
Int/Knowledge
Local History
2
8
Int/Knowledge, Chr/Appear
Move Silently
3
7
Dex/Balance
Open Locks
3
7
Dex/Aim
Pick Pockets
3
8
Dex/Aim, Wis/Intuition
Read Languages
3
6
Int/Reason, Wis/Intuition
Reading Lips
3
7
Int/Knowledge, Wis/Intuition
Set Snares
3
6
Dex/Aim, Wis/Intuition
Magical Scroll Use
4
5
Int/Reason, Wis/Intuition
Tightrope Walking
3
5
Dex/Balance
Throwing
2
8
Dex/Aim, Str/Muscle
Tumbling
3
7
Dex/Balance, Str/Muscle
Tunneling
3
8
Dex/Aim
Ventriloquism
4
5
Int/Knowledge, Chr/Leadership

Rogue Non-Weapon Proficiencies

Presented here is the new NWP descriptions of the thieving abilities. There have been a few minor changes in the way the abilities work under the core rules, in order to better make them fit the NWP mold. In all cases, these descriptions supersede existing thieving ability mechanics.

Magical Scroll Use: Characters with this proficiency may attempt to activate the magic stored within mage or clerical scrolls. This skill can be described at best as imprecise. Unlike many other skills that allow cases of automatic success, the user must make a proficiency roll for every attempt at using a magical scroll. If successful, the scroll operates normally; otherwise, the scroll misfires, the effect almost always detrimental to the character.

Backstab: This proficiency is the classic thieving skill of knowing just the right spot to leave a dagger between a victim's shoulder blades. When attacking someone by surprise and from behind, the character can improve his chance to successfully hit (+4 modifier for rear attack an negate the target's shield and Dex bonuses).

To use this ability, the character must be behind his victim an the victim be unaware of a forthcoming attack. If the victim sees the character approaching, hears him approach, or is warned by another, he is not caught unaware and the backstab is treated like a normal attack (altho bonuses for rear attacks may still apply). Opponents in battle will often notice opponents attempting to maneuver behind them - the first rule of fighting is to never turn your back on your enemy! However, someone who isn't expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if the character is known to be behind them.

The table below determines the damage modifier of a successful Backstab, based upon the character's training and skill with this proficiency:

Backstab Rating
Damage Multiplier
4-10
x2
11-14
x3
15-18
x4
19-20
x5

Bribery: A character with this proficiency can sway the reactions of NPCs with small gifts of coinage or merchandise. Success depends upon the user's skill, the NPCs initial reaction, and the value of the bribe offered.

This skill allows the character to make generally accurate (+/- 25%) assessments on the "buying point" of an NPC. Such an assessment requires no proficiency check, and the DM rolls to determine the accuracy of the appraisal. With a successful proficiency check, the character gains a very accurate (+/- 5%) of the "buying point" of the NPC. It is possible to encounter NPCs who are unbribable, as well as those who will accept a bribe, only to betray the character anyway. Note that bribes may also be of material goods, or even a favor in return to the NPC at a later date.

When attempting a bribe, the DM rolls the NPCs reaction in secret, noting the exact roll and reaction. The reaction roll must be modified enough by the bribe to make the reaction friendly. For each increment removed from a friendly reaction, the bribe amount must be multiplied by this amount. For example, if an NPCs reaction was a 15 (cautious) and a friendly result of 7 is needed to succeed, then the bribe amount would be multiplied by 8. An unsuccessful bribery check, even if the correct monetary amount is offered, is refused - the character has misspoken and somehow angered/annoyed the NPC.

A too-low bribe can result in hostile actions, while a too-high bribe will be (of course) accepted, to the character's financial loss! Bribed individuals will perform small favors, something they might consider quick and harmless. A bribed guard wouldn't help assassinate his king, but might look the other way while several character pass thru his gate.

NPC Status
Bribe Increment
Peasant/Slave
2d4 cp
Freeman/Soldier
3d8 cp
Merchant/Officer
5d10 cp
Noble/General
1d6 gp

As a further example, a soldier's base bribe is 3d8 cp. If this soldier's initial reaction were 15, with a 7 required for a friendly result, then the necessary bribe would be 8(3d8 cp).

Climb Walls: Altho everyone can climb rocky cliffs and steep slopes, the thief is far superior to others in this ability. Not only does he have a better chance than other characters, he can also climb most surfaces without tools, ropes, or devices. Only the thief can climb smooth and very smooth surfaces without climbing gear. Of course, the thief is very limited in his actions while climbing - he is unable to fight or effectively defend himself.

There are cases in which a surface is so easy to climb that the thief is allowed an automatic success; many-branched trees, very rough surfaces with plenty of handholds, or climbing gear on most surfaces are good examples. Whether or not a surface should be considered for automatic success is, as always, determined by the DM.

Presented below are modifiers to the Climb Walls proficiency:

Texture
Very Smooth
-8
Smooth
-4
Rough
0
Rough w/Ledges
4
Surface Condition
Slightly Slippery
-5
Slippery
-8
Other
Wounded under 50% hp
-2
Encumbrance
-1 per category
Higher Speed
6 per doubling
Sloped
+/- 5

Detect Illusion: With this skill, characters can attempt to determine if an item or area within view is actually an illusion. By concentrating 1 round upon the subject item or area in question, the character can make a proficiency check (no automatic successes) to determine if what he is seeing is illusory. If successful, the subject fades to a dim, translucent image - still visible, but obviously not real. Semi-real illusions (such as those by Shadow Magic) are likewise detectable, but the character will still be subject to the effects of the illusion that is composed of real material.

Detect Magic: A character skilled with this proficiency is able to sense the magical emanations of an object - the faint glow or vibrations peculiar to enchantment. If allowed to handle or closely examine an item for 1 turn, the character can attempt a proficiency check (no automatic successes) to determine the presence of magical energies.

If successful, the character determines that the item in question is indeed magical. Unsuccessful attempts result in incorrect information - magical items appearing inert, and vice versa. The intensity of the enchantment is detectable, but not the nature (level, school, etc) of the magic.

Detect Noise: With this proficiency, the character has improved perception abilities, as well as better-trained cognitive ability to determine what the faint sounds he hears mean. The character can detect the faintest sound, such as conversations behind closed doors, a follower's footsteps, etc.

In some cases, automatic success of the proficiency is possible. Such situations might include the character's name or subject of interest mentioned aloud in a crowd, footfalls that have been following the character for some time, etc. A successful proficiency check might allow the character to hear more of the conversation or actually recognize the footfalls as belonging to a friend/foe.

In general, this skill allows the user to make sense out of noises that would be too faint or merely garbled for the average listener. More specific uses of the skill include:

Picking out specific sounds in a noisy circumstance

  • Eavesdropping on a crowd
  • Footsteps out of a crowd
  • Familiar sounds/voices out of a crowd

Hearing/Recognizing sounds in a quiet circumstance

  • Sounds behind a thick wall/door
  • Hushed/whispered conversations
  • Distant sounds

Note: this skill has been deliberately altered from the core skill, making it IMO a more useful talent. The change includes a removal of the necessity of silence in the immediate area, and the removal of the standing-still requirement. A character with this skill *should* be able to make sense of noises within other noises, not just small noises in silence, and detect noises while on the move.

Escape Bonds: With this proficiency, the character has the knowledge and skill necessary to extricate oneself from the most difficult bonds. This skill enables the user to break from tied rope or leather bonds, manacles, chains, straight jackets, or any non-magical restraining device.

In certain cases, this skill allows for automatic success - absurdly simple bonds such as rope-bound hands with the knot in easy reach of the character's fingers. However, in the majority of cases a successful proficiency check is necessary. The character must make a successful roll for each individual item binding him - for instance, if bound at the arms and the legs, two checks would be required. Each attempt requires 5 rounds. Locked items do not require a Open Locks check, as the character is assumed to be slipping out of or thru the item, not actually forcing the lock. A failed check means that the character cannot defeat the bond.

Normally, this proficiency requires 5 rounds per bond to be escaped. The character can hurry his attempts, suffering a -1 penalty per round removed (minimum 1 round per bond).

Find / Remove Traps: With this proficiency, the character is trained in the detection and removal of small traps and alarms. This skill is not effective for finding deadfall ceilings, crushing walls, or other large mechanical traps.

The character must be able to touch or carefully examine the potentially trapped object. After a careful examination of 1d10 rounds, the DM rolls a proficiency check (no automatic successes) for the player. If the DM says that "No traps were found," it's up to the player to decide whether there are no traps or that there are traps present but the character was unable to find them. If a trap is found, the character knows its general principle but not its exact nature. A character can search for traps a number of times equal to his proficiency score.

Once a trap is found, the character can attempt a disarming or removal. With a successful proficiency check (no automatic successes), the trap is disarmed. Disarming attempts require 1d10 rounds. If the check is failed, the trap is beyond the character's skill at disarming. The character can attempt to disarm the trap again once his Find/Remove Traps skill is increased. A roll of 20 results in the character accidentally triggering the trap and suffering the consequences.

This proficiency is far less useful when dealing with magical or invisible traps. Listed below are pertinent modifiers to this skill:

Well-concealed Trap
-2
Invisible Trap
-5
Finely Constructed Trap
-1 to -5
Magical Trap
-5
Rush Disarms
-1 per round lessened, minimum 1 round

Hide in Shadows: A character with this proficiency can try to disappear into shadows or any other form of concealment - bushes, curtains, crannies, even a crowd of people! Attempts at this skill are only possible while those to be hidden from aren't watching the character - a character could not hide from a guard who is watching him, as his position is obvious to the guard. Trying to hide from a creature locked in combat, however, is possible, as the enemy's attention is elsewhere.

Hiding in shadows cannot be accomplished in total darkness, as the talent lies in fooling the observer's eye as much as finding actual concealment. It's possible to hide even from infravision, within "infravisional shadows" - the character needs to possess infravision himself to be aware of the best spots to hide. Spells and magical items that allow the detection of invisible items can reveal the location of a character hiding in shadows.

Without a proficiency check, a character can only hide in the most shadowy of areas, with plenty of available cover/concealment. With a proficiency check, the character has a chance of hiding in nearly all conditions. The DM should make the proficiency roll - the character always thinks he is successfully hiding. Failure means that the character's location is obvious or has been spotted even if within good cover.

Normally, characters attempting to hide in shadows are required to be virtually motionless - small, careful movements (drawing a dagger, uncorking a potion) are possible. When attempting to 'disappear' in a crowd, tho, motion is allowed and even necessary. Standing motionless within a moving crowd is highly noticeable!

Lighting Conditions
Moonlight, very dim lighting
+5
Dusk, dawn, shadowy areas, torchlight
0
Daylight, magical lighting
-5
High noon, prominent magical lighting
-10
Hide in Crowds
Small group
+2
Medium crowd
+4
Large crowd
+6
Other
Number of interested observers
-1 per observer
Moving
-1 per MR point

Languages, Thieves' Cant: Thieves' cant is a special form of communication used by thieves and their associates. It is not a distinct language - it consists of slang words and implied meanings that make it next to impossible to understand even if one recognizes its root language and individual words. The vocabulary of thieves' cant limits its use to discussing matters that are relevant to the world of thievery: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a whole language unto itself, however. Two thieves cannot communicate via thieves' cant unless they share a common language (essentially, there is a thieves' cant, common; thieves' cant, elven; thieves' cant, gnomish; etc.)

Move Silently: Characters with this proficiency can attempt to move about quietly. While moving silently, the character's movement rate is decreased to 1/3 normal. The character can attempt to move silently at any time, with the DM making a proficiency check. Automatic successes are possible, such as walking across a smooth, solid floor in front of highly inattentive guards. The character always thinks he is moving quietly, but might not be doing so. Moving silently improves the character's chance to surprise a victim, avoid discovery, etc. Presented below are pertinent modifiers to this skill:

Surface
Smooth, solid floors
+5
Wooden, stone floors; grass, sand, gravel
0
Creaky floors
- 5
Noisy surfaces (broken glass, bones, etc)
-10
Observers
Distracted observers
+1 to +5
Watchful observers
- 1 to - 5
Movement rate
2/3 normal movement
-5
full normal movement
-10

Open Locks: With this proficiency, a character can try to pick padlocks, finesse combination locks, and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). With a successful proficiency check (no automatic successes), the character has managed to open the lock. In case of failure, the lock is simply too complicated for the character to manage. Additional attempts may be tried when the open locks proficiency is improved. Each unlocking attempt requires 1d10 rounds to complete.

Lock Quality
Wretched
+5
Poor
+3
Good
0
Excellent
-4
Superior
-8
Masterful
-12
Tools
Standard lockpicks
0
Inferior
-2
Poor
-4
Improvised tools
-8
None
automatic failure

Pick Pockets: With this proficiency, a character is skilled in filching small items from other people's pockets, sleeves, girdles, packs, etc; palming items (such as keys), and to perform simple sleight of hand.

Without a proficiency check, the character can perform minor hand tricks, such as the classic "pull a coin from the viewer's ear". Only against the most inattentive of targets would an actual pickpocketing attempt succeed without a check.

With a successful proficiency check, more elaborate sleight of hand or the palming of larger objects is possible. Also, the character can manage to extricate some item or other from the target's person. A failed attempt means the character didn't manage to grab anything, but does not necessarily mean that the attempt was spotted by the target. A '20' roll means automatic detection by the target. High level targets have a greater chance of detection; for each two levels they have, an additional 5% is added to their chance of detecting the attempt. For example, a 6th level target would detect the pick pockets attempt on a proficiency roll of 17-20, even if the character succeeds in the pickpocketing attempt.

Targets
Distracted targets
+1 to +5
Observant targets
-1 to -5

Read Languages: Characters with this proficiency have developed a limited familiarity with a variety of written languages. With a successful proficiency roll, the character is able to decipher a portion of a written document. If successful, his understanding of the document is equal to 5% times his proficiency rating. For example, a character with a 12 rating would decipher 60% of a document with a successful proficiency check. Different documents, even if in the same language, require separate proficiency checks. If the check is failed, another attempt can be made only after the read language's proficiency rating has improved.

Tunneling: A character with this proficiency is familiar with some of the basic elements of mining, albeit much more limited in scope. The tunneling proficiency imparts no knowledge of locating and excavating minerals or ore, nor the more business-oriented skills of successfully running a mining project. This skill simply enables the character with the knowledge of digging short, narrow tunnels thru the earth.

A proficiency check is required (no automatic successes) every 10 feet of excavation. Failure means that the front of the tunnel collapses and must be re-dug again as "loose earth". The time required per 10 foot excavated is listed below. Lack of tools doubles the required time for loose earth/sand or packed earth, and quadruples the time for rock. Having sufficient unskilled help can speed the process by 2 hours per 10 feet, regardless of material.

Type of Earth
Modifier
Time
Sand/Loose Earth
+2
5 hours
Packed Earth
0
10 hours
Rock
-2
30 hours

Revised Thieving Tables

Presented below are revisions to the various tables that have been modified due to the above rule changes. These modifications are very minor, being nothing more than changes from percentage to NWP roll mods. For example, a +15% would now be a -3 adjustment to a NWP roll.

Thieving Skill Racial Adjustments
Skill
Dwarf
Elf
Gnome
Half-Elf
Halfling
Pick Pockets
--
-1
--
-2
-1
Open Locks
-2
+1
-1
--
-1
F/R Traps
-3
--
-2
--
-1
Move Silently
--
-1
-1
--
-2
Hide in Shadows
--
-2
-1
-1
-3
Detect Noise
--
-1
-2
--
-1
Climb Walls
+2
--
+3
--
+3
Read Languages
+1
--
--
--
+1
Detect Magic
-1
-2
-1
-1
-1
Detect Illusion
-1
--
-2
-1
--
Bribe
+1
-3
-1
-1
--
Tunneling
-2
+2
-1
+1
-1
Escape Bonds
--
--
--
--
-2

Thieving Skill Dexterity Adjustments
Dexterity
Pick Pockets
Open Locks
F/R Traps
Move Silently
Hide in Shadows
Tunneling
Escape Bonds
9
+3
+2
+2
+4
+2
+2
+3
10
+2
+1
+1
+3
+1
+1
+2
11
+1
--
--
+2
--
--
+1
12
--
--
--
+1
--
--
--
13-15
--
--
--
--
--
--
--
16
--
-1
--
--
--
--
--
17
-1
-2
--
-1
-1
--
-1
18
-2
-3
-1
-2
-2
-1
-2
19
-3
-4
-2
-3
-3
-2
-3

Thieving Skill Armor Adjustments
No Armor
Elven Chain
Padded, Hide, or Studded Leather
Chain Mail /Ring Mail
Pick Pockets
-1
+4
+6
+5
Open Locks
--
+1
+2
+2
F/R Traps
--
+1
+2
+2
Move Silently
-2
+2
+4
+3
Hide in Shadows
-1
+2
+4
+3
Detect Noise
--
+1
+2
+1
Climb Walls
-2
+4
+6
+5
Bribe
+2
-1
+1
-1
Tunneling
-2
+1
+2
+3
Escape Bonds
-1
+1
+1
+1

* Only bards can wear ring mail or non-elven chain while using thief skills.