thief
Welcome to thief!
Hit Dice:
Hit Dice Type: d6 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Maximum Number of Hit Dice: 10 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Starting Money:
Your character is unusual, exceptional as compared to the norm. This applies to abilities and funds as well. Thus, he or she will have a large supply of coins with which to purchase equipment and supplies to begin adventuring. The possible number of gold pieces which a player begins depends upon the character class: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Thief: 20-120 g.p. (2d6) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
To determine the number of gold pieces your character has at the start, simply roll the appropriate dice and total the sum (adding a decimal place if necessary). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Most of these funds will quickly be spent on the costs of staying in the adventuring area and acquiring the equipment which will be used for adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table hereafter.) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Armor and Weapons Permitted:
Armor: leather —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Shield: none —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Weapons: club, dagger, dart, sling, sword (a thief may use a short sword, broad sword, or long sword, but not a bastard sword or a two-handed sword —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Oil: yes —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Poison: DM’s choice —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Stronghold:
Thieves cannot build strongholds as some other classes of characters do. They can, however, build a tower or fortified building of the small castle type for their own safety; but this construction must be within, or not more than a mile distant from, a town or city. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
Any thief character of 10th or greater level may use his small castle type building to set up a headquarters for a gang of thieves, and he or she will accordingly attract 4-24 other thieves. However, this will bring the enmity of the local Thieves Guild, and they will struggle to do away with the rival organization. Once begun, warfare will end only when and if the Master Thieves of either or both sides are dead, or if the thief character removes to another locale. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook