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.