Saturday, October 3, 2026

Complete Thief's Kit Evaluation

 A bit of a difference from Complete Fighter's: Required proficiencies in Complete Thief's are bonuses, not must-purchases. I'll also say that these kits are relatively understated... a few small changes, rather than rewriting the class. Most of the time, they're just a concept, but they've got a bit of mechanics to back up that concept, usually without going so far as to throw the game off. Usually.

Also, aside from the Acrobat, all of them are net zero change in thief skills; a +5% is matched by a -5%.

Acrobat: So, Unearthed Arcana had the Thief-Acrobat prestige class; where you paused your basic thief advancement in order to get some acrobatic abilities. This is somewhat similar, though it lies on top of a standard thief, rather than replacing it. Amazingly, it doesn't have Required NWPs, because it builds those into the special benefits... Jumping, Tumbling, and Tightrope Walking should be used even if the DM isn't using NWPs, and the Acrobat gets a +1 to use them; +2 if they aren't wearing armor. It's pretty lackluster, but since there are no Hindrances at all, and a net +5% to ability scores, it's a solid choice for any thief. Strangely, though, dwarves who take it don't get any benefits, and gnomes and halflings don't get the jumping or tightrope walking benefits for some reason.

Adventurer: The non-kit. No benefits, no hindrances, no skill modifiers, just some general role-playing advice when your "thief" is more "guy who adventures" than anything else.

Assassin: Two bonus NWP (Trailing and Disguise), and the ability to be proficient in any weapon. Their special benefit is a large section about their ability to identify poison and neutralize poison, tied with a note that, if the DM allows it, they might use poison. Herbalism is a big help in this (bonus to identifying AND giving them the ability to brew both poisons and antidotes), but they don't get it as a required/bonus NWP. As a drawback, they get only 2/3 the thief skill points, and a -4 Reaction Penalty with non-evil NPCs who know he's an assassin (subject to DM Discretion). I'm of two minds on this; and somewhat lean towards the skill point penalties being excessive; a -4 reaction penalty is huge, but it's also just as situation-dependent as the ability to use and identify poisons.

Bandit: Starts off with the requirement that they have a bludgeoning weapon (and they have a few more that they can use, not available to regular thieves), but also the knife. And they get a free WP, to fill as they like from among thief weapons. For benefits and penalties, they have a +1 to surprise in wildness settings, but they get a reaction penalty of -2 when dealing with non-bandits, if known as a bandit. Combined with a bonus WP, it's not bad; they're a tiny bit constrained in WP, but they get three of them. They have a somewhat situational bonus, and a meaningful but reasonable reaction penalty... and it is reasonable in both number and purpose.

Beggar: Four required/bonus NWPs' Begging, Disguise, Information Gathering, and Observation; they're considered the actual benefits of the kit, while the hindrances are a reaction roll penalty and a tiny amount of starting money. They have strongly worded guidance with regards to beginning weapons, but it stops just short of being a requirement... it's more enforced by starting with almost no money. It's not written, but I'd allow an adventuring beggar to avoid the reaction penalty if they avoid begging, but that also makes their hindrances practically nothing (the low beginning gold should be less of a problem once you'd adventured a bit... or dipped a few extra pockets). This is a solid choice, since it's mostly bonus NWPs.

Bounty Hunter: Bonus WP and the ability to take a non-thief WP (at the cost of two slots), and bonus NWP of Tracking, but no other benefits or penalties. Concept, with some small mechanical benefit.

Buccaneer: Sea-related NWPs (Swimming, Seamanship, Navigation), plus some bonuses when fighting from ropes like you're Errol Flynn, with a bit of a penalty climbing without a rope. Definitely a concept, but simple and balanced. They have a sizable chunk (bigger than a few kits themselves) about fighting in the ropes on a ship. Kind of surprised that they don't have Rope Use as a bonus, but it is recommended.

Burglar: Bonus NWPs, some guidance about skills, and not much else.

Cutpurse: A kit that does something! And is balanced by NOTHING. Cutpurses can use one of their bonus NWP to guess at class and level... two Observation checks to guess the two different sorts of information. But their hindrance is "other thieves look down on them", without much else to say.

Fence: Fences get NWPs, a bit of a reaction bonus with thieves (+3) and a note that they have to stay at home to be effective, and are harassed by the cops.

Investigator: NWPs and nothing else.

Scout: Scouts get the usual NWPs, a bonus (+10%) to hiding and moving silently in the wilderness, and an across-the-board penalty (-5%) on thief skills in urban settings.

Smuggler: No bonus NWPs! All they have a is a +1 to avoid being surprised.

Spy: Bonus NWP, nothing else.

Swashbuckler: This is the kit that got 97.8% of the creativity. I'm not joking. It is by far the best kit in the book (though that is damning with faint praise), and perhaps too good. Bonus WP, and gets to pick one weapon that they fight with a Fighter's ThAC0 which, holy cow, that is benefit enough for a thief... they have some limitations on weapon selection, needing to devote at least half of them to a small set... but they're not overly onerous.

But that's not all! They get the almost-required 2 bonus NWPs, they get a special disarm skill, and they get a bonus on reactions with appropriate-gendered NPCs! This is balanced by the swashbuckler being a permanent main character... "Trouble seeks out the swashbuckler." If some story hook comes along, it is going to spike the swashbuckler in the head every time. It's not a mechanical penalty, it just means that playing a swashbuckler is fun, which is great, since they were given some big advantages.

Swindler: A single bonus NWP.

Thug: Another kit that does something! +1 WP (can be non-thief but, like the bounty hunter, that requires an extra slot), +1 to Hit, a single bonus NWP, and -20 Thief skill points at 1st level. A flat +1 to hit is a nice benefit, not gonna lie, but 20 points of Thief skills might be a bit much to make me want it... but I can see some people who will.

Troubleshooter: A bonus NWP and the Swashbuckler's main character disease. The book makes it pretty clear that this is supposed to benefit the troubleshooter as much as it helps him, but I imagine this can be hard to tell.

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Overall, these kits are really lackluster. Out of 18 kits, it feels like most are just some bonus NWPs combined with alterations to thief skills without much mechanical effect, leading to the overall effect being more NWPs. There are some with other bonuses, but those aren't very significant... nothing like the Savage Warrior or Samurai. Swashbuckler is very good and, while I say "Maybe too good", I'd note that thieves generally suck, so "slightly more competent" isn't a bad thing.

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