The path of the thief is complex, for there are so many factors that drives these people to do what they do. Some seek adventure, padding pockets as they may, some perhaps greed. More often than not the thief is a creature of survival. As their craft blossoms, and their skills become keen and sharp, their means also flourish, pulling off greater, and bigger capers as they grow into their art. Thieves range from common cut purses, to the master cat Bugalars. These resourceful few are masters of stealth, entering places that are closed off to the common folk. A locked door to a master thief is but a minor setback. Their caution and suspicious behavior have also made them the best at finding and removing traps. An item in your pocket is an item in theirs as their light fingers are adept at removing unneeded baubles and trinkets from random unsuspecting pedestrians.

Start at a base 25%, +dex mod, +5%per 2 levels.


Hide in Shadows; See hidden; Move Silently; Find, and remove traps; Climb Walls; Pick Locks; Detect Noise;

Pick Pocket:Pickpocket rolls for money are determined by this formula: Charisma roll (for example if your charisma is 15 you would roll a 1d15) + (level * Luck modifier) For a pickpocket of an item, a DM has to be present and will determine the rolls based on the item and the difficulty involved.
Escape Artist: This skill starts at a base of 10% + dex mod +5% per two levels.
Level 3: Golden Gaze: The thief is able to gauge a personās wealth by merely a glance towards that person. This is the basic for all thieves. Knowing who to steal from, and what to steal could possibly lead to early retirement. (+2 to Wis roll to determine wealth)
Level 5: People Listening: A smart thief always keeps their ear to the ground. They are usually the first to hear of any new gossip, news, or information. A successful intelligence check will let the thief know of any major happenings, or information they usually wouldn't be privy to.
Level 7: Sweet Talk: A most useful skill for a thief. When in a sticky situation, confronted by the target of one of their heists, or the law, The thief can try to talk their way out of it by using their natural charms. This is also a useful skill for gaining access into places that the character could not normally go, or for finding out further information a person is reluctant to give (Charisma check +2)
Level 9: Thieves more often than not prefer to stay out of the fray of battle. However when they are cornered, they attack with a desperate rage. While the thief is cornered, they have a +2 tht and +2 to damage.
Level 10: The Thief is gaining in his ability not only to steal, but hurt in that case of being caught. He now may be able to 'sneak' up on someone and slide his dagger (or weapon of choice) silently into the victim. +2 tht +2 dmg (+3 dmg when wielding a dagger)
Level 13: The thief gains the ability to specialize in any short bows, light crossbows, knives, daggers, rapiers, club, short sword, dirk, or stiletto. (+2 tht +2 dmg)
Level 15: Thieves become so nimble and agile, they can take an extra evade. For example, If a thief is hit twice, they can evade 3 times and take the best two of the rolls.
Level 20: Besides being respected among other thieves as a Master Thief, characters of this level gain the ability to catch their opponents fumbled weapon (dex check). If they are successful at catching the weapon, they can make an attack of opportunity, using half of the allotted attacks for their level. If the attack hits it is for double damage. If a critical hit is rolled, damage is tripled. The opponent gets no evade and only half of their normal soak.