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Housebreaker harness or spider
-
Tools of the (Thieving)
Trade:
A look at a thief's
best friends
by Vince Garcia
<Observe the creation of any 1st-level
thief.
Without exception, one sees 30 gp going
towards the immediate purchase of thieves' tools.
Picking Pockets
If the victim is moving and the thief
must also move to keep pace with his target,
the chance of success on either roll is
half as great as normal,
rounded up to the nearest 5% (15% for
a 1st-level human thief with 15 dexterity,
5% for the same thief at 13th level, etc.).
Opening Locks
This set of equipment is priced at 30
gp.
[magnifying lens]
If at least part of the lock's mechanism
is exposed to view and illumination is sufficient for the thief to see
what he is doing,
the use of a magnifying lens adds 5% to
the thief's chance of success (up to a maximum of 99%).
Using this magnifying lens to find traps
adds a 5% bonus to this ability as well.
[metal-eating acid]
Pouring this liquid inside the lock machanism
gives a thief a chance of opening the lock in 3-12 turns (this amount of
time must be allowed in the event of either success or failure).
This chance is expressed as a function
of an item's ability to save vs. acid,
as illustrated on page 80 of the Dungeon
Master's Guide (use the "metal, hard" category when referencing this
table).
Any attempt to use this method (or the
filing method described hereafter) on the internal mechanisms of a door
lock causes a 40% chance per attempt of damaging the lock,
and thereby making the door unopenable
except by removing the door or its internal mechanism (a difficult task,
requiring great effort and time).
Finding/Removing Traps
If he attempts to remove a trap with his
bare hands when it would be more prudent to use tools,
his chance of success is half as great
as normal (rounded up to the nearest 5%).
Moving Silently
If a thief is wearing hard-soled boots
or any other footgear that might make noise when impacting with a hard
surface,
his chance of being able to move silently
is half the normal chance of success (rounded up to the nearest 5%).
A thief can offset this disadvantage by
choosing to move at half speed (6' per round instead of 12'),
in which case his chance of success is
the normal amount.
[leather straps]
To minimize this problem,
the thief may decide to carry a pair of
3' leather straps;
the placement of these straps distributes
the thief's weight over a larger area,
thus preventing the annoying creaks.
Hiding in Shadows
[Utility suit]
This outfit provides an additional 5%
to a thief's ability to hide in shadows,
with a maximum chance of 99%.
[Charcoal/soot]
Using soot or charcoal lends a thief an
additional 2% to the ability to hide in shadows,
with a cumulative maximum chance of (when
a utility suit is worn as well) of 99%.
Hear Noise
[Hearing cone]
Using such a device gives a thief a bonus
of 5% to his ability to hear noises.
Climbing Walls
For climbing purposes,
a thief's kit might include a small hook
secured to a 20' length of fine line (possibly braided horsehair).
This climbing aid can bear the weight
of an unarmored thief (200 lbs., or 2,000 gp weight) and an additional
250 gp of encumbrance.
[Miniature lantern]
For a price,
a thief may also invest in a miniature
shuttered lantern which casts a tight beam for a distance of 15',
keeping ambient light to a minimum.
[Drills and chisels]
Removing a lock in this manner takes from
1-4 turns and spring any concealed traps that have not been removed from
the lock prior to this activity.
It pays to know what you're getting for your 30 gp.
>
Item | Cost | Encumbrance |
Belt pouch (to store picks) | 1 gp | 10 gp |
Sharpened silver coin | 1 sp | 1 gp |
Picks and wires | 30 gp | 0 |
Magnifying lens | 7 gp | 1 gp |
Metal-eating acid | 100 gp | 10 gp |
File | 5 gp | 5 gp |
Leather straps | 10 sp | 50 gp |
Boots, high, soft | 1 gp | 30 gp |
Boots, low, soft | 8 sp | 30 gp |
Utility suit | 5 gp | 25 gp |
Charcoal/soot | 1 cp/free | 5 gp |
Hearing cone | 5 gp | 5 gp |
Climbing hook and line | 10 gp | 50 gp |
10 spikes and hammer | 2 gp | 60 gp |
Tiger claws, pair | 30 sp | 5 gp |
Candle | 1 sp | 5 gp |
Tinderbox | 1 gp | 2 gp |
Miniature lantern | 20 gp | 30 gp |
Knife and sheath | 1 gp | 1 gp |
Clay/beeswax | 1 sp | 3 gp |
Drill and chisels | 75 gp | 350 gp |
Keymaking set | 150 gp | 250 gp |