My opinion differs slightly from the above, in that if you are making an NPC locksmith to pick a lock (makes sense, right) then his ability to pick locks should hinge on plot, not random chance.
In other words, without knowing the exact scenario that he will show up in, my view is that he doesn't need ranks in Thievery, by the DM's will he either gets in or doesn't. Focus more on what you want him to *do* in combat than what he does for a living. All of that can be determined by you at your whim, you are Gods, for heaven's sake. So, *if* the PC's encounter him, what kind of encounter do you want it to be? Work from there.
Jay
I guess maybe the disconnect here is that I don't want to have a preconcieved outcome to what an NPC does. If the Locksmith does or doesn't accomplish what he is tasked, the PCs have to deal with. Let the dice decide. If they confront him (which in the plot may happen), does the attack scare him, knock him down, or kill him. That depends on the power the PC uses, Brute Strike will probably kill him (but maybe not). If he is killed, the PC may be wanted for murder (this is a city adventure), and the adventure changes from the original plot to an escape plot. Look it took me about 20 minutes to come up with the template (comparing this and that), and about 2 minutes to make the Locksmith from that. Now I'm prepared for whatever happens, and I don't care what scenerio does happen.
This is NOT to say I haven't heard you all, I appreciate the input. As far as retro goes, it has been pointed out to me the order of the Ability scores in Build Options of the template. Yep, that's how long I've been playing.
Horribly insulted; vorpal keys are for munchkins!Who did I insult? I thought Ketjak was hilarious and was playing off his post....

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.