THIEVE SKILLS SUBSTITUTION You cannot take any of the thieve skills from the thieve class/kit as detailed in S&P. You must stick with the skills a straight thieve acquires. The only exception is. You may substitue any one skill from the standard thieve skills (i.e. pick pockets) for any one of the new thieve skills shown on table 27 of S&P. (i.e. tunneling). You still get all the thieving skills associated with a normal/standard thieve. Including backstab, thieves cant, and the ability to use scrolls. ADJUSTMENTS TO THIEVING ABILITIES DUE TO RACE Use table 28 from PLAYER'S OPTION: Skills & Powers page 53. Note that the Half-Ogre entry if present should be ignored. Half-Ogres may not become thieves. Some early printings of S&P included a Half-Ogre entry on this table. ADJUSTMENTS TO THIEVING ABILITIES FOR HIGH DEXTERITY SCORES Use table 29 from PLAYER'S OPTION: Skills & Powers page 53. Note that the entries on that table are to be modified according to specific subabilities as noted here. Not just the main Dexterity attribute as noted on table 29 of S&P. The following skills are modified by the characters AIM score: Pick Pockets, Open Locks and Find/Remove Traps. The following skills are modified by the characters BAL score: Move Silently, Hide in Shadows and Climb Walls. The remaining two thieving abilities, Tunneling and Escape Bonds, are modified according to the characters main Dexterity attribute. ADJUSTMENTS TO THIEVING SKILLS FOR SPECIALIZED EQUIPMENT Sometimes a rogue will make use of specialized equipment to assist him in the performance of one of his 'talents'. For example a ninja may apply black makeup to his face (camoflage) in order to reduce his chance of being seen in the dark. (Increasing his hide in shadows chance by +2%). Additionally he may also wear a specialy designed thieves cloak to further reduce his chance of being spotted, he may even decide to apply weapon blacking to his blades. (Increasing chance of hiding in shadows by +5%) All these things can be used in combination, in order to increase a rogues chance to perform a particular skill. But, only the most beneficial bonus of all such 'cosmetic' devices, will actually be taken as a bonus to the characters chance of successfully performing that skill. In the example above, the Ninja would receive at most, a +5% to his chance to hide in shadows. No amount of neat devices, and specialized equipment can make up for a bumbling incompetent! Note that a thieve with keen hearing and a hearing cone is permitted bonuses for both. keen hearing, unlike a hearing cone, is not a cosmetic aid, and the two bonuses can be used in concert to increase the chance to detect noises. The specialized items, and devices mentioned above can be found throughout the complete equipment list along with various other 'cosmetic' thieving aids. USE OF ARMOR BY THIEVES: The use of armor, by all classes which have any of the following thieving abilities, has detrimental effects on those thieving abilities; as detailed on the chart below. Any class which is effected by this chart may not use pieces for armor. With the exception of magical bracers, and or helms. THIEVE FUNCTION CAT0 CAT1 CAT2 CAT3 CAT4 CAT5 CAT6 CAT7 CAT8 ------------------------------------------------------------------------- Pick Pockets +5% Ð -5% -10% -20% -40% -65% -85% -100% Open Locks Ð Ð Ð -5% -15% -40% -70% -80% -90% Find/Remove traps Ð Ð Ð -5% -15% -40% -60% -80% -90% Move silently +10% +5% -5% -10% -25% -45% -65% -85% -100% Hide in shadows +5% Ð Ð -5% -20% -35% -60% -85% -100% Detect noise Ð Ð Ð -5% -20% -35% -45% -50% -70% Climb walls +10% -5% -10% -20% -30% -45% -65% -85% -100% Tunneling +10% +5% Ð -10% -20% -35% -60% -85% -100% Escape bonds +10% +5% -10% -20% -30% -45% -65% -85% -100% Tightrope walking +10% -5% -10% -20% -30% -45% -65% -85% -100% Pole vaulting +1Õ Ð -1/2Õ -1Õ -2Õ -5Õ -8Õ -12Õ -18Õ High jumping +1Õ Ð -1/2Õ -1Õ -2Õ -5Õ -8Õ -12Õ -18Õ Broad jump standing +1/2Õ Ð -1/2Õ -1Õ -3Õ -5Õ -7Õ -8Õ -10Õ Broad jump running +1Õ -1/2Õ -1Õ -2Õ -4Õ -7Õ -10Õ -15Õ -20Õ Tumbling, attack +2% Ð -5% -10% -15% -15% -20% -30% -50% Tumbling, evasion +4% +1% -5% -10% -15% -20% -35% -50% -70% Tumbling, falling +5Õ Ð -2Õ -5Õ -15Õ -35Õ -40Õ -55Õ -70Õ ------------------------------------------------------------------------- Keep in mind that not all magical armor is the same. In general there are three types of armor when it comes to encumberance. There is armor which is both encumbering and has weight. There is armor that has no weight yet is encumbering. If this is the case the armorÕs weight is added to the characters total weight carried in oreder to determine whether the character is encumbered or not, however the weight of this armor is not counted towards the total amount of weight the character can carry. The third type of armor is non encumbering. This type of armor adds itÕs weight to the characters total carried, yet has no effect on whether the character is encumbered or not. Of course magical armor is not non-encumbering, or weightless unless specifically stated. Note that it is possible to have magical armor that is both non-encumbering, and weighs zero. When wearing armor that is both zero weight, and non-encumbering it is equivalent to wearing no armor at all for the purposes of the chart above. If the armor is non-encumbering only, then it is considered 5 categories lower on the chart above. If the armor is zero weight only, then it is considered two categories lower on the chart above. In both instances the lowest category attainable while wearing any armor is category 0. Wearing protective bracers, cloaks, rings, etc. is equivalent to category 0. ARMOR CATEGORIES: 0=no armor; 1=cloth & elfin chain; 2=leather and furs; 3=padded, quilted silk/cotton, studded leather & skins; 4=cuirboilli, cured hides & mesh; 5=ring, chain & spun metal; 6=plant fiber, scale mail & lamellar; 7=heavy scale, splint, banded; 8=half plate, plate mail, plate, spiked plate, field plate. If the armor you are wearing is not listed on this chart choose the nearest equivalent based upon both A.C. afforded.