Karameikos and Beyond
Adapted from the Thief Options supplement Release 2.
This supplement provides additional options for Thief-class characters for use with the Basic Fantasy Role- Playing Game rules.
Absolute Limit of Ability
The rules which follow detail various adjustments to thief abilities. However, regardless of any adjustments, no thief ability may be higher than 99%.
Effects of Armor
This variant allows Thieves to use any kind of armor or shield, but applies adjustments to their Thief abilities based on what sort of armor is employed. Leather armor is the “default” type of armor, and applies no bonus or penalty to a Thief wearing such armor. Otherwise:
- wearing no armor imparts a 10% bonus
- wearing chain imparts a 20% penalty
- wearing plate imparts a 40% penalty
- wearing a shield imparts 10% penalty (cumulative with other penalties above).
Ability Bonus or Penalty Adjustments
Each Thief ability is governed by an ability score (as given below). Add to each Thief ability the relevant ability score modifier times five (i.e. +1 gives +5%, +2 gives +10%, and so on).
The dominant ability scores for Thief abilities are as follows:
|Thief Abilities||Ability Score|
|Open Locks, Pick Pockets, Move Silently||Dexterity|
|Remove Traps, Hide||Intelligence|
Characters of differing races may have differing proficiency at the various Thief abilities. To represent this, the following table may be used.
|Race||Pick Pockets||Open Locks||Remove Traps||Move Silent||Hide||Listen||Climb|
|Dwarf||+ 5||+ 5||+ 5||– 10|
|Elf||– 5||– 5||+ 5||+ 5||+ 5|
|Halfling||+ 5||+ 5||+ 5||+ 5||– 15|
|Half-Elf||+ 5||+ 5||+ 5|