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The Complete Thief's Handbook is a 2nd-edition Advanced Dungeons & Dragons accessory.

Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think again. The masters of skulking and skullduggery are a force to be reckoned with. Is anyone or anything safe from a person who might be anywhere, anytime? Learn the thief's most closely guarded secrets in this devious accessory for the AD&D® game.

Description[]

The Complete Thief's Handbook is the 2nd book in the Player's Handbook Rules series. It contains a variety of information useful to playing thief characters in the game, including rules for locks and traps, poisons, animal assistance, new proficiencies, and special equipment. It also includes guidelines for role-playing thieves of different races and backgrounds; how a thieves' guild works and how to design one; handling con jobs; and running a campaign for groups of thief characters

It introduces the concept of thief skills, such as pickpocketing, disguise, and forgery. These skills allow thieves to excel in various criminal activities and espionage. The book includes rules and guidelines for using poisons and setting traps, both of which are common tools of the trade for thieves. It includes information on equipment favored by thieves, such as lockpicks, thieves' tools, and stealthy clothing. The book also covers weapons commonly used by thieves.

The accessory introduces thief specializations, allowing players to choose a specific thief type, such as the cat burglar or the assassin. Each specialization grants unique abilities and skills. The book explores various thief guilds and organizations, each with its unique traditions, codes of conduct, and goals. Players can choose to belong to these organizations or create their own.

The Complete Thief's Handbook offers role-playing tips and suggestions for players who wish to portray thief characters convincingly. It covers topics like morality, ethics, and interactions with other characters. It provides campaign ideas and adventure hooks that involve thief characters and the challenges they might face, such as heists, infiltrations, and quests for valuable treasures. It also includes profiles of notable thief NPCs, both allies and adversaries, that can be used in campaigns as mentors, rivals, or antagonists.

Contents[]

  • Chapter 1: Role-Playing Thieves
  • Chapter 2: Proficiencies
  • Chapter 3: Thief Kits
  • Chapter 4: Thieves' Guild
  • Chapter 5: Tools of the Trade
  • Chapter 6: The Arts of Deception: Classic Cons
  • Chapter 7: New Rules for Thieves
  • Chapter 8: The Thief Campaign

Index[]

Click here for index

Characters[]

Durdlan Silverpalm • Nasher • Tulmara Zir Bharann
Referenced only
Arkail Rhassan • Glengar Silverpalm • Sulmair Bharann

Creatures[]

black dragon • chicken • drow • dwarf • ferret • goat • guinea pig • halfling • illithid • pigeon • rat • shark • thessalhydra • Uthgardt

Thief Kits[]

Acrobat • Assassin • Bounty hunter • Buccaneer • Cat burglar • Fence • Smuggler • Swashbuckler • Swindler • Troubleshooter

Locations[]

Buildings
Continents
Nations
Amn • Tethyr • Thay
Settlements
Evereska • Luskan • Mirabar • Nesmé • Zazesspur
Worlds

Magic[]

Items
Potions
oil of slickness • potion of master thievery • potion of perception
Referenced only
oil of etherealness • potion of ESP • potion of healing
Spells
Referenced only
rope trick • snake charm • speak with animals

Organizations[]

Religions[]

Loviatar • Mask • Olidamarra

Miscellaneous[]

Armor & Clothing
clawed gloves • clawed overshoes • darksuit • footpad • hairpin • hobnail boot • hollow boot • pin ring • razor ring • water shoe • woodland suit
Food & Drinks
Referenced only
honey • omelette • onion • pepper • potato • sausage • treacle
Games
Gemstones
diamond • emerald • opal • sapphire • quartz
Items
aniseed • arm sling • caltrop • chisel • climbing dagger • crowbar • dog pepper • false scabbard • file • funnel • glass cutter • grappling hook • hacksaw • hand lamp • housebreaker harness • keymaking set • limewood strip • listening cone • lock • lockpicks • magnifying glass • marbles • mini-blade • rope • sharkskin (object) • spike • tar paper • wax block • wire • wrist sheath
Referenced only
barrel • razor blade • tetsu-bishi
Materials & Substances
acid • blinding powder • catstink • ceramic • granite • ink • paper • sandstone • weaponblack
Professions
locksmith • moneylender
Weapons
death knife • folding bow • grapple arrow • stone biter arrow • sword stick
Referenced only
main-gauche • nekode (tiger's claws) • rapier • saber • short bow • stiletto

Gallery[]

Credits[]

  • Written by: John Nephew, Carl Sargent and Douglas Niles
  • Edited by: Scott Haring, TSR staff
  • Black and White Art by: George Barr
  • Color Art by: Larry Elmore, John and Laura Lakey, Robin Wood
  • Typography by: Gaye O'Keefe

Appendix[]

See Also[]

Background[]

  • Following its publication, The Complete Thief's Handbook was routinely mentioned in the Character Generation rules of the Living City organized play program as a book from whence players could use character kits or purchase equipment from.[1][2]

External Links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. Cheryl McNally-Frech (September 1994). The Hunt for Discount Merlin. Living City (RPGA), pp. 2, 7.
  2. Daniel S. Donnelly, J. Allan Fawcett (January 1995). The Call of the Wilde: "Round One". Living City (RPGA), pp. 2, 7.

Connections[]

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