Thief level information:
Minimum ability scores to be a thief: Dexterity 9.
A thief with 15 or greater Dexterity gains 10% bonus experience points.
Thieves can wear up to leather armor. They cannot use shields. They can choose proficiencies from the following weapons: bolas, club, dagger, quarterstaff, sling, bow, shortsword, loprompts the monitor process to chug through the character’s class, level, race, and background detangsword, net.
Thieves have the following special abilities:
When an enemy is surprised (not merely stunned), the thief can attempt to backstab. An attack is rolled with a +4 bonus; if successful, the thief deals increased damage. Damage is doubled from levels 1-4, tripled from levels 5-8, quadrupled from levels 9-12, quintupled from levels 13-16, and sextupled at level 17 and higher.
Thieves are capable of picking pockets and opening locks. Other classes have limited or no ability in these skills.
In addition, thieves also gain special advantages in certain other activities: sneaking, awareness, and climbing.
Thieves are only surprised on a 1 in 6 when in urban areas.
At 7th level, thieves become able to cast spells from scrolls of mage spells. A 7th-level thief can use 1st-level scrolls, a 12th-level thief can use 2nd-level scrolls, and a 17th-level thief can use 3rd-level scrolls.
At 9th level, thieves become able to use magical devices, as well as wands which cast mage spells.
At 10th level, a thief will attract followers: 2d6 thieves. If the thief establishes a stronghold in a settlement hex, additional followers will be attracted depending on the size and characteristics of the settlement(s) there.