Using the cleric's Turn Undead table as a variant thief ability.
Undead HD/Challenge Level instead refers to Dungeon Level.
The thief rolls 2d10 to meet or exceed the number. On a successful roll, the thief has opened the lock and/or disarmed the trap. Both will reset and require a new roll when the door is closed (spike your doors!).
On a result of T, the thief has permanently jammed the lock or trap.
On a result of D, the thief can open, lock, disarm, or reset the trap at will and without rolling.
The increased chance of success in many cases should be offset by the increased frequency of the rolls. The thief is successful more often, but must risk failure more often as well.