Monday, July 4, 2011

As promised... A WhiteBox Thief

©Steve Willhite. Elfwood.com
I began my gaming career on Christmas Day 1981 when I received the Moldvay Basic box set.  My view of D&D has, therefore, been forever colored by the expectation that it includes FOUR base classes: Cleric, Fighter, Magic-User and, for good or bad,Thief.  When I settled on S&W: WhiteBox as my rule set of choice to introduce my middle-schoolers to the Great Game, I felt I needed to add the Thief to the core 3 found in S&W:WB. I spent (as I usually do) far too long searching the interwebz for a Thief I liked - one that "felt right" - since I really do like the streamlined presentation of the classes in WhiteBox.  I found any number of interesting variations and ultimately settled on a couple of core resources for not only the Thief, but most of my other customizations and additions as well.

One is the S&W Companion site and White Box Heroes by Salvatore Macri (skathros) and the other is Knockspell magazine, the house mag for Mythmere Games. There is a ton of information to be mined there, under the OGL, and while it isn't perfect for my needs, it's a great place to start.  So back to the Thief...

This boy has undergone a few changes as I've gotten closer to what's working for me.  I started with the WB Heroes thief, and re-worked the skills to use d6s rather than the d20 skills used originally.  Then I switched things up and used some ideas from Knockspell Issue No. 2.  After more tweaking, I ended up with this one, which I think fits my sense of WB style better. Without further ado...


The Thief

A figure in the shadows, an expert in stealth and delicate tasks, this is the Thief. Locks, traps, and scouting are their trade; they are the eyes and ears of the adventuring party, tackling the inanimate perils of the dungeon itself. In combat they are not the equal of armored Fighters or Clerics, but instead rely on knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. They are the scouts; the treasure seekers; and when necessary, the deadly blade that strikes from the shadows without warning.

A
ll Thieves must be either Neutral or Chaotic in alignment.  Elves, dwarves, halflings and orcs may all become thieves with no maximum level limitations.

Thief Class Abilities

Weapon/Armor Restrictions: Thieves may use any one-handed weapon, and they are limited to armor weighing no more than leather. They may not use shields.
Backstab:
When attacking from behind or from hiding (see Stealthy Movement below), the Thief inflicts double damage with a successful attack. At levels 5-8, damage is tripled, and after 9th level the attack inflicts quadruple damage.
Extraordinary Climbing:
Thieves may climb normally inaccessibly vertical surfaces at the rate of 10ft for every two levels per round. At the Referee’s discretion, extreme circumstances may require a die roll to determine success.
Keen Detection:
The Thief is skilled at spotting hidden and concealed doors. Thieves are also keen listeners, whether it’s overhearing conversations in a tavern or through a door in a quiet dungeon. At first level, a Thief detects secret doors and hears noises on a roll of 1-2 on 1d6. This increases to 1-3 at third level, 1-4 at sixth level, and 1-5 at ninth level.
Dexterous Manipulation:
With the nimblest of fingers, Thieves are able to perform feats of manual dexterity such as picking pockets or palming small items. With the appropriate tools, they can also attempt to disarm small mechanical traps or open locks. They are successful on a roll of 1-2 on 1D6. This increases to 1-3 at third level, 1-4 at sixth level, and 1-5 at ninth level.
Stealthy Movement: The Thief is a master of sneaking and hiding. He is able to hide in the smallest shadows to avoid discovery and move nearly silently, with a movement rate of 1 per level.

Establish Gang (9th):
At ninth level, a Thief may establish a stronghold and attract a number of lesser thieves who will recognize him as their boss and serve him so long as his activities continue to provide them with a steady supply of ill-gotten gains.
Saving Throw:
Thieves gain a +2 bonus on saving throws in situations where quick reflexes or dodging would help them avoid injury, such as against traps, breath attacks.
XP Bonus for Dexterity
: Dexterity is the Prime Attribute for Thieves, meaning that a high dexterity score grants them an additional 5% experience.

Thief Advancement Table


Level
Experience
Hit Dice (d6)
BHB
Saving Throw
1
0
1
+0
14
2
1,500
2
+0
13
3
3,000
2+1
+0
12
4
6,000
3
+1
11
5
12,000
4
+1
10
6
24,000
4+1
+2
9
7
48,000
5
+2
8
8
96,000
6
+3
7
9
192,000
6+1
+3
6
10
384,000
7
+4
5


OGL Section 15 Addendum:
Knockspell Magazine Issue #2, Copyright 2009, Matthew J. Finch
White Box Heroes Copyright 2009, Salvatore Macri

4 comments:

  1. Nice. I saw that on the S&W forums a while back. Big influence on my Pokamo race-class. Good stuff.

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  2. Thanks. I just put this version up on the S&W forums yesterday, so whatever you saw a while back wasn't mine, but I drew from others work, so no doubt there are similarities. The thief is something that no one ever seems quite happy with, so there are lots of variations out there.

    I'll be rolling my campaign over to BECMI soon, so race-class versions of some of my ideas will be forthcoming.

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  3. Wow, awesome drawing. :) And the info is pretty helpful. I'm still new to pnp dnd so.. thanks!!

    ___
    Cheap international calls

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  4. Thanks Jimmy. Not my drawing, I just found it while searching through Elfwood. There is some amazing artwork on there. Take the time to check it out!

    I try to keep my WhiteBox classes really simple, in the spirit of the stuff that is in the rulebook. I seem to write them more complex initially - especially if they are adopted from other editions of D&D, then simplify them over a course of rewrites and play-testing. Hope it comes in handy.

    Welcome to the party!

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