Chapter 1 - Class - Character Kits
Thief Kits
Following are several types of thieves represented by thief kits. Before allowing his players to choose kits for their characters, the DM should review each kit and make notes for himself about them. For each thief kit, the DM must determine:
There are three rules governing the thief kits:
Each type of thief described in this chapter is defined by means of a kit. A kit is made
up of the following elements, following the style of the warrior kits in the AD&DŽ 2nd
Edition Complete Fighter's Manual:
Description: The kit explains the thief type, describing the typical appearance,
manner, cultural background, and use of the character in a campaign. It also lists any
requirements necessary for a character to take the kit.
Role: Many of these thief types arise in particular social contexts. A Fence, for
instance, exists because other thieves need to market stolen goods. The kit will thereforedescribe the role of the Fence in his society, and may suggest how he might function in
relation to the rest of the fantasy adventure campaign.
Under "Role" you will also find notes on the personalities or backgrounds typical for
thieves of this kit. This reflects our earlier discussion of "role-playing thieves," where we
examined setting, social background and motivations, and presented a few thief
archetypes.
Secondary Skills: If you have chosen to use the Secondary Skills rules from AD&DŽ
2nd Edition (see Player's Handbook, p. 53), then your kit may require your thief to take a
specific skill, or choose from a limited range of choices. You might not be able to choose
or roll randomly from among all the secondary skills listed in the Player's Handbook.
Weapon Proficiencies: If you're using the weapon proficiency rules from AD&DŽ
2nd Edition, then your kit could require your thief to take specific weapon proficiencies.
Or, he might have to choose one from a limited range; the Bandit, for instance, is
required to take one bludgeoning weapon.
Some kits (Assassins, for example) are permitted a wider range of weapons than
normal thieves. This, too, is noted under weapon proficiencies.
Unlike nonweapon proficiencies, below, weapon proficiencies required for a thief kit
are NOT bonuses unless otherwise specified. They must be taken to fill the weapon
proficiency slots normally given to a first level thief.
Nonweapon Proficiencies: If you have chosen to use the nonweapon proficiency rules
from AD&DŽ 2nd Edition, then you will find useful the information in each kit on what
proficiencies are required or recommended for that sort of thief. The Bounty Hunter, for
instance, is required to take the tracking proficiency; and a number of other proficiencies
related to wilderness survival and tracking down people are recommended.
Note that required proficiencies are bonuses, given in addition to the nonweapon
proficiency choices that you may make as usual. Sometimes a bonus proficiency will
come from a group other than the General or Thief groups, but (since it is a bonus
anyway) it doesn't matter how many extra slots it would otherwise be required to occupy.
When a proficiency is only recommended in a thief kit, it is not given automatically
to the character. If the character decides to take a recommended nonweapon proficiency,
it is chosen to fill one of the thief's open slots. Beginning thieves should have no more
than one nonweapon proficiency that is not among those recommended or required for
their kit.
So let us suppose we have a bounty hunter named Baltrin. As a first level thief,
Baltrin starts with three nonweapon proficiency slots. In addition, for choosing the
Bounty Hunter kit, he gets Tracking as a bonus proficiency. Two of his three nonweapon
proficiency slots must be spent on proficiencies that are recommended for his kit; he
chooses alertness and riding (land-based). His final slot may be filled with any one-slot
proficiency that he desires. The player chooses carpentry, deciding that Baltrin came
from a family of carpenters.
A number of new nonweapon proficiencies are mentioned in these kits. See Chapter
2, "Proficiencies," for a complete listing of thief nonweapon proficiencies and complete
descriptions of those which are new.It is not recommended that you use both secondary skills and nonweapon
proficiencies. We strongly recommend that you use the nonweapon proficiency rules if
you are going to use these new guidelines for thief types; they give the thieves much
more color and definition, and make for a more interesting and versatile campaign.
Skill Progression: This section of each thief kit suggests which of the traditional
thieves' skills (picking pockets, etc.) are most valuable to that sort of thief. It is
recommended that characters rise fastest in those skills, since they are the ones that are
likely to get the most practice. These are meant as suggestionsthe choice of how to
allot skill improvements ought to remain in the hands of the player.
Equipment: Some thief types tend to make use of certain forms of equipment, either
from preference or need; or they may be limited in what equipment they can carry. We
will note such situations. A Beggar, for instance, can't beg very well if he's dressed in
resplendent finery, with gilded armor and bejeweled weapons.
These equipment listings aren't really restrictions. Rather, they reflect what time and
trial have proven to be most advantageous for a thief of this or that variety. If the
character is fulfilling his role, the equipment will make sense; and the DM is encouraged
to assist in pointing out the value of the suggested equipment when a character
experiments with other things.
Special Benefits: Most thief types have some special benefits that the others don't.
These may be straightforward special abilities. Often, however, they reflect the thief's
relationship to his society; they may be defined as special reaction bonuses, special
privileges in certain cultures or regions, and so forth. A Fence, for instance, gets better
reactions from other thieves (especially if they want him as a business partner), and also
has less trouble than other characters in finding thieves willing to hire out their skills.
Special Hindrances: Similarly, each thief type has certain disadvantages which hinder
him, such as the reaction penalties of Beggars.
Races: In the previous chapter we discussed nonhuman thieves in general. Each kit
was written with the human character in mind. In a sense, demihuman thieves of each
race are a kit unto themselves, because of their nonhuman heritage. However, it is
certainly possible for demihumans to take one of these kits (pending the Dungeon
Master's approval, of course). Before putting too much effort into a non-human character,
be sure to approve the race/kit mix with your DM. He might not appreciate dwarf pirates,
for instance.
Under the heading "Races", we note in each kit special considerations for nonhuman thieves: races recommended (or the opposite) for that kit, and any special modifications that might apply if a nonhuman character is used
Acrobat
Adventurer
Assassin
Bandit
Beggar
Bounty Hunter
Buccaneer
Burglar
Cutpurse
Fence
Investigator
Scout
Smuggler
Spy
Swashbuckler
Swindler
Thug
Troubleshooter