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===The Complete Thief's Handbook=== ''The Complete Thief's Handbook'' was divided into eight chapters. Chapter 1 is '''Role-Playing Thieves''', a basic section explaining the various backgrounds a thief could have as well as some sample motivations and stereotypes with which to base a thief around. Chapter 2, '''Proficiencies''', introduces a whole slew of non-weapon proficiencies for the Thief to look into as well as how to use them. Chapter 3 is the obvious '''Thief Kits''', which adds the following new [[kits]], and examines how kits interact with the various [[multiclassing]] rules, as well as how to abandon a kit (for players) and how to modify or create fighter kits (for DMs). * Acrobat * Adventurer * [[Assassin]] * Bandit * Beggar * Bounty Hunter * Buccaneer * Burglar * Cutpurse * Fence * Investigator * Scout * Smuggler * Spy * [[Swashbuckler]] * Swindler * Thug * Troubleshooter Chapter 4, '''Thieve's Guild''', introduces the prospect of a Thieve's Guild in the setting and how to build one and how it can interact with the larger setting. It also includes rules about joining or even running a guild of their own. Chapter 5, '''Tools of the Trade''', goes over not only the special skills available to the Thief, but also the various mundane and magical tools available to either go about their business or cover their tracks. Chapter 6, '''The Arts of Deception: Classic Cons''', is a mostly RP-based chapter, focused upon a few classic tricks a Thief can use for their own schemes. Chapter 7, '''New Rules for Thieves''', introduces few extra rules to work with: Poisons, knocking out targets, and ways to make lock-picking harder. Chapter 8, '''The Thief Campaign''', focuses on how to run a thief campaign, including the level of magic in the world, the various ways thieves and their guilds interact with the campaign, and a few sample ideas of hooks for a thief campaign.
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