


In the Enhanced games, Dexterity modifiers and racial bonuses only affect the starting value of Pick Pockets. Beyond this point, a Half-elf with 25 Dexterity and magical effects that boost Pick Pockets can reach the cap of 325. A character without a Dexterity modifier or racial bonus may raise their Pick Pockets up to 265 with skill points alone (270 for Elf and 275 for Half-elf). The Enhanced games fix this and cap the penalty at -15 for all Dexterity below 10.Īlso in the original Baldur's Gate II, both Dexterity modifiers and racial bonuses affect the maximum value of Pick Pockets. The character's Pick Pockets level will be reverted to the value it would be without any Dexterity modifier (as if their Dexterity were in the range 12-16). Pick Pockets is raised by 5 points for every point of Dexterity above 16, and lowered by 5 points for every point of Dexterity below 12 (up to -15 at 9 Dexterity, which is the minimum for a thief during character creation).īug! In the original Baldur's Gate II, if the character's Dexterity is lowered below 9 by some special effect, the penalty to Pick Pockets will be removed entirely. In the Enhanced Editions, there's also a "critical failure" possible for one attempt out of twenty (1 on a 1d20). 250 has been observed to have a slight chance of failure on some targets. Stealing from another thief (or any character that has skill points assigned to Pick Pockets) may require a skill level of over 100 to steal. The chance to steal an item depends on the thief's and the target's Pick Pockets level and the place of that item inside the target's inventory. This icon indicates content from the original Baldur's Gate campaign.Ī thief can steal items from non-hostile characters (including party members and charmed enemies) by using the Thieving skill on them. Note: In the original Baldur's Gate, Move Silently and Hide In Shadows are summarized as Stealth, and Detect Illusion and Set Traps don't exist, thus the difference in the totals of the following table. Some thieving skills have no benefit over 100 points. Different potions and items may be stacked up to a bonus cap of 30 to each skill. Therefore the only way to raise the base skill higher is by raising dexterity after 250 points have been invested into that skill. At no time may you put more than 250 skill points into a skill. Starting stats and subsequent play values in various thief skills are further modified by dexterity and race. ^^ The Shadowdancer class kit has a different set of minimum ability scores, and has Strength and Charisma as prime requisites for Dual-classing in addition to Dexterity.Ī thief gains a fixed +25 thieving skill points (numbers vary among kits) upon level up. This table uses the values for Humans, other Races have modified ability scores. All of the above restrictions can be later overcome by the Use Any Item high level ability, which grant rogues access to almost all items.Īll races can become a thief as a profession.Ībility scores table Character Ability Scoreĭuring character creation, rolls below the minimum value for the class will be increased to that value. Their array of weapons consists of lightweight weapons such as long swords, short swords, katana, scimitars, wakizashi, ninjatōs, daggers, throwing daggers, clubs, quarterstaves, light crossbows, shortbows, darts and slings. Thieves can't wear any metal helmets, they wear leather, studded leather and hide armor and can only use bucklers as shields to protect themselves.

However, you'll run into many situations in game that require these thieving skills, making a thief party member essential for almost every playthrough. Given their skillset, thieves can't be lawful good. Thieves are rogues who can open locks, steal items, hide in shadows, find and disarm traps.
