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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.
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:
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.
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:
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
Hearing/Recognizing sounds in a quiet circumstance
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:
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!
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:
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.
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.
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.
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
Thieving Skill Dexterity Adjustments
Thieving Skill Armor Adjustments
* Only bards can wear ring mail or non-elven chain
while using thief skills. | |||||||