Thief in action

The adventurer’s handbook

Thief

Elusive opportunist

A Thief considers a fair fight evidence of poor preparation. While the enemy attends to the large person with the shield, the Thief attends to a much smaller opening in its defenses. When noticed, they have a remarkable talent for being behind somebody else. This is not cowardice. Cowardice lacks the professional interest in returning with everybody’s valuables.

Playing a Thief

Key ability
Dexterity
Hit points
1d6 per level, adjusted by Constitution; at least 1 HP gained.
Equipment
Leather armor; no shield. Daggers and shortswords can use Dexterity instead of Strength for melee accuracy and damage, and are the weapons used for Sneak Attack.

Fight beside an ally who threatens your target. Keep another standing creature nearby for Slip Behind, and use Feint when you must create your own opening. Trading damage for a trick can be worth more than the damage itself.

Level progression

Keep the abilities of earlier levels as you gain new ones. XP is experience; the figures below are cumulative thresholds from the beginning of an adventurer’s career.

  1. Level 1

    0 XP

    Sneak Attack +1d6, Feint, and Slip Behind (15% chance).

  2. Level 2

    1,200 XP

    Cunning Step.

  3. Level 3

    2,400 XP

    Dirty Tricks. Slip Behind improves to 20%.

  4. Level 4

    4,800 XP

    First Strike.

  5. Level 5

    9,600 XP

    Sneak Attack becomes +2d6. Slip Behind improves to 25%.

  6. Level 6

    20,000 XP

    Uncanny Dodge, once per encounter.

Abilities and their limits

Sneak Attack

Once per round, one successful dagger or shortsword melee hit deals an extra 1d6 damage, rising to 2d6 at level 5. A conscious ally threatening the enemy in melee provides the opening; Feint and First Strike can also provide it. The extra damage obeys the weapon’s normal defenses and immunities. Use either Dexterity or Strength for these weapons, never both.

Feint

Spend an action against one visible enemy. Your next dagger or shortsword melee attack against it qualifies for Sneak Attack through the end of your next turn. You still need to reach and hit the enemy; a miss consumes the opening.

Slip Behind

When selected for a single-target weapon attack, you may slip behind another standing creature in your area that is large enough to screen you. An ally or enemy can provide cover; the attacker cannot. Your chance is 15% at levels 1–2, 20% at 3–4, and 25% at 5–6. There is one hidden check per attacker per round, covering its whole attack sequence. On success it chooses another legal target, or loses the attack opportunity if none exists. Cover never takes automatic damage. This costs no action but fails when you are isolated, immobilized, or incapacitated. Spells and area attacks bypass it.

Cunning Step · level 2

Once on your turn, make one legal adjacent Move or Withdraw immediately before or after your attack. You still need Break Through to cross an occupied enemy line.

Dirty Tricks · level 3

On a qualifying hit, give up 1d6 of Sneak Attack damage for Distract or Hamstring. The enemy saves against paralysis. On failure, Distract imposes −2 on its next attack through the end of its next turn; Hamstring prevents voluntary movement through the end of its next turn. Hamstring requires a creature whose movement can be hindered this way.

First Strike · level 4

Your first attack of an encounter qualifies for Sneak Attack if the target has not acted. It must still be an eligible melee attack that hits.

Uncanny Dodge · level 6

Once per encounter, automatically use your reaction (unless disabled in your orders) to halve the weapon damage of one hit from a visible attacker, rounding down. You must be able to act. Poison and other attached effects still apply. You have at most one reaction per round.

Combat reference

An action is your main choice on a turn. A reaction answers a particular event. An encounter is one battle; a crawl includes all its rooms. Encounter resources return for a new battle, not by reloading a page or returning to the same fight.

AC measures armor defense; lower is better. THAC0 is the attack score needed to hit AC 0 before modifiers; lower is better. Saving throws resist hazards. The table shows the required unmodified saving-throw scores; lower is better. Class abilities and equipment can improve them.

Thief attack and saving-throw progression
LevelTHAC0Death / poisonWandsParalysis / stoneBreathSpells
1191314131615
2191314131615
3191314131615
4191314131615
5171213111413
6171213111413