The Guild Mage - a Half-Elf Thief/Mage kit
The Guild Mage
Thief/Mage
Description:

A wizard can be a very useful addition to a thieves' guild. A sleep spell on guards, invisibility, spider climb, darkness, Tenser's floating disc, and many other spells are invaluable in pulling off a heist. Many thieves' guilds have therefore found it in their best interest to hire a Guild Mage or two. Although elves and gnomes (and dual-classed humans) may be employed by guilds as resident mage/thieves, only half-elves are eligible for the Guild Mage kit.

Requirements:

Guild Mages require Dexterity and Intelligence scores of 13 or greater. They may not be lawful good.

Role:

As stated under the Shadowblade kit, many half-evles find the acceptance lacking in their communities to exist in a thieves' guild, and guilds make use of half-elves' multi-faceted talents. Half-elves that show both magical and larcenous promise are trained to be Guild Mages.

Secondary skills:

Any.

Weapon proficiencies:

Any normally allowed to thieves.

Nonweapon proficiencies:

Bonus: Information Gathering (from Complete Thief's Handbook), Reading/Writing, Thieves' Cant. Recommended: Disguise, Forgery, Gaming, Local History, Ventriloquism.

Skill progression:

Guild Mages have no preference.

Equipment:

No special equipment is needed by most Guild Mages. They may not wear any armor.

Special benefits:

Due to his close association with professional thieves, a Guild Mage gains a bonus of +5% to his abilities to Open Locks, Hide in Shadows, and Climb Walls.

Special hindrances:

A Guild Mage is not used for petty thefts, and has a -15% penalty to his Pick Pockets skill.