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===[[Rogue]]=== * Acrobat - A traveling entertainer who finds a way to turn their physical adeptness towards larcenous means. Naturally, you need to be strong (Str 12+) and agile (Dex 14+) to make it as an acrobat, and their speciality is an increased proficiency with climbing, jumping, tumbling and tightrope walking. Since these are more effective when the acrobat is lightly to unarmored, which presents its own dangers, it has no other specific drawbacks. * Adventurer - In contrast to your "basic" thief, this is a thief who has specifically trained with the idea of delving into dungeons and ruins to acquire that sweet, sweet loot. This doesn't even really count as a kit so much as notifications as to what kinds of skills and equipment a "professional" would take into the dungeon. * Assassin - What really needs to be said? Requiring any Non-Good [[alignment]] and better than average Strength (12), Dexterity (12) and Intelligence (11), an assassin can learn all weapons and is uniquely adept at identifying poisons, even being capable of using Herbalism to craft antidotes. In return, their thieving skills advance more slowly (only 40 points to distribute at level 1, and only 20 new points each level) and, of course, non-evil NPCs tend to be horrified when they learn what the assassin's craft really is. * Bandit - The hassles of surviving and thieving from travelers in the wilderness make these thieves particularly tough and hardy. They must take proficiency in a bludgeoning weapon and in dagger, but they get a free weapon proficiency slot for a third weapon, and can wield flails, maces, morningstars and daggers. Naturally, they need at least a 10 in both Strength and Constitution. They're more adept at surviving in the wilderness (giving them a bunch of appropriate skill options) and better at making ambushes in the wilderness, but on the downside, most people ''really'' hate bandits. * Beggar - This represents the "professional" beggar, a perfectly healthy soul who has learned to pass unnoticed and to play on peoples' emotions. Their big advantage is the increased number of skills and skill points they get, but the downside is that A: people who aren't beggars look down on them, and B: they can't really use good stuff without giving themselves away. * Bounty Hunter - Although this may seem more like a Ranger kit, this was a different time. The Bounty Hunter's only real difference to your ordinary thief is that they can learn to use any weapon, although it costs twice the normal proficiency points to do so. * Buccaneer - A seafaring thief, the Buccaneer is more specialized than the basic pirate/outlaw kit mentioned above. Requiring a minimum Constitution of 10, they are experts at climbing ropes, which also makes them better at rope combat (that is, fighting whilst tied to/swinging from ropes), but worse at climbing without the use of a rope. * Burglar - Requiring Strength 10, Dexterity 13, and points in the Alertness and Looting skills, the Burglar really isn't that different to your vanilla thief, save some tweaks in non-weapon proficiencies. * Cutpurse - Perhaps the lowest tier of the active thieves, the cutpurse's dedication to observing its targets allows it to try and guess the class and level of other characters. Its only real drawback is roleplay based; DMs are encouraged to remind you that your character, in the company of thieves, ranks little higher than a beggar. * Fence - Well, once the loot is swiped, you gotta hock it somewhere if you want to get the real value of it, right? The Fences are the thieves who make stolen goods disappear. Requiring a minimum Intelligence of 12, this kit is recommended more for NPCs than for PCs, since its focus is on doing business in a given area, with both its special ability and its special hindrance being based on being known in the criminal - and thusly the legal - social circles. * Investigator - To catch a thief, set a thief. Or at least learn how to think like a thief. That is the basic premise of the investigator, who is pretty much your "great detective" type character. This is, like the Adventurer kit, another "fluff before crunch" kit. Yes, the thieves have quite a few kits that aren't really much, mechanically speaking. * Scout - This can basically be summarized as being to the thief what the [[Ranger]] is to the [[Fighter]]; a specialist geared towards doing their work in the wilderness. They increase their Hide in Shadows and Move Silently skills in the wilderness, and increase their chance of surprising opponents in the same environment. However, being specialized in the woods makes them less adept in the cities; in an urban environment, a scout suffers a -5% penalty to all their thief skills. * Smuggler - Specializing in transporting illicit goods and people who shouldn't be going where they should, the smuggler's only real difference to a regular thief is their +1 bonus to surprise rolls, as they're not easy to catch off-guard. * Spy - Aside from its Int 11+ requirement, there's nothing really distinguishing a spy from a vanilla thief beyond some non-weapon proficiency choices. * [[Swashbuckler]] - This is almost literally the same as the Warrior kit from The Complete Fighter's Handbook, and the game admits it. The only real difference is that the Thief version requires Charisma 13+ as well as trading the AC bonus for improved [[THAC0]] (Fighter grade) when wielding the iconic swashbuckler weapons, a unique Disarm combat maneuver, and the requirement that a thief-swashbuckler must devote half their weapon proficiency slots to the available weapon choices until they're proficient in all of them. * Swindler - Again, this is a fluff before crunch kit, with a Cha 12+ requirement and a focus on smooth-talking and faking people out. * Thug - Brutal and tough, thugs are great at hurting people, but less adept at the more delicate options a thief has. The only kit with a maximum ability score requirement (Int can't be greater than 12) as well as minimum ones (Str and Con 12), thugs get an extra weapon proficiency slot, can learn non-thief weapons (at double the proficiency points) and get a +1 to their To Hit rolls, but only have 40 points to distribute between their thieving skills at level 1. * Troubleshooter - As with the Investigator, this is a thief kit to represent "law abiding thieves"; individuals who act as security consultants by testing security measures. Their unique trait is an annoying "DM's prerogative"... basically, anything that can go wrong when a troubleshooter is involved is very likely ''to'' go wrong. ''Especially'' if this personally disadvantages the troubleshooter, although it does say that DMs should try and balance this with advantageous mess-ups. * Planewalker Rogue: These characters have honed their thieving skills to account for the vast array of natural hazards on the planes, making them more adept at getting around in even the weirdest environments; [[Bard]]s can take this kit as well, in which case they can trade the environmental maneuvering for the Planewalker Priest's web of contacts ability. The downside is that not only are planar law enforcers like the Harmonium or Guvners wise to the standard tricks of planar rogues (-10% to Hide in Shadows and Move Silently to get past such figures), but planar locks are likewise specifically designed to counter their efforts (-10% to Pick Locks). * Hinterlands Bandit - This kit represents a member of the fearsome mounted bandit clans that roam the [[Outlands]], the plane of True Neutrality. They start play with a steed, are expert mounted fighters and particularly deadly in wide open spaces, but this also gives them crippling claustrophobia in truly cramped environments - they won't panic just from being indoors, but being underground or in [[Pandemonium]], that's another story. ====Ninja==== The AD&D [[Ninja]] was a variant [[Rogue]] introduced in its own sourcebook, the Complete Ninja's Handbook. Naturally, it came with its own kits in the bargain. * Stealer-In * Shadow Warrior * Intruder * Consort * Pathfinder * Lone Wolf * Spirit Warrior
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