The Complete Thief's Handbook

:Purchase PDF from Dungeon Masters Guild
__NOTOC__
* Credits
* Introduction
** The Purpose of the Complete Thief's Handbook
** The Role of the Thief
** Thieves and the Law
* Errata
==Chapter 1: Role-Playing Thieves==
* Role-Playing Thieves
* Setting
* Social Background
* Motivation
* Sample Archetypes
* Demihumans
** Other Nonhuman Races
** Demihumans, Cities, and Guilds
* Code of the Professional
==Chapter 2: Proficiencies==
* Proficiencies
* New Proficiencies
:
* Alertness
* Animal Noise
* Begging
* Boating
* Endurance
* Fast-Talking
* Fortune Telling
* Herbalism	
* Hunting
* Information Gathering
* Intimidation
* Locksmithing
* Looting
* Navigation	
* Observation
* Reading/Writing
* Survival
* Tracking
* Trailing
* Voice Mimicry
* Demihumans and Nonweapon Proficiencies
** Dwarves
** Elves and Half-Elves
** Gnomes
** Halflings
==Chapter 3: Thief Kits==
* Thief Kits
** Kits and Thief Types
** An Important Note
* Kits and the Thief Classes
** Kits and Character Creation
* The Thief Kits
** Thief Kits and Thieving Skills
* Acrobat
* Adventurer
* Assassin
* Bandit
* Beggar	
* Bounty Hunter
* Buccaneer
* Burglar
* Cutpurse
* Fence	
* Investigator
* Scout
* Smuggler
* Spy	
* Swashbuckler
* Swindler
* Thug
* Troubleshooter
* Recording Kits on the Character Sheet
* Thief Types and Multi-Class Characters
* Thief Types and Dual-Class Characters
* Creating New Kits
** The Thief Kit Creation Sheet
* The "Lone Wolf": Unique Thieves
** "Bluehand" Ajathar, Lone Wolf
** Adventure Suggestion
* Glossary of Thief Slang
==Chapter 4: Thieves' Guild==
* What is a Thieves' Guild Anyway
** Developing the Thieves' Guild
* Benefits of Guild Membership (CTH)
** Training
** Equipment
** Information
** Fencing
** Specialist Help
* Responsibilities of Guild Membership
** Guild Dues
** Secrecy
** Providing Information
** Limited Territory
** Other Duties
** The Recalcitrant PC Thief
* Activities of Thieves' Guilds
** Core Activities
** Other Activities
** Protection Rackets
** Smuggling
** Forgery and Coin Clipping
** Entertainments
** Lawful Operations
* Thieves' Guilds in the Campaign World
** Size and Wealth of Communities
** Social Alignment
** Special Social Factors
** Divided Alignments
** Racial Divisions
** Religious Factors
** Historical Factors	
* Thieves' Guilds and Other Groups
** Thieves and the Law
*** Persecution
*** Hassle
*** Opposition
*** Tolerance
*** Corruption
*** Complex/Mix
** Thieves and Merchants
*** Warfare
*** Opposition
*** Standoff
*** Submission
*** Infiltration
*** Complex/Mix
** Thieves and Other Guilds
*** Craft Guilds
*** Adventuring Guilds
*** Thieves and Assassins
*** Thieves and Beggars
*** Thieves and Bards
* Guildmasters and Guild Structures
** Guild Organizations
*** Centralist
*** Cohesive
*** Fractionated
*** Oppositional
*** Anarchic
*** Complex/Mix
** Guild Leaders
*** Guildmaster
*** Council
*** Democracy
*** Leaderless
*** Complex/Mix
*** Special
** Guild Rulership
*** Weak/Strong
*** Cruel/Just
*** Despotic/Populist	
* Designing a Thieves' Guild
** Using the Tables
** Guild Background
** Social Alignment
** Special Social Factors
** Size of Community
** Wealth of Community
** Attitudes of the Law
** Relationship with Merchants
** Relationships with other Guilds
** Guild Rulership
** Guildmembers and the Rest
*** Experience Levels of Thieves
*** Multi-classed Thieves
*** Non-Thief Guildmembers
*** Fleshing out Guildmembers
*** Alignment
*** Prime Requisite
*** Senior Thieves
*** Junior Thieves
*** A Final Record
** Cash and Carry
*** Guild Dues
*** Normal Resources
*** Special Resources
*** Major Activities
*** The Guildhouse	
* Thieves' Guild of Mallain
* Unusual Guilds
** The Traveling Guild
** Piratical Guilds
** The Guild of Honorable Gentlemen
** The Good-Aligned Guild
* Player-Character Guildmasters
** Determining Guildmembers
** Guild Income
** Levels of Operations
** The Long Arm of the Law
** Guild Morale
** New Followers
** Special Events and Occurrences
* Blueprint Profiles
** Guildmaster Septien Selfareine, the "White Lily"
** Guildmaster Tulmara Zir Bharann, "Cruelty's Mask"
** Quartermaster Marmel Raveiz
** Durdlan Silverpalm, Master Fence
==Chapter 5: Tools of the Trade==
* Equipment for the Thief's Skills
* Skill Modifiers
* Picking Pockets
** Arm Sling
** Mini-Blade
* Opening Locks
** Lockpicks
** Improvised Lockpicks
** Acid
** Chisels
** Cutters, Files and Hacksaws
** Magnifying Glass/Lens
** Oil and Funnel
** Time Scales
* Finding and Removing Traps
** Lockpicks
* Moving Silently
** Silenced Armor
** Strapping	
* Hiding in Shadows
** Camouflage Clothing
** Charcoal
** Plant Dyes
** Weaponblack
* Detecting Noise
** Listening Cones
* Climbing Walls
** Clawed Gloves and Shoes
** Climbing Daggers
** Grapples
** Special Function Arrows
** Spikes and Line	
* Miscellaneous Equipment
** Burglary and Theft
*** Crowbar
*** Glass Cutter
*** Housebreaker's Harness
*** Keymaking Set
*** Limewood Strips
*** Sharkskin
*** Skeleton Key
*** Tar Paper
*** Wax Pad
** Evasions
*** Aniseed
*** Caltrops
*** Catstink
*** Dog Pepper
*** Hand Lamp
*** Hollow Boots
*** Marbles
** Self-Protection and Combat
*** Blinding Powder
*** Death Knife
*** Folding Bow
*** Pin Ring
*** Sword Stick
*** Wrist Sheath
** The Joy of Sticks
*** Blade Pole
*** Climbing Pole
*** Hooked Pole
*** Mirror Pole	
* Miscellany (CTH)
** Blade Boots
** False Scabbard
** Hand Warming Lamp
** Marked Cards and Biased Dice
** Water Shoes
* Cost and Availability of Equipment
* Magical Items for Thieves
** Detection Resistance
** Table 33: Potions and Oils
** Table 34: Misc. Magic: Clothing and Jewelry
** Table 35: Miscellaneous Magic: Other Sneaky Stuff
** Table 36: Magic Weapons
==Chapter 6: The Arts of Deception: Classic Cons==
* The Arts of Deception: Classic Cons
** Short-Change Swindles
** Gambling
** Quackery
** Forgery and Counterfeiting
** Jewelry Swindles
* Robbing the Robbers
==Chapter 7: New Rules for Thieves==
* New Rules for Thieves
* Advanced Locks and Traps
** Modifying Checks
** Building Better Locks
** Multiple Locks
** Lockpicking/Trap Removing Noise
* Animal Assistants
** The Thief's Fetch
* Poison and Sedatives
** Poison Antidotes
** Campaigns without Nonweapon Proficiencies
** Healing Proficiency and Poison
** Antidote Effects
** Producing Antidotes
* Mugging—the Thief's KO
** Armor and Acrobatic Proficiencies
* Armor and Thief Skills
==Chapter 8: The Thief Campaign==
* The Thief Campaign
** Elements of the Thief Campaign
** Cultural Considerations
** Social Campaign Environment
** Social Overview of Thieves
** Detailed and Varied NPCs
** Unique Buildings and Structures
** A Well-Defined Economic System
** Interesting Objects D'Art and Other Treasures
** Well-Defined Legal System
** Counter-Thief Tactics
** Background of Interesting Conflicts
** Challenges to Thief Character Class Abilities
** The Thieves' Guild
* Basic Storylines for Thief Campaigns
** The Great Artifact
** The Mysterious Client
** Role Reversal
** Foul Betrayal
** The Spy
* Playing In and Running the Thief Campaign
** Wizards Working With Thieves
** Levels of Magic in the Thieves' Campaign
** Multi- or Dual classed Thieves
** Henchmen and Hirelings of Thieves
** Dens and Hideouts
Category:Player's Handbook Rules Supplement
Category:Rules Supplements