| 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 |
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.