- Hit Points: 7
- Base To Hit: +0
- Saving Throw: 15 – you gain a +2 to saves vs. death & poison
- Damage: 1d6
- Thief Abilities: The thief can perform a host of specific abilities. These include opening locks, disarming traps, picking pockets, moving silently, hiding in shadows, climbing sheer surfaces and back stab. The thief begins with a rating of 0 in each ability. The thief gains 4 points to distribute to improve each abilities rating. To succeed at an ability, the Thief must roll a 6 on a 1d6. Each point of rating assigned adds +1 to this roll.
- Back Stab: A thief with a rating with at least 1 in Back Stab gains the following benefit: When attacking an unaware or distracted foe, the Thief gains the advantage on the attack. The Thief also does additional damage based on the Back Stab rating. Rating 1-2 = 2x damage, rating 3-4 = 3x damage, rating 5-6 = 4x damage, 7-8×5 damage.
- Armor Limitation: A thief is not able to perform any thief abilities if wearing any armor heavier than leather or if equipping a shield.
- Dexterity bonus for XP: The Thief gains a bonus or penalty to experience points earned based on their Dexterity. See the Universal Ability Bonus chart.
Default thief: (use this if you wish to play the standard thief) Open Locks: 0 Disarm Traps: 0 Pick Pockets: 0 Move Silently: 0 Hide in Shadows: 0 Climb Sheer Surfaces: 3 Back Stab: 1