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Thief
Class Group: Rogue
Rogue
Source: Player's Handbook: Thief (PHB)
Ability Requirement: Dexterity 9
Prime Requisite: Dexterity
Races Allowed: All
Alignment Allowed: All except lawful good
Thief
Level XP needed Hit
Dice
(d6)
THAC0 Weapon
proficiency
slots total
Nonweapon
proficiency
slots total
1 0 1 20 2 3
2 1,250 2 20 2 3
3 2,500 3 19 2 3
4 5,000 4 19 3 4
5 10,000 5 18 3 4
6 20,000 6 18 3 4
7 40,000 7 17 3 4
8 70,000 8 17 4 5
9 110,000 9 16 4 5
10 160,000 10 16 4 5
11 220,000 10+2 15 4 5
12 440,000 10+4 15 5 6
13 660,000 10+6 14 5 6
14 880,000 10+8 14 5 6
15 1,100,000 10+10 13 5 6
16 1,320,000 10+12 13 6 7
17 1,540,000 10+14 12 6 7
18 1,760,000 10+16 12 6 7
19 1,980,000 10+18 11 6 7
20 2,200,000 10+20 11 7 8

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-10): 1d6 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 11+): +2 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Starting Equipment[]

  • Start with 2d6 × 10 gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Allowed weapons: club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff
  • Allowed armor: leather, studded leather, padded leather, or elven chain armor
    • When wearing any allowed armor other than leather, the thief's abilities are penalized (see PHB Table 29).
    • Complete Thieves Handbook allows all armor, but the penalties to thief's abilities become greater and greater.

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 3 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Rogue categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts at level 1 with 2 Weapon Proficiency Slots
    • -3 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.

Player's Option: Combat & Tactics

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Rogues know the "Single Weapon", "Two Weapon", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.

A rogue may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.

List of Fighting Style Specializations:

Rogue Skills[]

PHB Table 26: Thieving Skill Base Scores
Pick
Pockets
Open
Locks
Find/Remove
Traps
Move
Silently
Hide
in
Shadows
Detect
Noise
Climb
Walls
Read
Languages
Base Score 15% 10% 5% 10% 5% 15% 60% 0%

To determine the initial value of each skill, start with the base scores listed on "PHB Table 26" above.

  • At first level, Thieves get 60 percentage points to distribute
    • No more than 30 percentage points of this can be assigned in a single skill.
  • At level up they gain 30 percentage points to distribute.
    • No more than 15 percentage points of this can be assigned in a single skill.
  • No skill can be raised above 95 percent, including all adjustments.
  • Thief abilities are subject to modifiers for situation and armor.

Certain races have low dexterity that will put a skill below 0% at level 1. These skills cannot be used until the percentage is raised to at least 1%.

Backstab[]

Table 30: Backstab Damage Multipliers
Thief's Level Damage Multiplier
1-4 x2
5-8 x3
9-12 x4
13+ x5

When attacking someone by surprise and from behind: +4 to hit modifier, negate the target's shield and Dexterity bonuses

The weapon's standard damage is multiplied by the value given in "PHB Table 30" above. Then Strength and magical weapon bonuses are added.

  • Backstab multiplier only applies to the first attack made by the thief.
  • The thief cannot use it on every creature, the victim must be generally humanoid.
  • Finally, the thief has to be able to reach a significant target area.
    • To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn't going to be as effective.

Thieves' Cant[]

Thieves' cant is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into any language. The vocabulary of thieves' cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language, however. Two thieves cannot communicate via thieves' cant unless they know a common language. The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation.

Use Scrolls[]

At 10th level, a thief gains a limited ability to use magical and priest scrolls.

There is a 25% chance to to read the scroll incorrectly

  • When this happens, the magical power works the opposite of what is intended.

Strongholds & Followers[]

Once a thief reaches 10th level, they can attract 4d6 followers. Either:

  • a gang of scoundrels and scalawags
  • a group of scouts

PHB Table 31 can be used to determine the type and level of followers, or the DM can choose followers appropriate to the campaign.

Table 31: Thief's Followers
D100
Roll
Level Follower Range
01-03 Dwarf fighter/thief 1-4
04-08 Dwarf thief 1-6
09-13 Elf thief 1-6
14-15 Elf thief/fighter/mage 1-3
16-18 Elf thief/mage 1-4
19-24 Gnome thief 1-6
25-27 Gnome thief/fighter 1-4
28-30 Gnome thief/illusionist 1-4
31-35 Half-elf thief 1-6
36-38 Half-elf thief/fighter 1-4
39-41 Half-elf thief/fighter/mage 1-3
42-46 Halfling thief 1-8
47-50 Halfling thief/fighter 1-6
51-98 Human thief 1-8
99 Human dual-class thief/? 1-8/1-4
00 Other (DM selection)


Saving Throws[]

Thief Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-4 13 14 12 16 15
5-8 12 12 11 15 13
9-12 11 10 10 14 11
13-16 10 8 9 13 9
17-20 9 6 8 12 7
21+ 8 4 7 11 5
* Excluding polymorph wand attacks.
* Excluding those that cause petrification or polymorph.
* Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d6 HP
  • Starting funds: 2d6 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
  • Can spend 60 percentage points in their rogue abilities (max spend 30 per skill)
  • Cannot cast spells until level 2.

Leveling up[]

At level up:

  • Roll 1d6 HP (unless level 11 or higher, then add 2 HP instead)
  • Check "Thief Saving Throws" above to see if your saving throws change
  • Distribute 30 percentage points to Rogue Abilities (max spend 15 per skill)
  • Check top table to see if THAC0 updates
  • 1 Weapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
  • 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
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