Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy
The classic Thief of the B/X (and BECMI) rules has always been a character class with problems – starting with the fact that B/X Thieves aren’t actually very good at stealing things or being stealthy until they reach high levels. So, here is my personal “fix” for the Class. Like the other B/X Character Classes I’ve posted here recently, this one is built on a “five Special Abilities + two Restrictions/Weaknesses” framework, assumes the use of a “five-point” Alignment system, and has flavor text that integrates it into my “Panzoasia” setting.
Human Thief
Abilities: Str: 3d6 | Int: 1d12+6 | Wis: 3d6 | Dex: 1d8+10 | Con: 3d6 | Cha: 1d12+6
Special Abilities: Appraise, Backstab, Cant, Climb, Thieving Ability.
Restrictions and Weaknesses: Criminal Entanglements, Weapon Restrictions.
Hit Dice: d4 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any except Lawful.
Starting Age: 12+d12
Starting Language(s): Western Common, Thieves’ Cant.
Typical Starting Equipment:
- Leather armor.
- Black cloak.
- Black “domino” mask.
- 2 daggers.
- 1 razor (for cutting purses).
- 1 Short Bow.
- 20 arrows.
- Leather quiver.
- Backpack.
- 1 set of ordinary clothes.
- Soft-soled boots.
- 50 feet of hemp rope.
- Grappling hook.
- Crowbar.
- 1 set of Thieves Picks and Tools.
- Sponge.
- 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
- 1 piece of stolen jewelry (worth 1d10 gp).
- 2d4 gp.
Your character lives outside the law, stealing as a way of life. Perhaps they were born to a wealthy family, but craved a life of excitement without limits. Maybe they were orphaned as a child, and made to steal coins for their foster parents. They might have first resorted to thievery to care for a sick parent, sibling, or child. Or perhaps they were simply tired of playing by the rules that kept them and their family poor. However they came to thievery, your character has learned to sneak, to creep, and to bypass security. They can tell choice jewelry from worthless junk. And whatever your fellow adventurers think of their morality, your Thief will quickly learn that the others need them to scout for danger, disarm traps, and open locked portals.
The Thieves the Ultimate West are bound together in a common organization. This “Thieves Guild” originated during the Reign of the Monsters as a gang of Humans and Halflings led by the Immortal Heroine known as “The Clever Lady”. Originally, the Thieves Guild was simply dedicated to stealing back the treasures looted by the Monsters and Depradators, and restoring them to the Five Peoples. Now the Thieves Guild is an international secret society that both profits from, and regulates, criminal activity of all kinds. Among the common folk, the Thieves Guild still has a reputation for dispensing justice when the regular authorities can’t – or won’t. Indeed, many Good-Aligned Thieves endeavor to emulate the example of The Clever Lady – stealing only from the Evil and over-privileged, and distributing charity to the poor. Most other Thieves, however, are only in it for themselves.
The main enemies of the Thieves Guild in the Ultimate West are the Clerics of Destiny (Law). Whereas most other people at least accept the existence of the Guild, the Lawful clergy are relentless in their condemnation and persecution of it. This puts the Clerics of Destiny in conflict not only with the Clerics of Chance (Chaos) who are allied with the Thieves Guild, but also the Clerics of Light (Good) – who fear that the Guild (undoubtedly corrupt and problematic in its current form) might be replaced by a far more malevolent group.
Special Abilities of Human Thieves
Appraise: You can roll an Intelligence Check for your Thief to accurately estimate the total number of coins in a pile (or container) without actually taking time to count them individually; or to know the real value of gems, jewelry, art objects, and commodities.
- Your character cannot identify Magic Items, and will not necessarily know the correct use of exotic and unusual objects.
- The information will be communicated to you privately. You can choose to honestly share it with your character’s fellow adventurers, or lie.
- Because a Thief’s ability to Appraise involves quickly doing arithmetic with their fingers, hands, arms, and feet, they cannot Appraise while bearing two-handed melee weapons.
Backstab: When your characters attacks someone who is unaware of their presence, you make the Attack Roll with a +4 Bonus, and double the damage done on a successful attack.
- Your Thief cannot Backstab while wearing any armor heavier than Leather, or bearing a two-handed melee weapon.
Cant: In addition to speaking the Common tongue, your character can communicate in a unique mixture of slang, metaphors, foreign words, postures, gestures, and innuendos called Thieves’ Cant.
- While one cannot have a philosophical discussion using Thieves’ Cant, it is more than sufficient to plan a burglary, warn a fellow Thief about nearby guards, or purchase stolen goods.
- Ordinary people cannot actually understand Thieves’ Cant – but using it in polite society instantly marks one as a member of the criminal underworld.
- Because it requires making certain gestures and striking certain poses, a Thief cannot communicate in Cant while bearing a two-handed melee weapon.
Climb: You can make a Dexterity Check for your Thief to Climb difficult and sheer surfaces impossible for other people to scale.
- You must make another Check for every 100 feet scaled.
- Your Thief cannot Climb while wearing any armor heavier than Leather, or while bearing a two-handed melee weapon.
Thieving Ability: Your character has a seventh Ability score, called “Thieving Ability”. Roll your character’s Thieving Ability or less on a d20 to do such things as:
- Hear noises occurring on the other side or a door or wall, and discern any whispered words heard. Non-Thieves have a 1 in 6 chance to hear a noise across a wall or door, but are unable to actually understand conversations.
- Completely hide in shadows, even when being observed. Your Thief must be wearing dull, or dark colored clothing.
- Move silently across surfaces (such as old wood or hard stone) where other people will always make some noise.
- Pick pockets (or purses) of people otherwise unaware of your character’s presence. Only Thieves and Illusionists can pick pockets.
- Find non-obvious traps, both in the environment and on containers. Characters who are not Thieves can find traps only by specifically describing what they are looking for.
- Remove traps that have been detected, without triggering them. Characters who are not Thieves, Gnomish Tinkerers, or Halfling Rovers cannot remove traps without triggering them in some way.
- Pick locks (provided that your character has a lock pick, or a plausible improvisation of one). Characters who are not Thieves cannot pick locks at all – they can only destroy them.
Your character’s base Thieving Ability begins at 7, and increases by 1 each Level (as shown on Human Thief Advancement Table). Your character’s Dexterity Modifier is added to their Thieving Ability.
At the GM’s discretion, Thieving Ability might be useful in other circumstances requiring stealth, agility, and/or manual skill beyond what an ordinary person would possess.
Your character cannot use their Thieving Ability while wearing any armor heavier than Leather, or bearing a two-handed melee weapon.
Restrictions and Weaknesses of Human Thieves
Criminal Entanglements: If your Thief lives in a town, they must become a member of the local Thieves’ Guild. Besides the benefits it provides, membership in the Guild also creates a number of complications for your character:
- Your character must give the Guild 10% of the value of everything they steal, including treasure recovered from dungeons.
- They will be tattooed with the mark of the Guild. Thieves who move around a lot will have many tattoos from various local Guilds.
- Every month there is a 20% chance that your character will be ordered to steal a specific item and deliver it to the Master / Mistress of the Guild (or their representative). Failure to at least attempt the job will result in expulsion from the Guild.
- Major thievery in town (worth over 50gp) must be cleared with the Guild before being attempted. Failure to do so will result in expulsion.
- Your character is expected to defer to their superiors in the Guild, to physically protect them, and to avenge them if they are harmed.
- Your character is expected to esteem their fellow Guild members above all other people – including their family, friends, and even their spouse.
- All Guild Thieves are expected to minimize physical harm done to people in the course of thievery they conduct in town. Assaulting children or non-combatant women will result in immediate expulsion – even if the Thief is a child or woman themselves.
- Since the Guild considers itself to have a monopoly on criminal behavior in its area, your character is expected to punish anyone they see committing any unsanctioned crime. The Guild does not tolerate ordinary civilians stealing, committing assaults, vandalizing, abusing the innocent, or violating holy places. For that reason, local authorities (other than Lawful Clerics) tend to turn a blind eye to the Guild’s continued existence.
If your character steals from townsfolk without being a member of the Thieves Guild, they will be approached by another Thief who will demand they join, and retroactively pay the 10% Guild fee. If your character do not join the Guild (or steals after being expelled), they will be put under sentence of death.
Weapon and Armor Restrictions:
- A Thief cannot use any of their Special Abilities while they bear any two-handed melee weapons (Bows and crossbows do not count) Nor can they effectively utilize such weapons.
- Wearing any armor heavier than Leather prevents a Thief from from using the following Special Abilities: Backstab, Climb, and Thieving Ability.
Destiny at 9th Level
Your character may either open a new branch of the Thieves Guild (in an area where it never existed, or had been destroyed), or attempt to usurp control of your local Thieves Guild.
- If your Thief builds (or remodels) a hideout, and opens a branch of an existing Thieves’ Guild, they will be sent 2d4 1st Level Thieves – one of which is almost certainly a spy reporting back to the main Guild.
- To wrest control of the local Guild, your character must either eliminate the existing Guildmaster, persuade them somehow to retire, or persuade the majority of Guild members to support them. Your character will almost certainly make lasting enemies of the previous Guildmaster (if they continue to live), and the supporters of the old regime.
Destiny at 14th Level
Your character may attempt to impose their authority over all the local Thieves’ Guilds in the Ultimate West.
- There may be multiple 14th Level Thieves that have the honorary title of “King” or “Queen”, but only one of them can be in formal control of all the Thieves’ Guilds.
- Your character will need to persuade the Guildmasters of at least half the major cities of the Ultimate West to support them – or else eliminate those Guildmasters and replace them with supporters.
- If your character succeeds, the remaining Thieves’ Guilds will fall in line, and accept your Thief as unquestioned King (or Queen) of All Thieves.
- If there is another 14th Level Thief whom your character has replaced as formal head of the Thieves’ Guild, the former King or Queen will become an implacable enemy for the remainder of their life – and possibly beyond!
Human Thief Advancement Table
|
Exp. Points (Hours played) |
Exp. Level |
Level Title |
Hit Points |
THAC0 [Attack Roll Bonus] |
Thieving Ability (roll equal or under on d20.) |
|
0 |
1 |
Finagler |
1d4 |
19 0 |
7 + Dex. modifier |
|
1,500 (8 hours) |
2 |
Robber |
2d4 |
18 [+1] |
8 + Dex. modifier |
|
4,000 (24 hours) |
3 |
Filcher |
3d4 |
18 [+1] |
9 + Dex. modifier |
|
7,000 (36 hours) |
4 |
Prowler |
4d4 |
18 [+1] |
10 + Dex. modifier |
|
13,000 (48 hours) |
5 |
Burglar |
5d4 |
17 [+2] |
11 + Dex. modifier |
|
25,000 (60 hours) |
6 |
Housebreaker |
6d4 |
17 [+2] |
12 + Dex. modifier |
|
50,000 (72 hours) |
7 |
Master Thief |
7d4 |
17 [+2] |
13 + Dex. modifier |
|
100,000 (84 hours) |
8 |
Ringleader |
8d4 |
16 [+3] |
14 + Dex. modifier |
|
180,000 (96 hours) |
9 |
Upright Man / Upright Woman |
9d4 |
16 [+3] |
15 + Dex. modifier |
|
300,000 (108 hours) |
10 |
Upright Man / Upright Woman |
9d4+2 |
16 [+3] |
16 + Dex. modifier |
|
420,000 (120 hours) |
11 |
Upright Man / Upright Woman |
9d4+4 |
15 [+4] |
17 + Dex. modifier |
|
540,000 (132 hours) |
12 |
Upright Man / Upright Woman |
9d4+6 |
15 [+4] |
18 + Dex. modifier |
|
660,000 (144 hours) |
13 |
Upright Man / Upright Woman |
9d4+8 |
15 [+4] |
19 + Dex. modifier |
|
780,000 (156 hours) |
14 |
King of Thieves / Queen of Thieves |
9d4+10 |
14 [+5] |
20 + Dex. modifier |
Human Thief Saving Throws
|
Level |
Poison / Death Ray / Disease |
Wands / Psionics |
Paralysis / Petrification |
Dragon Breath / Explosives / Firearms |
Spell /Staff / Rod |
|
1 |
13 |
14 |
15 |
12 |
16 |
|
2 – 3 |
12 |
13 |
14 |
11 |
15 |
|
4 – 5 |
11 |
12 |
13 |
10 |
14 |
|
6 – 7 |
10 |
11 |
12 |
9 |
13 |
|
8 – 9 |
9 |
10 |
11 |
8 |
12 |
|
10 –11 |
8 |
9 |
10 |
7 |
11 |
|
12 – 13 |
7 |
8 |
9 |
6 |
10 |
|
14 |
6 |
7 |
8 |
5 |
9 |
Permutations and Variations of the Human Thief
HALFLING BURGLAR
The Halflings of the Thieves Guild are particularly valued for their ability to function in low-light conditions, and elude guards. They are notorious for often not discriminating between junk and treasure, however!
- Special Abilities: Backstab, Nightvision (as per Halfling Rover), Small Target (as per Halfling Rover), Thieving Ability, Thieves’ Cant
- Restrictions and Weaknesses: Criminal Entanglements, Small Stature (as per Halfling Rover)
- Destiny at 9th Level: As Human Thief (Many local Thieves Guilds are actually headed by Halflings.)
- Destiny at 14th Level: As Human Thief (The Clever Lady herself was a Halfling.)

