Thief Customization Costs            
 
Ability Cost Notes
Armor Bonus 10 Armor penalties are halved
Assassination 10* Assassination and poison skills, double cost to improve
Backstab 5 Standard, as per PH2
Climb Walls 5* Standard, as per PH2
Combat Bonus 10 Thaco progression as Priest
Contacts 5* Standard, underworld contacts
Defense Bonus 5 +2 to AC when unarmored and unencumbered
Detect Illusion 5/10* Standard, as per PO:S+P, gained at 10th/1st level
Detect Magic 5/10* Standard, as per PO:S+P, gained at 10th/1st level
Detect Noise 5* Standard, as per PH2
Find/Remove Traps 5* Standard, as per PH2
Followers 5/10 Standard, as per PH2/at 4th level, 5 points required
Gymnastics 20 As per Unearthed Arcana
Hide in Shadows 5* Standard, as per PH2
Hit point bonus 10 Gains d8 hit points per level
Move Silently 5* Standard, as per PH2
Multiple attacks 10 Multiple attacks, as Fighter
Open Locks 5* Standard, as per PH2
Pick Pockets 5* Standard, as per PH2
Read Languages 5* Standard, as per PH2
Scroll Use 5/10 Standard, as per PH2, gained at 10th/1st level
Set Traps 5* Ability to build and arm traps, +50% of score to Find Traps roll
Thieves' Cant 2 Standard, as per PH2
Thieves' Guild 3 Standard, membership in Thieves' Guild, Thieves' Cant required
Thieving Bonus 1/point Extra thieving points at each level
 
Limitation Cost Notes
Armor Restriction -5 Cannot use thieving skills while wearing any sort of armor
Combat Penalty -10 Thaco as Mage
Hit Point Penalty -10 Gains d4 hit points per level
Weapon Restrictions -5 Weapons limited to short blades, dart, sling, staff
Thieving Penalty -1/point Reduced thieving points at each level

Thief Customization Options

Thieves start with 75 points to spend on their thief abilities and skills. They can choose abilities and limitations from the list above in any combination. The basic thief abilities are all labelled in bold type, and include some not found in the Player's Handbook. The percentile-based abilities are marked with an *, and may be improved out of the pool of thief points at each level.

Contacts, Detect Noise, Find/Remove Traps, and Read Languages may each be improved by only 1/3 of the total thief points at each level, the others may be improved by 1/2 of the total thief points.

Assassination starts at 0%, with a bonus for intelligence as for Open Locks. Contacts starts at 10%, with a bonus for charisma as for Hide in Shadows. Set Traps starts at 5%, with a bonus for intelligence as for Find/Remove Traps (the bonus is not included when modifying the Find/Remove Traps roll).

Half-Orcs get a +5% to Assassination. Dwarves receive a +10% to their Set Traps skill, Gnomes a +5%. Non-human races receive a -10% to their Contact skills, except for half-elves and half-orcs who receive no penalty.

Thief skills can be improved to 95% plus any relevant racial and stat bonuses or penalties. Improving past this point can be done at double the normal cost of thief points.

Thieves that take either Combat Bonus, Multiple Attacks, or Hit Point Bonus use the cleric table for advancement. There is no additional penalty for taking more than one of the above.