Monday, April 25, 2022

Character Class: Thief

Thieves start off just as they are described in the Labyrinth Lord book.  They are Human and their Prime Requisite is Dexterity.  They use a D4 to determine HP and use the Saving Throw chart for Thieves as it appears in Labyrinth Lord or the Rules Cyclopedia.  Use the Level Advancement chart from the Rules Cyclopedia.  They can wear anything up to leather armor, cannot use shields, and can use any weapon.  





Thieves have a wide array of skills, but we are going to use an improved ability list from Bruce Heard's blog.  Thieves MUST have a set of Thieves' Tools or they CANNOT Pick Locks, or Remove Traps.

There is a Beginner's Luck rule:  if a 1st Level Thief attempts a skill and rolls a 91 or higher they may reroll ONCE.  A 2nd Level Thief may reroll a 96 or higher.  A 3rd Level Thief may only reroll a 00.  From 4th Level on, there are no more rerolls.

LOCAL CONTACTS

In his/her hometown, a Thief has a network of informants and fences.  This network will aid the Thief in learning sensitive information, like town guard shifts or merchant shipments.  This group can help the Thief obtain Poisons, Drugs, specialized equipment and other illegal items.  

To accomplish this, the Player will roll a target number or higher on a 1d20.  The Thief character will receive a +1 Bonus to this roll every time the character reaches a level where the Savings Throws change.

Also, this network will increase the money paid by merchants for stolen property and/or recovered artifacts.  These favors will almost certainly cost a small price or a small percentage of the artifact's selling price. The Thief can improve the money up to 25% by rolling a 1d10 (1-2=+5%, 3-4=+10%, 5-6=+15%, 7-8=+20%, 9-10=+25%) and adding it to the currently offered price.

THIEVES' GUILDS

Thieves may want to join a Thieves' Guild.  This is a gang that can do the work of a Thief's Local Contacts, but usually on a bigger scale.  Some may allow a Thief to ask to join their ranks, others will only accept carefully chosen recruits (rarely before they reach 3rd Level).  A Guild demands loyalty, and a cut from all jobs performed by a Guild Thief.  However, they can be called on for help and will hide a fellow Thief from authorities.

A Thief does NOT have to join a Guild, but some Guilds do NOT like independents operating on their turf.     

IMPROVED ABILITIES

Every time you achieve a Level where your Saving Throws improve, you may select 1 of the Improved Combat Abilities listed on the Combat Page.


THIEF STARTER PACK

Leather Armor (AC 11)
1 Hand Weapon and
1 Shield (+1 to AC) 
OR
1 Ranged Weapon
Backpack
Wineskin
Tinderbox
Candles
Tools (Lockpicks, Crowbar, Skeleton Key, Rope, Grappling Hook)
1d6 Gold


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