|Classic D&D art by David Trampier|
- ACROBAT: The thief is a master tumbler and acrobat, able to perform acrobatic feats on a successful Saving Throw, at +3. As long as she is wearing light armour (leather or less), carrying nothing larger than a short, one-handed weapon and has no shield, she opt to make an acrobatic defence - in lieu of her attack action - and, on a successful save, gains an additional +4 to her AC for that round.
- BALANCE: The thief is adept at walking on narrow ledges, on high-wires etc on a successful Saving Throw at +3.
- APPRAISAL: If the thief spends two combat rounds studying a piece of jewellery a pile of coins, a work of art, a wallhanging etc and then makes a successful Saving Throw, at +3, he will be able to guess its true value to within plus/minus 1d10 per cent. Cannot ascertain magical powers of an item, if it is enchanted, just its pure fiscal worth.
- ONE BLADE IS NEVER ENOUGH: If the thief is somehow disarmed in combat, he may draw a concealed dagger from his boot (or elsewhere on his person) that same round and attack with it the next round (with no penalties) - instead of wasting time trying to retrieve his lost weapon mid-combat. He does not need to state beforehand that he has the blade concealed on his person, but can only pull this trick once per fight. Clearly if, for some reason, he's naked then this trick doesn't work (no, seriously, don't even try and think about it...)