OSRIC Thief

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The Thief Character
Minimum Scores: Str 6, Dex 9, Con 6, Int 6, Cha 6
Hit Die Type: d6 (max 10)
Alignment: Any
Experience bonus: Dexterity 16+
Armour/Shield Permitted: Leather or Studded Leather Only, No Shields
Weapons Permitted: Club, dagger, dart, oil, sling, single-handed swords (except bastard swords)
Weapon Proficiencies: 2 + 1 every 4 levels
Penalty to hit for non-proficiency: -3
Weapon Specialization: N/A
Combat Style Specialization: Archery, Dual Wielding, Single Weapon, and Unarmed.; 2 Ranks

The Thief is tricky stealth based character of excellent skill…

Level XP Required Hit Dice (d6) Notes
1 0 1 Thief Skills, Backstab x2, Thieves’ Cant
2 1,250 2
3 2,500 3 Footpad
4 5,000 4
5 10,000 5 Backstab x3
6 20,000 6
7 40,000 7 Sharper
8 70,000 8
9 1100,000 9 Backstab x4
10 160,000 101 Read Scrolls
11 220,000 10(+2)1
12 440,000 10(+4)1 Master Thief
13 660,000 10(+6)1 Backstab x5
+1 +220,000 ++21

1 After 10th level the Thief no longer gains any more HD, but instead gains +2 hp per level, Constitution hp adjustments do not increase this bonus hp per level.

Thief Saves
Level Wands Breath Weapon Poison Polymorph Unlisted
1-4 14 16 13 12 15
5-8 12 15 12 11 13
9-12 10 14 11 10 11
13-16 8 13 10 9 9
17-20 6 12 9 8 7
21+ 4 11 8 7 5
Thief THAC0
Level Roll to Hit Armor Class Zero (THAC0)
1-4 20
5-8 19
9-12 16
13-16 14
17-20 12
21+ 10

The Thief Class Abilities

Thief Skills: Thieves gain access to a number of special skills that they can naturally perform to some degree of success or failure. The character’s race, Dexterity, and Wisdom score determines the base chance success for each of their skills. At first level the thief may distribute 40 points into these skills as they see fit, each thereafter, they may distribute 25 points into these skills.
No combination of adjustments can reduce a thief’s chance of success in a thieving skill below 1% or increase it above 99%. In other words, there is always a small chance of success or risk of failure unless the GM decides the circumstances are exceptional.
If a Thief wears any armor heavier than Studded Leather, they suffer a -50% chance on all of their skills.

Race Climb Walls Detect Illusions Device Work Escape Bonds Find Traps Hear Noise Hide in Shadows Linguistics Move Quietly Pick Pockets
Human +5% -10% +5% - - - - +10% - +15%
Dwarf - +10% +15% - +5% - - +5% -10% -5%
Elf - +5% -10% - -5% +15% +5% - +10% -
Gnome -10% +15% +10% - - +5% +5% -5% - -
Halfling +5% -5% - - - - +15% - +5% +10%
Half-Elf - +5% -5% - -10% +10% - +15% - +5%
Orc +15 % - +5% - +10% +5% -10% - -5% -
Goblin - - - - +15% -5% +10% -10% +5% +5%
Ability Score Skill
9 -20%
10 -15%
11 -10%
12 -5%
13 -
14 -
15 -
16 +5%
17 +10%
18 +15%
19 +20%
20 +25%
21 +30%
22 +35%
23 +40%
24 +45%
25 +50%

Climb Walls (Dex): Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings, and perform other feats of climbing that would normally be impossible. Climbing checks must ordinarily be repeated for every ten feet of climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without the use of a rope or magic, making the presence of a thief vital to many adventuring parties.

Detect Illusions (Wis): There are thieves that dedicate their lives to penetrating the delusions that magic can instill in their mind. Detect Illusions allows thief to be constantly be passively seeking for flaws in the reality they perceive. Whenever a thief encounters an illusion, they have a chance to recognize that it isn’t real, they have half the same chance to penetrate the illusion and see the world as it really is despite the illusion.

Device Work (Dex): Opening locks , setting traps, and sabotaging devices is a skill unique to thieves, which cannot be successfully attempted by members of other classes.

Escape Bonds (Dex): Through contortion and raw skill a thief can learn to squirm free from even the most difficult bonds. The skill lets the thief break free from tied rope, leather bonds, manacles, chains, straight jackets, or any restraining device. They have half the same chance to squeeze through bars that are too small for their body to normally pass through.
Subject to GM discretion, near any opening could be squeezed through with a penalty to the thief’s Escape Bonds chance.

Find Traps (Dex): This ability represents the thief’s minute visual inspection of a new area for tiny telltale signs that something of interest or danger may be concealed nearby. Whenever a thief encounters an trap, they have a chance to recognize there is danger near by, they have half the same chance to know precisely where the trap is and how it functions (and are thus able to disable it via Device Work).

Hear Noise (Wis): Thieves are constantly on their guard for the telling noises of approaching enemies, thieves subtract their Hear Noises skill from any other character’s attempt to Move Quietly. Further, the thief has a chance to hear any noise which is there to hear passively, they have half the same chance to know precisely what sort of noise they are hearing.

Hide In Shadows (Dex): Some shadow must be present for this ability to be used, but if the check is successful the thief is effectively invisible until he makes an attack or moves from the shadows. The ability can also be used to blend in with a crowd of people rather than disappear into shadows.

Linguistics (Wis): The thief may attempt to read languages that they are not familiar with, crack ciphers, or parse out difficult language tricks. The thief can also use this skill to create tricky language riddles, or speak over other people’s heads. They have half the same chance to understand any magical writing, but this does not allow the thief to use scrolls or spellbooks, they simply understand what spell is written, this half chance also allows thieves to read dangerous magical materials such as Explosive Runes without penalty or setting of hazards.

Move Quietly (Dex): Use of this skill allows the thief to move with preternatural silence even over surfaces such as squeaky floors.

Pick Pockets (Dex): If the thief’s pick pockets check fails by 20% or more, then his or her attempt has been discovered and the intended victim will almost always take hostile action.

Backstab (1st): If the thief can approach their target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.

Thieves’ Cant (1st): Thieves have their own language which they use so that their knaveries and villainies might not so easily be perceived and known.

Footpad (3rd): By third level, the thief, by their very nature, often travels in unsavory circles. They consort with experts in every type of crime both within and outside their guild. These acquaintances can provide the thief information, a place to sell stolen goods, shelter from the authorities and many other services (at the GM’s discretion). These underworld contacts are gathered through use of the theif’s Linguistics skill with a 5% bonus per experience level the thief has. This skill is used to determine the thief’s chance to successfully locate a specialist in a certain field, to gain a specific piece of information, find a safe place to hide from the authorities, etc. Subject to the GM’s discretion this skill check may be modified based on the thief’s membership in a guild and their knowledge of the area in which they are trying to utilize their contacts.
Fences found using this ability will usually only buy items from a thief at one third price.

Sharper (7th): Upon reaching seventh level the thief is a well known in the circles of both the official peacekeepers and the underworld. A thief finds that bribery becomes a much simpler task, even with the most stalwart of guards. By offering a small bribe (no more than 20 gold coins) an official of the law, or similar character, can be bribed to overlook a thief’s actions, or let slip a small bit of information, or misplace a key or official stamp. This bribe is passed through use of the theif’s Linguistics skill with a 5% bonus per experience level the thief has. A failed bribe by 10% or less may have the official counter offer for a higher bribe. At the GM’s discretion bribes may get a bonus chance to succeed for higher values of bribery.
Further, any fence the thief contacts will usually buy items from a thief at half price (normal exchange rates). Official merchants and the like that know that the goods are stolen will likely still buy the goods, but usually only at one third price.

Read Scrolls (10th): When a thief reaches 10th level, they become well-versed enough in training to cast spells from an arcane or divine scroll. However, this casting is not always successful. The thief should roll against their intelligence as a Mage or Priest does, and if the score shown on the die is insufficient for the thief to cast the spell, then the casting will fail, should the thief roll a natural one the scroll is used with a wild surge.

*Master Thief (12th): * Thieves usually do not build castles or fortresses in the usual sense. Instead, they favor small, fortified dwellings, especially if the true purpose of the buildings can easily be disguised. A thief might, for example, construct a well-protected den in a large city behind the facade of a seedy tavern or old warehouse. Naturally, the true nature of the place will be a closely guarded secret. Thieves almost always build their strongholds in or near cities, since that is where they ply their trades most lucratively. Regardless of the presence of an official theif’s den, the Master Thief attracts the attention of a small collection of affiliates who wish to work for the Master thief. The Master Thief, gains an additional the assistance of three Level 3 Thieves, and one Level 7 thief to run their operations.

Thief Kits

Assassin – A clever rogue focusing more on lethality than expertise
Gain: Assassination, Advanced Backstab, Poison Weapon
Lose: Reduced Skills, Alignment must be any Non-good

Assassination (1st): If an assassin gains surprise they may elect to assassinate the victim. The assassin need not roll to hit for an assassination attempt, which is a special attack resulting in a chance to kill the victim instantly and ensure damage even if the victim is not successfully killed. The percentage chance to kill a victim is 50%, with a bonus of 5% per level of the assassin and a penalty of 5% for every two levels of the target (rounding down; in the case of monsters, substitute “hit dice” for “level”). These numbers are approximate, for the GM should modify the assassin’s chances slightly upward or downward according to the circumstances—guarded or wary targets are less likely to be killed, and unwary victims are more likely to die.
If the assassination attempt does not succeed, the attack still inflicts normal damage, together with any applicable bonuses. The assassin does not gain backstab multiple damage on a failed assassination attempt, even if the assassination attempt was made from behind.

Advanced Backstab (1st): If the assassin can approach their target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the assassin is of 4th level or higher. Assassins of 7th level or higher do quadruple damage, while those of 10th or greater level quintuple damage, this multiplier increases again to 6x at 13th level, and once again at 16th level to 7x the number shown on the die.
Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.

Poison Weapon (1st): By swiping some readied poison on their weapon, an assassin may take a 1 Segment Action to poison their weapon once per day. Each enemy struck in the following round with the poisoned weapon suffers 5 points of damage per round for 1 turn, with no save. The poisoned creature must make a Save vs Poison, if they fail, they suffer an additional 3 points of damage per round, and the poison lasts for 3 turns rather than 1. At Fifth level and every five levels there after the Assassin may use poison one additional time per day.

Reduced Skills: Assassins gain access to a number of special skills that they can naturally perform to some degree of success or failure, but at a lesser rate than thieves. At first level the assassin may distribute 25 points into these skills as they see fit, each thereafter, they may distribute 15 points into these skills.
If a assassin wears any armor heavier than Studded Leather, they suffer a -50% chance on all of their skills.

Shadowdancer – A shifty rogue that can disapear into the shadows
Gain: Shadowfriend, Hide In Plain Sight, Shade of Luck, ShadowStep
Lose: Reduced Backstab, Reduced Skills, Trapless, Alignment must be any Non-lawful

Shadowfriend (1st): The Shadowdancer gains a +15% bonus to Hide and Move Quietly skills.

Hide in Plain SIght (1st): The Shadowdancer may hide even while being observed.

Shade of Luck (1st): The Shadowdancer gains a +1 bonus on their Saving Throws.

Shadowstep (4th): Beginning at fourth level the Shadowdancer may attempt a Shaodwstep once per day. The Shadowdancer takes 1 segment to jump through the Shadow Plane, allowing the Shadowdancer to effectively teleport 30 ft per Shadowdancer level. This teleportation operates with perfect accuracy, either to a place the Shadowdancer can see or clearly visualize, or in response to directions (example: “120 ft forward and 30 ft to the right”). If the Shadowdancer’s directions land them inside a solid object, they are shunted to the nearest legal location, and suffer 1d6 damage for every 30 feet that they are shunted. The Shadowdancer can take with them any equipment they are carrying, but cannot Shadowstep in any armor heavier than studded leather. Recovery from the experience of this form of teleportation is immediate. Every four levels after fourth, the shadowdancer gains an additional use of shadowstep per day.

Reduced Backstab (1st): If the shadowdancer can approach their target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab, however, is not doubled— or at least not until the trebled if the shadowdancer is of 5th level or higher. Shadowdancers of 9th level or higher do tripple damage, while those of 13th or greater level quadruple the damage number shown on the die.
Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.

Reduced Skills: Shadowdancers gain access to a number of special skills that they can naturally perform to some degree of success or failure, but at a lesser rate than thieves. At first level the shadowdancer may distribute 30 points into these skills as they see fit, each thereafter, they may distribute 20 points into these skills.
If a shadowdancer wears any armor heavier than Studded Leather, they suffer a -50% chance on all of their skills.

Trapless: While shadowdancers can disarm traps as any other thief can, they do not learn how to set traps, and cannot use their Device Work skill to lay traps for enemies.

Spellthief – A magic stealing rogue with light arcane spell casting
Gain: Detect Magic, Spell Stealing, Spell Boost
Lose: Reduced Backstab, Reduced Skills, No Armour permitted

Detect Magic (1st): A spellthief is adept at detecting more than just Illusions, by spending 1 segement, they may attempt to use their Detect Illusions skill to percieve magic, if they are successful they gain a tunnel of magical vision in a path ten feet wide and thirty feet long, in which the spellthief sees the aura of any magic item as a glowing blue nimbus. This vision is blocked by solid wood 3 ft thick, by stone 1 ft thick, and by solid metal 1 inch thick. The spellthief can only scan a 60° arc during the course of a round: turning more quickly does not allow magic auras enough time to form in the spellthief’s vision.

Spell Stealing (1st): The spellthief gets their name from their ability to steal spells and spell like abilities from spellcasters and various monsters. There are generally two methods of stealing spells from an enemy. The first, and more reliable way is to backstab a target, if the spellthief forgoes additional damage from their backstab they may attempt to steal a spell from the target. The spellthief rolls a Pick Pockets check, if they succeed, they gain access to a spell they specifically desire to steal (though they do not get to know what spells the target has). If the Pick pocket attempt fails, or the spellthief attempts to steal a spell that the spellcaster does not have, the spellthief instead gets a random spell from the target’s ability. (If the target has no spells or spell-like abilities, the attempt is wasted).
Alternatively the spelltheif may attempt a light-touch attack followed by a Pick Pockets check at -20%, attempting to steal the spells undetected. If this Pick Pockets check fails by 20% or more, the attempt fails.
The spellthief can attempt to steal spells from scrolls, but this requires a Linguistics check.
Spellthieves can hold up to their Level + 1 spell levels, and can only steal and cast spells of 1st level, when the spellthief gains 3 Levels, they may steal and cast spells of 2nd level, and every 3 spellthief levels thereafter they may steal and cast a spell of 1 level higher (to a maximum of L.7 spells at 18th level).
The spellthief must succeed on a Linguistics check in order to cast the spell appropriately. If they fail by 20% or more, the spell is lost. If they roll a 01% on the die, then the spell takes place with a wild surge.

Spell Boost(1st): Rather than risking casting a foreign spell, the spellthief may attempt to convert the stolen spell into raw luck. The spelltheif may discard a spell to gain a 5% increase per spell level on any Skill check, a +1 increase per spell level on any attack roll, a +1d6 increase per spell level on any damage roll, or a +1 increase per spell level on any saving throw. The spelltheif must make this decision before learning the result of the roll.

Reduced Backstab (1st): If the spellthief can approach their target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab, however, is not doubled— or at least not until the trebled if the spellthief is of 5th level or higher. spellthief of 9th level or higher do tripple damage, while those of 13th or greater level quadruple the damage number shown on the die.
Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.

Reduced Skills: Spellthieves gain access to a number of special skills that they can naturally perform to some degree of success or failure, but at a lesser rate than thieves. At first level the spellthief may distribute 25 points into these skills as they see fit, each thereafter, they may distribute 15 points into these skills.
If a spellthief wears any armor heavier than Studded Leather, they suffer a -50% chance on all of their skills.

No Armour permitted: Spellthieves are restricted to not wear armor, but if they do they lose access to Spell Stealing and Spell Boost just as a Mage loses access to their spells. (Items that allow mages to wear armor and cast spells, allow the spellthief to use their Spell Stealing and Spell Boost as well.)

OSRIC Thief

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