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Chapter 7: New Rules for Thieves

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This section introduces rulesof advanced complexity that players and DMs may wish to use in the campaign. Whilethey are recommended for use in a gaming environment where thieves are common,they are not exclusively limited to the thief character.

As an exception to this generality, those optional rules thatmodify specific thief activities are, of course, useable only by thieves.

New rules are provided for lock and trap construction, removal,and modification; for specific animal training, tricks common and useful tothieves; to amplify the poison rules presented in the AD&D® 2nd Edition DungeonMaster's Guide; to allow thieves to possibly knock out a victim with asurprise blow from the rear; and to detail the encumbrance effects when armoredcharacters attempt to perform acrobatics.

Advanced Locks and Traps

The game works perfectly wellunder the assumption that a lock is a lock, regardless of its make or mechanism.Traps generally earn greater detail ('a poison needle flicks out of thepanel beside the lock,' for example), but even so, the actual workings ofthe device are not usually described.

However, locks and traps are in fact found in great variety, andwhile many might provide little challenge to the skilled thief, some will provedaunting even to the most experienced veteran. A device can be listed with amodifier of + or - up to 30%, reflecting the ease or difficulty with which athief might pick the lock or find and remove a trap. The modifier is applied tothe thief's chance of success with the obstacle; a –30 lock, for example,lowers the thief's chances of picking it by 30%. If his normal percentage is65%, then his chance with this lock is only 35%.

Describing Types

The more detail the DM canprovide regarding the obstacle facing the thief, the greater the player'soptions in facing it.

Locks can include simple latches, keyhole locks with a single ormultiple tumblers, puzzles that involve performing several procedures in a setsequence (pushing a stone, turning a handle, and pulling outward, for example).

Traps have many more varieties. Generally a moving part, such as acage, block, blade, needle, sluice gate, or trapdoor, is triggered by the actof a character—a step on a surface, or a pull on a handle, for example.

A good trap design will include at least some vague description ofhow the two elements are connected. Levers, springs (both leaf and coil),pivots, bellows, deadweights, block and tackle, and hinges are all elementsused in trap design.

Modifying Checks

The major considerations fordetermining the difficulty of a trap are the skill of the locksmith or trapmaker, the materials used for the job, and the purpose of the lock or trap. Someexamples for locks are listed:

+15%Typical latch on smallhouse, guest room of an inn, storage closet, etc.

0Lock on a merchant's house, weapons locker, wine cellar of alarge inn, etc.

Online

–15%Door to a cell or keep, security checkpointwithin a dungeon, lock on a gem cutter's shop or moneychanger's house.

-30%Lock on a major vault ormost intricately designed cell door

These guidelines should beused by the DM to establish a variety of challenges in the campaign setting. Themany varieties of traps are too great to list, but the same principle ofmodification applies.

The new equipment listed in Chapter 5 includes a variety of aidsfor just such delicate work. By utilizing greater detail in the description ofa lock or trap, more opportunities for the use of this equipment will arise.

Building Better Locks

A character with locksmithproficiency can try to build a superior lock, but only if the proper materialsare available. In most cases this means an iron or steel lock, though specialconsiderations can be adjudicated by the DM. The locksmith must make aproficiency check for the lock. A roll of 1 or less indicates a lock ofsuperior craftsmanship. Subtract 1 from the die roll for every proficiency slotbeyond the first spent on the locksmith skill. For example, a craftsmanwith three slots of locksmith skill creates a superior lock on a roll of 1, 2,or 3.

The modification forsuch a specific lock is determined by rolling 1d10, resulting in a 1-10%modifier. Each improved lock will be at least as good as the one before it,however, so re-roll results that are lower than the modifier for a previouslock made by that same smith. When the locksmith makes locks with a 10%modifier, he is allowed to roll 2d10. When he reaches 20%, he receives 3d10,but is no longer guaranteed to beat his previous high roll. He does get to roll3d10 until he gets a result of 20 or greater, however.

For example, a locksmithbuilds a superior lock and rolls a 7% modifier. On his next superior lock, herolls and discards a 6, 3, and 5, before rolling a 10. He keeps the 10, sincethat is the first roll to equal or beat his previous high of 7. On his nextsuperior lock, he rolls 2d10, using the first adjusted roll of 10 or higher. Ifhe eventually gets a 20, he rolls 3d10 until he gets a result of 20 or greater.All his subsequent superior locks, then, will gain at least 20% modifiers, withthe occasional one perhaps as high as 30%.

Multiple Locks

A simpler way to make a room or chest more secure againstthieves is simply to protect it with more than one lock. Iron-bound chests withtwo or three built-in locks were not uncommon in rich treasure vaults.Certainly a powerful and suspicious wizard would not entrust his spellbooks toa cabinet with only a single lock.

Lockpicking/Trap

Removing Noise

A thief attempting to open a lock or remove a trap withcomplete stealth can try to do so. He suffers a -10% chance to his abilityrating, but will perform the task quietly on any roll except 01-10%. In thelatter case the lock or trap makes a sharp click, snap, or other sound, audibleto anyone within earshot.

If a thief fails asilent attempt, he cannot try to open the same lock normally.

Animal Assistants

A thief with an exceptional ability at animal handling andtraining can sometimes train creatures to assist him in his profession. Thissection discusses three possible creature assistants: dogs, ferrets, andmonkeys. Other types can be used given the approval of the DM; develop anddefine the abilities of the animal using these three as examples.

All animal training actsdescribed below are useable with the standard proficiency rules. The mainadditions are specific tasks that can be learned by these creatures.

When an animal learnsone of the specific tasks below, its chance of performing the task aredetermined by the proficiency of its trainer. The proficiency check required ofthe animal is the same as for its trainer. For example, a ferret is trained tofetch gems by a character with three slots of animal handling proficiency and aWisdom of 15. He needs a proficiency check of 17 or less to train the ferretfor the task. The ferret, consequently, needs a roll of 17 or less to fetch thegems properly.

Players should recordthe stats for animals on the PC character sheet. List the tasks each animal hasbeen trained for, recording this proficiency number beside the notation.

At the DM's option, someanimals may have such exceptional intelligence, or strength, or speed, thattheir ratings are granted a +1 or, rarely, a +2 modifier to specific tasks.

Dogs can serve primarilyas protectors, requiring little training before they become alert andaggressive watchdogs.

Dogs can also be trainedto track a character or other animal. The dog requires some scent informationabout the object being tracked and a general location of the trail. Aproficiency check is made to find the trail. Another check must be made every1-4 turns, and also whenever the trail takes an unusual turn (through water,along tree limbs, etc). Dogs specially bred for this (including many hounds)gain a +1 or +2 to this particular ability.

Dogs can sometimes betrained to perform the 'Thief's Fetch' trick, below. Generally, smalland nimble dogs are used for this task.

Ferrets can fit throughopenings as narrow as 2', and thus have an ability to go places otheranimals cannot. Ferrets can be taught the 'Thief's Fetch' trick toacquire gems, coins, or other small objects.

Monkeys are the mostadaptable of these animals. A monkey can be trained to be selective in itsfetching. Gateways, high windows, and other obstacles can easily be traversedby a monkey. A monkey will fight to defend itself if cornered or seized.

Monkey: AC 7; MV 12(9climbing); HD1/2; THAC0 20; Dmg 1-4

The Thief'sFetch

Animals can be trained to retrieve specific types of items froma general area such as a room or yard. Specific objects include coins, gems,jewelry such as chains or bracelets, or even items of food and drink.Additional training sessions can train the animal to perform its task withstealth.

The animal can be sent bygesture in a specific direction. It will seek for some time in the areaindicated, finally returning to its master. Generally, the animal will spend1d8 turns on the search. However, additional training sessions can add another1d8 turns to this duration.

If an animal isdiscovered or frightened during this task, it will attempt to flee to itsmaster. It can be trained to flee in a different direction, or even to attack,if a good trainer takes the time to do so.

Poison andSedatives

The DMG provides detailed rules on poison types and effects.The following rules add several types of non-lethal poisons, introduce poisongases, and describe some poison antidotes.

Sedatives are ingestedpoisons that disable, rather than injure, a character. Adobe photoshop mac crack ita. A sedative can beadministered in food or drink, with different rates and effects:

MethodWeaknessDuration

Eaten1-62-12

min.min.hours

Drunk2-121-61-4

min.min.hours

Sedatives are treated as regular poisons, except that theirfirst effect is a period of weakness when all ability scores and thecharacter's movement rate are reduced to half. This lasts 1d6 rounds, afterwhich the character saves vs. poison. Failure renders him unconscious. Successmeans that the weakness lasts for another hour. The character then saves eachhour, with the weakness remaining until a successful save is made.

Poison Gases are rare,expensive, and highly dangerous. A typical dose is a clay or glass jar weighing5 pounds. If the jar is shattered or opened, gas fills a 10' x 10' x 10' cube.It disperses after one round unless contained on all sides. The gas lasts for2d6 turns in an enclosed room; 2d6 rounds in a room with at least one opendoor, window, arrow slit, etc.

It might be possible forcreative players to create larger doses of poison gas, but such lethal devicesare left to the DM's discretion.

Poison gases generallyhave the effects of poison type D, taking effect after one or two minutes,inflicting 30 points of damage (2d6 with a successful save). The damage isinflicted each turn the character breathes the gas.

An extremely lethalpoison gas is reputed to exist, similar to poison type J (onset in 1d4 minutes,causes death or 20 points of damage with save).

Unlike injected oringested poisons, however, poison gas does not remain in a character's systemafter death. Thus, attempts to raise characters who have perished this way donot have to contend with the venom in the character's system.

Poison Antidotes

(Optional Rule)

In AD&D® 2nd Edition rules, a character with healingproficiency is able to aid poisoned individuals. This is described in ChapterFive of the Player's Handbook. We reproduce those rules here withadditional options, including ones for those campaigns that are not usingnonweapon proficiency rules.

Campaignswithout

NonweaponProficiencies

Treat rangers, characters with forester secondary skills, andthieves with the kits assassin, bounty hunter, and scout as having herbalismproficiency; treat clerics and paladins as having healing proficiency; andtreat druids as having both.

Healing Proficiency

and Poison

The basic healing proficiency rules for poison, from the Player'sHandbook, are as follows.

A character with healingproficiency can attempt to aid a poisoned individual, provided the poisonentered through a wound. If the poisoned character can be tended immediately(the round after the character is poisoned) and the care continues for the nextfive rounds, the victim gains a +2 to his saving throw (delay his saving throwuntil the last round of tending). No proficiency check is required, but thepoisoned character must be tended to immediately (normally by sacrificing anyother action by the proficient character) and cannot do anything himself. Ifthe care and rest are interrupted, the poisoned character must immediately rolla normal saving throw for the poison. This result is unalterable by normalmeans (i.e., more healing doesn't help). Only characters with both healing andherbalism proficiencies can attempt the same treatment for poisons the victimhas swallowed or touched (the character uses his healing to diagnose the poisonand his herbalist knowledge to prepare a purgative.)

Note that these rulesconcern antidotes only obliquely, through the herbalism proficiency ininstances of ingestive and contact poisoning.

Antidote Effects

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Antidotes can be manufactured for most poisons. To use anantidote you must match it with its poison (see the assassin kit), or justadminister an antidote and hope that by chance it is the right one. (The DM maypermit the existence of some antidotes that counter more than one poison, e.g.,both types A and B injected.) An antidote will take effect if administeredimmediately or at least before the toxin's onset time. It then either negatesthe poison entirely (if the poisoned character made his saving throw in thefirst place) or reduces its effect to saving throw level.

ProducingAntidotes

Most of the time an antidote has not been prepared in advance,and a character with herbalism proficiency will attempt to produce an antidotefrom scratch.

Doing this presupposesan assortment of herbs, mosses, and such necessary materials, already selectedand close at hand (e.g., gathered, dried and stored in a pouch). If theherbalist needs to gather the materials as well (and there are materials aroundto be gathered—not the case in most dungeons), at least half an hour isrequired to do so. When materials are available, putting together andadministering an antidote takes 1d6+4 (5-10) minutes.

If time for gatheringmaterials and making the antidote turns out to be greater than the poison'sonset time, the efforts are in vain. If not, a proficiency check must be madeto determine the antidote's success or failure. The check suffers a -10 penaltyif the poison has not been identified. If the check is successful, the antidotetakes effect.

For example, theassassin Therius is adventuring with his companion, Orlene, when she is struckby a poisoned blade. The opponent is swiftly dispatched and Therius turns hisattention to her wound. Orlene, meanwhile, has failed her saving throw. The DMknows that the poison is Type O, injected, with an onset time of 20 minutes; henotes this information secretly. One minute has already gone to finishingcombat. If the poison is not successfully treated, Orlene will be leftparalyzed for nine hours.

Therius is a 7th levelthief (assassin kit) with herbalism proficiency and Intelligence 14; he doeshave a kit of useful herbs with him just for such emergencies as this.

He first sets out toidentify the poison. His base chance is 35% (7th level) + 5% (Int 14) = 40%.This is his chance of learning from Orlene's symptoms. He rolls a 48 onpercentile dice and fails. His next attempt is by sight, examining the slainopponent's blade, with a 20% chance of success. This also fails. Concernedabout time (three minutes have already ticked by), Therius puts a dab on histongue. He needs to roll 35 or lower . . . and gets a 26!

Therius works to producean antidote with the materials in his pouch. This takes him six minutes. Hethen makes a proficiency check, needing a 12 or lower (because herbalism has a-2 modifier—see Player's Handbook, Chapter Five) for success. He rolls a13—failure! Nine minutes have ticked by. He hurriedly attempts again to concoctthe antidote. This time it takes a full 10 minutes . . .

The antidote totallyhalts the paralytic poison, since that is what the result of a successfulsaving throw would have been.

Mugging—theThief's KO

A thief can attempt to knock out a victim under certaincircumstances by striking from behind with a blunt instrument. In order to beeligible for a mugging attack, a target must be eligible for a backstab,as explained in Chapter Three of the Player's Handbook. In addition toall restrictions governing a backstab, a thief cannot mug a victim more thantwice as tall as the thief.

The eligible thiefcharacter simply makes a mugging attack instead of a normal backstab. The thiefgains his +4 backstab bonus and the victim loses shield and Dexterity bonuses.If helmets are detailed in the campaign, the victim has AC 10 unless the headis protected.

If the thief scores ahit, the victim must make a saving throw versus petrification or fallunconscious for 2d8 rounds. Modify the saving throw by the difference in levelor hit dice between the mugger and the victim.

For example, Pwill thethief (T9) sneaks up behind the ogre sentry (4 HD). Pwill's blow is successful,so the ogre saves as a level 4 warrior. Normally he would save on a 12 orbetter, but the difference in Pwill's level (9) and the ogre's HD (4) modifieshis necessary save to 17. However, the DM rolls a 19 for the ogre, so Pwill'sattempt only makes the sentry mad. And loud.

Armor andAcrobatic

Proficiencies

This system of modifiers for armor other than the usual leathermay be used for non-thief characters as well as those thieves who may be foundwearing heavier protection.

Elfin chain mail islight and thin and can be worn under normal clothing. All other types of armorexcept simple leather are stiff or bulky, and can only be covered by a fullbody cloak.

Jumping: For anacrobat wearing armor and attempting a jumping maneuver other than polevaulting, compute the height or length of the jump as described in the Player'sHandbook, Chapter Five. Then adjust this distance according to the armor of thecharacter, as shown on Table 37. Should the resulting total be less than zero,the character fails the acrobatic feat entirely (probably by tripping andlanding flat on his face).

Pole vaulting is adifferent matter. To successfully get off the ground in armor bulkier thanleather requires a proficiency check, adjusted, as indicated on Table 37,according to the pole vaulter's armor. In addition, a pole vaulter with armorheavier or bulkier than studded or padded can vault no higher than the heightof the pole.

Tightrope Walking:Adjustments listed on Table 37 indicate the penalties associated with each sortof armor if it is worn while tightrope walking. The DM should also take intoaccount how heavy the character and all his armor, weapons and equipment are,and whether the rope or beam or other surface on which the character walks iscapable of supporting such weight.

Tumbling:Defensive and offensive tumbling maneuvers are limited by the use of armor. Asthe Player's Handbook states (Chapter Five), a character with tumblingproficiency can improve his armor class by 4 against attacks directed solely athim in any round of combat, provided he has the initiative and forgoes allattacks that round. The row 'Tumbling—Defensive' on Table 37indicates what AC bonus, if any, the character can get when he is wearingvarious sorts of armor. When in unarmed combat, a character with tumblingproficiency is also normally able to improve his attack roll by 2. The bonus,if any, that the character has when in armor is shown in the row'Tumbling—Attack.'

The third function oftumbling proficiency is the ability to avoid falling damage. If the charactermakes a successful proficiency check, he takes only half damage from falls of60 feet or less, and none from falls of 10 feet or less. Modifiers to thisproficiency check are listed in the row 'Tumbling—Falling.'

Table 37:

Edition

EFFECTS OF ARMOR ONACROBATIC PROFICIENCIES

SkillArmorChainorPaddedHideChainor SplintBanded MailArmor

Broad jump,

Running+1'—-1/2'-3'-5'-7'-10'-15'-20'

High jump, Ccproxy 8 0 free download with crack.

Running+1'-1/2'-1'-2'-4'-8'-10' -20'-18'

Broad jump,

Standing+1/2'—-1/2'-2'-3'-4'-5'-7'-10'

High jump,

Standing+1/4'—-1/2'-1'-2'-21/2'-2 1/2'-3'-3'

Pole vaulting—-1'-1'-3'-5'-8'-10'-12'-15'

Tightrope

Walking—-1-1-3-5-6-8-10

Tumbling

Defensive+4+4+3+1+2+1000

Attack+2+2+20+1+100 0

Falling—-1—-3 -5-6-8-10-12

General Notes: Leather armor is taken to be the standard, withno positive or negative adjustment to thief skills. No dexterity bonuses applyto thief functions (though penalties do) when wearing armor other than simpleleather.

1. This category applieswhen wearing bracers of defense or a cloak, but no large protectivedevices.

2. Includes bronze platemail.

3. Encompasses both fieldplate and full plate armor.

4. (Table 38) Assumes thatarmor worn is covered by another garment. Elfin chain mail is light and thin,and can be worn under normal clothing. All other types of armor except simpleleather are stiff or bulky, and can only be covered by a full body cloak.

Armorand Thief Skills

Rogues traditionally wear no more than leather armor, sincegarb any more bulky greatly hinders the traditional abilities of thieves. The Player'sHandbook notes the benefits or penalties of wearing no armor, elfin chain,and studded or padded leather armor, since these options are also available tothieves. In some instances thieves will be found wearing still other sorts ofarmor. Multi-classed demihumans and dual-classed humans, for instance, may havefighter or cleric as one of their classes, and may therefore be permitted anysort of armor whatsoever.

Thieves using thedisguise proficiency also should be permitted to wear armor not normally usedby their class, to aid the deception. (Otherwise it becomes obvious that anyonein leather armor who refuses to don chain mail must be an assassin or spy.)

For this reason we offerexpanded rules to cover the effects of the heavier and bulkier armor types onthieves' skills. Table 38 lists the adjustments accorded to each armor type.

Table 38:

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EFFECTS OF ARMOR ON THIEFSKILLS

NoElfinStuddedRingorBrigandineScale orPlate

SkillArmorChainorPaddedHideChainor SplintBandedMailArmor

Pick Pockets+5%-20%-30%-60%-40%-40%-50%-75%-95%

Open Lock— -5%-10%-50%-15%-15-20%-40%-80%

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Find/RemoveTraps—-5%-10%-50%-15%-25%-20%-40%-80%

Ralink rt5390r 802 11 bgn wifi adapter driver windows 10. Move Silently+10% -10%-20%-30%-40%-40%-60%-80%-95%

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Hide in Shadows+5%-10%-20%-20%-30%-30%-50%-75%-95%

Hear Noise—-5%-10%-10%-20%-25%-30%-50%-70%

Climb Walls+10% -20%-30%-60%-40%-50%-90%-95%-95%

Read Languages——

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Notes 1-4: See Table 37.

No skill can have a chance of success (including alladjustments) greater than 95%. However, a character can always have a 1% chanceof success, even when trying to pick pockets in full plate armor.

Option: Some DMs may permit thieves to wear any available armor. For mostthieves, however (especially at low levels), it isn't worthwhile to wearbulkier armor because the penalties cripple thiefly skills. A rogue could favorbulk anyway, but DMs should emphasize (a) if the player wants a fightingmachine he should play a fighter, (b) the thief can't gain experience andincrease skill in thieving abilities that he doesn't use.