Thieves are a class available to player characters.
Description[]
“ | To accomplish their goals, whether good or ill, the Thief is a skilled pilferer. Cunning, nimbleness, and stealth are their hallmarks. Whether they turn their talent against innocent passersby and wealthy merchants or oppressors and monsters is a choice for the Thief to make. | ” |
Class Features[]
- May not wear armor heavier than studded leather.
- May not equip shields larger than bucklers.
- May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, crossbow, shortbow, dart, sling.
- May only become Proficient (one slot) in any weapon class.
- May only become Proficient (one slot) in any fighting style.EE only
- May distribute 25 points per level (40 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide In ShadowsEE, Detect IllusionEE, and Set TrapsEE.
- May backstab for increased damage:
- Level 1-4: x2
- Level 5-8: x3
- Level 9-12: x4
- Level 13+: x5
- If 3E Sneak Attack is enabled, may sneak attack instead of backstab for increased damage:
- Level 1-3: +1d6
- Level 4-7: +2d6
- Level 8-11: +3d6
- Improves by +1d6 every 4 levels, up to +8d6 at level 30
- If 3E Sneak Attack is enabled, may deal crippling strikes upon successful sneak attacks. Crippling strikes last for 1 turn and have the following effects:
- Level 5-8: -1 to target’s hit and damage rolls
- Level 9-12: -2 to target’s hit and damage rolls
- Level 13-16: -3 to target’s hit and damage rolls
- Improves by -1 every 4 levels, up to -7 at level 30
- May use the Set Snare ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.EE only
- SET SNARE: Sets a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Thief’s level and can only be triggered by enemies.
- 1st level: Deals 2d8+5 missile damage.
- 11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds.
- 16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
- 21st level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.
- Note: for multi-class Thieves, the effective level for the Set Snare ability is the rounded-up arithmetic average of all class levels.
- SET SNARE: Sets a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Thief’s level and can only be triggered by enemies.
- 7th level: Gains the Evasion ability.
- EVASION: When a Thief is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the Thief is allowed a Save vs. Breath to completely avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless Thief (e.g. held, stunned, or asleep) cannot use Evasion.
- Full list of spells that Evasion works against: Abi-Dalzim's Horrid Wilting, Acid Storm, Agannazar's Scorcher (unless you're the initial target), Air Elemental Whirlwind, Blade Barrier, Breath Weapon (Dragon Disciple), Breathe Fireball (Fire Salamander), Burning Hands, Call Lightning, Chain Lightning, Cloudburst, Color Spray, Cone of Cold, Delayed Blast Fireball, Entangle, Fire Storm, Fireball, Fire Seed, Flame Strike, Glass Dust (Familiar), Glyph of Warding, Great Shout, Heavenly Inferno (Poquelin), Holy Smite, Ice Storm, Icelance, Insect Plague, Lance of Disruption, Lightning Bolt, Malavon's Rage, Mass Cause Light Wounds, Meteor Swarm, Prismatic Spray, Produce Fire, Shout, Skull Trap, Smashing Wave, Snilloc's Snowball Swarm, Spike Growth, Spike Stones, Spirit Fire, Spiritual Wrath, Sun Soulbeam (Sun Soul Monk), Thorn Spray, Unholy Blight, Whirlwind, Wing Buffet (Dragon).
- Evasion also works against some items' abilities: Flaming Oil, Necklace of Missiles, Oil of Fiery Burning, Potion of Explosions, Potion of Firebreath (unless you're the initial target), Ring of the Will-o-Wisp, Wand of Fire, Wand of Lightning, Wand of Paralyzation, Wand of the Heavens, Xainlaphar's Flying Skull.
- Alignment restricted to any except lawful good.
- Hit Die: d6
- Prime Requisites For Dual-Classing: Dexterity
Using Backstab or Sneak Attack[]
- Whether you are using Backstab or Sneak Attack, you must hit the back of the creature ;
- Only melee weapons useable by Thieves (eg no Bastard Swords for a Fighter/Thief) can be used and you do not need to be proficient ;
- An enemy who is Sneak Attacked becomes immune to further Sneak Attacks for 70 rounds (even from other Thieves). The character can, though, do so on many creatures during one fight. Backstabs have no such restriction and can be performed as many times as the Thief (or Thieves) are able to ;
- Backstab : to succeed, you must be unseen by the target before you hit ;
- Sneak Attack : can be done even if seen or visible to the target ;
- When a creature is immune to Sneak Attacks, you will still apply the Crippling Strike effect ;
- Rolling a Critical Hit (a 20 on the attack roll) doubles the Backstab and Sneak Attack damage.
Class KitsEE only[]
Assassin EE only[]
“ | The Assassin is trained in discreet and efficient murder. They rely on anonymity and surprise to perform their task. | ” |
Advantages
- +1 bonus to hit and damage rolls.
- Backstab ability reaches x7 multiplier instead of capping at x5.
- Level 17-20: x6
- Level 21-30: x7
- If 3E Sneak Attack is enabled, may sneak attack instead of backstab for increased damage:
- Level 1-2: +1d6
- Level 3-5: +2d6
- Level 6-8: +3d6
- Improves by +1d6 every 3 levels, up to +11d6 at level 30
- If 3E Sneak Attack is enabled, may deal crippling strikes upon successful sneak attacks. Crippling strikes last for 1 turn and have the following effects:
- Level 3-5: -1 to target’s hit and damage rolls
- Level 6-8: -2 to target’s hit and damage rolls
- Level 9-11: -3 to target’s hit and damage rolls
- Improves by -1 every 3 levels, up to -10 at level 30
- May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter.
- POISON WEAPON: Each successful hit within the next 5 rounds injects poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (for a total of 12 points of damage). Moreover, if the target fails a Saving Throw vs. Poison, they suffer 1 additional point of damage per round for 4 rounds.
Disadvantages
- May only distribute 15 skill points per level among thieving skills.
Bounty Hunter EE only[]
“ | A hunter of men and women, Bounty Hunters are skilled in tracking quarry and bringing them back alive for lawful authorities or underworld masters. Specially trained for their task, they make fearsome opponents. Bounty Hunters have honed their trap-making abilities well beyond that of the average Thief. | ” |
Advantages
- +15% bonus to Set Traps.
- May use the Set Special Snare ability once per day in addition to the normal Thief’s Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter.
- SET SPECIAL SNARE: Sets a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful as the Bounty Hunter’s level advances and can only be triggered by enemies.
- 1st level: Deals 3d8+5 missile damage and slows the target for 5 rounds if a Save vs. Spell with a -4 penalty is failed.
- 11th level: Deals 4d8+5 missile damage and holds the target for 5 rounds if a Save vs. Spell with a -1 penalty is failed.
- 16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed.
- 21st level: Mazes the target.
- SET SPECIAL SNARE: Sets a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful as the Bounty Hunter’s level advances and can only be triggered by enemies.
Disadvantages
- May only distribute 20 skill points per level among thieving skills.
Shadowdancer EE only[]
“ | Shadowdancers harness magical power to increase their stealth abilities. Enigmatic and dangerous, these uniquely skilled Thieves can blend seamlessly into the shadows in ways a normal Thief cannot. They strike without warning, sometimes with supernatural speed. | ” |
Advantages
- +10% bonus to Hide In Shadows and Move Silently.
- Hide In Plain Sight: A Shadowdancer may hide in shadows even while being observed.
- May use Shadowstep once per day. Gains one use at level 5 and an additional use every 5 levels thereafter.
- SHADOWSTEP: Lets the Shadowdancer step into the Shadow Plane and move for 7 seconds while others are frozen in time. The Shadowdancer cannot attack or cast spells while in the Shadow Plane.
- Slippery Mind: +1 bonus to Saving Throws.
Disadvantages
- Alignment restricted to any non-lawful.
- -1 to backstab multiplier compared to an unkitted Thief:
- Level 1-4: x1 (no multiplier)
- Level 5-8: x2
- Level 9-12: x3
- Level 13+: x4
- Sneak attacks (if 3E Sneak Attack is enabled) progress at a slower rate:
- Level 1-5: +1d6
- Level 6-11: +2d6
- Level 12-17: +3d6
- Improves by +1d6 every 5 levels, up to +6d6 at level 30
- Crippling strikes (if 3E Sneak Attack is enabled) progress at a slower rate:
- Level 6-11: -1 to target’s hit and damage rolls
- Level 12-17: -2 to target’s hit and damage rolls
- Level 18-23: -3 to target’s hit and damage rolls
- Level 24-29: -4 to target’s hit and damage rolls
- Level 30: -5 to target’s hit and damage rolls
- May only distribute 20 skill points per level (30 at level 1) among thieving skills.
- May not use the Set Snare ability.
- Prime Requisites For Dual-Classing: Strength, Dexterity, Charisma
Swashbuckler EE only[]
“ | This rogue is part acrobat, part fighter, and part wit: the epitome of charm and grace. | ” |
Advantages
- +1 bonus to Armor Class at 1st level, with an additional +1 bonus every 5 levels.
- +1 bonus to hit and damage rolls every 5 levels.
- May Specialize (two slots) in any melee weapon available to Thieves.
- May place 3 slots into Two-Weapon Style.
Disadvantages
- May not backstab.
- May not perform sneak attacks or crippling strikes.
Class Group exclusive items[]
- Ring of Shadows (hide in shadows +15%, non-detection on self)
- Ring of the Warrior Thief (+1 STR, +1 APR)
- Shadowed Cloak (hide in shadows +15%)
- Shadowed Boots (move silently +15%, hide in shadows +15%, AC +1)
- Girdle of Gond (open locks +15%, find traps +10%)
- Boots of Stealth (move silently +20%, hide in shadows +15%)
- Shadowed Studded Leather +4 (move silently +30%, hide in shadows +30%)
- Short Sword of Shadows +3 (move silently: +15%, hide in shadows: +15%)
Source[]
- Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic
External Links[]
- Thief article on the Baldur's Gate Wiki, a wiki for the Baldur's Gate games.