Thief
Thieves are masters of stealth. They can wear any armor up to elven chainmail although wearing more than leather armor penalizes the thief's special abilities. A thief's weapon choices are limited but include swords, bows and daggers. Should a thief sneak up behind a humanoid victim, they can do extra damage by backstabbing. Thieves have the following special abilities: Open Locks, Find/Remove Traps, Pick Pockets, Move Silently, Hide in Shadows, Set Traps and Detect Illusions (works by 'dispelling' illusionary creatures and spells such as Mislead and other illusions). The base scores for these abilities are determined by the thief's race and dexterity, and the player can then distriute 60 initial percentage points followed by 20 points for each level thereafter. At 10th level, thieves' gain the limited ability to use clerical and magical scrolls. Thieves' cannot be of Lawful Good alignment. The prime requisite for thieves is dexterity, with a 9 dexterity being the minimum requirement. Skills from AD&D that are not implimented in BG: Hear Noise, Climb Walls, Thieves' Cant and Read Languages (there are no languages in BG).
You can only steal unequipped items from victims because they can now as un-pickable, thus you can't take their armor or the weapons in their hand. Most NPCs in the game will have items to steal. Traps can now be set to affect party members, non-party members or both. The Set Traps skill works like a spell.
In ToB, the Thief can draw from a high level ability pool which gives the thief some extra abilities.
Kits
- Assassin
This is a killer trained in discrete and efficient murder, relying on anonymity and surprise to perform his task. Assassins must be of Evil or Chaotic Neutral alignment.
Advantages:
- May coat his weapon in poison once per day per 4 levels. The next hit with that weapon will inject the poison into the target, dealing out 6 damage every 6 seconds for 30 seconds. A saving throw vs. poison limits damage to 6 total. At 10th level, the poison acts twice as fast (but deals out the same damage). At 15th level, the poison acts three times as fast, does more damage and can also slow the opponent.
- Bonus +1 to hit and +1 damage.
- Unlike the thief, the assassin continues to advance in his backstab abilities past 13th level. At 16th level the assassin gains a 6x modifier and at 20th level he gains a 7x modifier.
Disadvantages:
- Only 15% per level to distribute on abilities.
- Swashbuckler
This rogue is part acrobat, part swordsman, and part wit: the epitome of charm and grace. [Abilities updated based on D. Gaider's comments]
Advantages:
- Bonus +1 to AC.
- Another +1 to AC for every 5 levels.
- +1 to hit and damage every 5 levels.
- May specialize in any weapon that a thief can use
- May place three stars in two-weapon fighting style proficiency
Disadvantages:
- Bounty Hunter
This is a hunter of men, skilled in tracking quarry and bringing them back alive--whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average thief.
Advantages:
- +15% to trap setting.
- He can lay special traps (other than the ones that all thieves receive). The traps are more powerful than the typical thief trap, and the effect varies according to the level. The effects are listed below:
- 1st: The trap deals out damage and slows the target (if save is failed).
- 11th: The trap holds the target if a save is failed.
- 16th: The trap erects an Otiluke's Resilient Sphere around the target (if a save is failed).
- 21st: The trap Mazes the target.
Disadvantages:
- Gets only 20% to distribute between thief abilities each level.
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