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1d6 Thief Skills

This system replaces the 1d100 roll with a 1d6 roll. Just roll 1d6 and roll the
numbers indicated on the table for success. It also allows, at the highest levels, for a
zero chance of failure. If you still want to allow for failure, whenever a 6 is rolled when
a 16 is re!uired, roll again and if the second roll is a "#, then the thief has failed. $ou
can really see the massive improvement thieves get %ust before and after name level
in this chart.
This table is a nearly direct switch from the &'( table to the 1d6 method.
Thief Open Find/Remove Pick Move Climb Hide in Hear
Level Locks Traps Pockes Silenl! "alls Shado#s $oise
1 1 1 1 1 1-5 1 1-2
2 1 1 1 1 1-5 1 1-2
3 1 1 1-2 1-2 1-5 1 1-3
4 1-2 1 1-2 1-2 1-5 1 1-3
5 1-2 1-2 1-2 1-2 1-5 1 1-3
6 1-3 1-2 1-3 1-3 1-5 1-2 1-3
7 1-3 1-3 1-3 1-3 1-5 1-2 1-4
8 1-4 1-3 1-4 1-4 1-5 1-3 1-4
9 1-4 1-4 1-4 1-4 1-5 1-4 1-4
10 1-5 1-4 1-5 1-5 1-6 1-4 1-4
11 1-5 1-5 1-5 1-5 1-6 1-5 1-5
12 1-6 1-5 1-6 1-6 1-6 1-5 1-5
13 1-6 1-6 1-7 1-6 1-6 1-5 1-5
14 1-6 1-6 1-7 1-6 1-6 1-6 1-5
%d6 Thief Skills
This system replaces all the s)ills with *d6 rolls. The bene+t of the *d6 curvature is
that a bonus with a very low target number is a huge bonus, but getting a bonus
when your target number is above , is a minor bonus - this ma)es it so adding a
bonus to the thief.s s)ills based on his /0( stat will help a low level thief, but not
ma)e a high level thief too out of line with the game assumptions. 1hen using this
chart, the goal is to roll the number on the chart or higher on *d6.
Thief 2pen 3ind'4emove 5ic) 6ove 7limb 8ide in
8ear
9evel 9oc)s Traps: 5oc)ets ;ilently 1alls ;hadows
<oise
1 10+ 11+ 10+ 10+ 5+ 11+ 1-2
2 10+ 10+ 9+ 9+ 5+ 10+ 1-2
3 9+ 10+ 9+ 9+ 5+ 10+ 1-3
4 9+ 9+ 9+ 9+ 5+ 10+ 1-3
5 9+ 9+ 8+ 8+ 5+ 9+ 1-3
6 8+ 8+ 8+ 8+ 4+ 9+ 1-3
7 7+ 8+ 7+ 7+ 4+ 8+ 1-4
8 7+ 7+ 7+ 7+ 4+ 7+ 1-4
9 6+ 6+ 6+ 6+ 4+ 7+ 1-4
10 5+ 5+ 5+ 5+ 4+ 6+ 1-4
11 4+ 4+ 4+ 4+ 3+ 5+ 1-5
12 4+ 4+ 3+ 4+ 3+ 4+ 1-5
13 3+ 3+ 2+ 3+ 3+ 4+ 1-5
14 3+ 3+ 1+ 3+ 3+ 3+ 1-5
: =se I<T bonus instead of /0(
Ho&se R&les %d6 'diion
&ecause of the very slow initial thief progression, the class only really >hits its
stride? in the midhigh levels, at which point the odds of success increase rapidly at
each level. To give starting thieves a bit more of a chance and to spread around the
wealth a bit, here are the *d6 Thief ;)ill rules I.ve been using for my old &'(
@dventures in the <ew Aingdoms campaign for the past few years.
0ach thief pic)s one of the standard s)ills B2pen 9oc)s, 3ind Traps, 4emove Traps,
5ic) 5oc)ets, 6ove ;ilently or 8ide in ;hadowsC as his favoured s)ill. 2ther s)ills
eDcept for 7limb 1alls and 8ear <oise use the >2ther ;)ills? column. &ecause of the
>dead level? at level E, the thief ability to read languages has been moved there from
level ".
Thief 3avoured 2ther 7limb 8ear
9evel ;)ill ;)ills 1alls <oise
1 10+ 11+ 5+ 1-2
2 10+ 10+ 5+ 1-2
3 9+ 10+ 5+ 1-3
4 9+ 9+ 5+ 1-3
5 9+ 9+ 5+ 1-3
6 8+ 9+ 4+ 1-3
7 8+ 8+ 4+ 1-4
8 7+ 8+ 4+ 1-4
9 6+ 7+ 4+ 1-4
10 5+ 6+ 4+ 1-4
11 4+ 5+ 3+ 1-5
12 4+ 4+ 3+ 1-5
13 3+ 4+ 3+ 1-5
14 2+ 3+ 3+ 1-5
(ro#
@rmor 7lassF * Bor betterC
8it /iceF *::: Bor higherC
6oveF 1E0. BE0.C
@ttac)sF 1 1eapon
/amageF &y weapon
<o. @ppearingF 16 BEG0#C
6oraleF H B10 with leaderC
;ave @sF 0lf * Bor higherC
Treasure TypeF T Band @C
@lignmentF 7haotic/<eutral
The /row are a race of elves
living deep beneath the earth after
losing a war against their surface
)in in ages past. They are a sic)ly
bluishgrey with spidersil) hair and
yellow eyes. Though many /row
are simple farmers or traders, the
ma%ority of their rulers and warriors
are evil, calculating, and cruelI
their souls poisoned with millennia
of cultivated malice against those
who wronged them. They detest
the Yozalvar B>light elves?, an
ancient phrase, now pe%orativeC,
and have at best uneasy truces
with most =nderdar) cultures.
/row spea) =ndercommon, /eep
Jnome, and their own sibilant
language. They have a >silent
speech? consisting of hand signals,
body motion, and facial eDpression,
usable within G0..
/row have an aversion to +re
magic and will not use it, instead
preferring icy e!uivalents Bfor
eDample, Frosclo&d for Fireball)
or Chillin* Hands for +&rnin*
HandsC. They wear beautifully
fashioned armor of a special
>umbral mail? that grants at least a
BnonmagicalC #1 bonus, and are
armed with wellcrafted weapons
and buc)lers made of the same
material. /row also wield small,
onehanded crossbows with bolts
that do d" damage but are coated
with a paralytic toDin B;ave versus
5oison at *C. 3urther, they possess
leathern cloa)s that act as Rin*s
of Fire Resisance, and sil)en
boots that act as +oos of
'lvenkind. 1arrior /row are able
to 6ove ;ilently and 8ide in
;hadows ,EK of the time, unless
they are moving within *0. of alert
observers.
@fter centuries living
underground, /row cannot stand
bright lightF @ Continual Light
spell gives them a 1 penalty to hit,
@7, and savesL full daylight doubles
this. The touch of sunlight destroys
their special arms and armor
Bdecaying to uselessness upon
contact, curling up and dissolving
completely in 1d" roundsC.
@lthough they ma)e eDtensive use
of lambent fungi, all dar) elves
have infravision to M0.. 5atrols,
raiding parties, and so on will
always be led by a leader of level
EH and at least one lieutenant of
half the leader.s level. /row of E
th
level or higher can cast (arkness,
(eec Ma*ic, and Leviae once
each per day, in addition to their
other spells. @depts of 9olth may,
moreover, cast Clairvo!ance,
(ispel Ma*ic, and Hold Person
once per day.
1hile subterranean outposts and
strongholds are the usual places
/row are found, there are legends
of a vast deep city of thousands,
ancient and wic)ed in origin, where
a depraved and decadent nobility
%oust on giant lizards, feast on
slavefarmed fungi, and sub%ect
hapless captives to unspea)able
torments.

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