Skip to content

Thief

To accomplish his or her goals — be they for good or ill — the Thief is a skilled pilferer. Cunning, nimbleness, and stealth are their hallmarks. Whether they turn their talent against innocent passers-by and wealthy merchants or against oppressors and monsters is a choice for the Thief to make.

Class features

  • May not wear armor heavier than studded leather.
  • May not equip shields larger than bucklers.
  • May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, crossbow, shortbow, dart, sling.
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in any fighting style.
  • May distribute 25 points per level (40 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide in Shadows, Detect Illusion, Set Traps.
  • May use Set Snare ability once per day every 5 levels (starts at 1st level with one use).
  • May Backstab for increased damage.
  • Alignment restricted to any except Lawful Good.
  • Hit Die: d6.
  • Prime Requisites for Dual-Classing: Dexterity.

Backstab progression

Thief level Multiplier
1–4 ×2
5–8 ×3
9–12 ×4
13+ ×5

Set Snare progression

The Thief's Set Snare grows more powerful with level:

  • 1st: 2d8+5 missile damage.
  • 11th: adds 2d6 poison damage per round for 3 rounds.
  • 16th: 3d8+5 missile + 4d8+2 fire damage.
  • 21st: 3d8+5 missile + 20 poison damage (no save); slays target on failed save vs. Death at +4.

Kits

  • Assassin — +1 to-hit/damage, Poison Weapon, 15 skill points/level
  • Bounty Hunter — Set Special Snare, +15% Set Traps
  • Shadowdancer — Hide in Plain Sight, Shadowstep, lower Backstab
  • Swashbuckler — scaling AC and to-hit, may Specialize in melee, no Backstab

Multi-class options (non-humans)

  • Fighter/Thief
  • Mage/Thief
  • Cleric/Thief
  • Fighter/Mage/Thief

Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Thief".