Theif Type: Mercenary

Player: Terry Doetzel DM: Nolan Peel

Description: This theif, like most, is dedicated to becoming rich and powerful. However this character has several fighting skills to help him out in his quest as well as light fingers.

Theif Bonuses:

Pick Pockets: +5         Open Locks: -10
Find/Remove Traps: -10 Move Silently: +10
Hide in Shadows: +10Hear Noise: 0
Climb Walls: 0 Read Languages: 0

Weapon Proficencies: These may be outfitted in any weapon usable by theives. Also mercenaries receive an extra proficiency slot.

Non Weapon Proficiencies:

Required: Alertness, Looting.

Recomended: Gather Intelligence, Intimidation, Fast-talking, Observation.

Secondary Skills: Any

Equipment: A mercenary is usually outfitted with armor that does not severly hamper his theiving skills. He is also fond of weapons and magical items, and will try to stock up on as many of these things as possible.

Role: The mercenary puts his interests above anyone else. While that is the norm for theives, the mercenary differs in his approach, prefering his blade do his theiving for him rather than his lockpicks. The mercenary, unlike his name implies, does not ussually pursue employment in the ranks of an army like his fighter counterparts. Instead he is more comfortable acting on his own or within a small party of comrades or hirelings.

Special Benefits: +1 on to-hit rolls.

Special Hinderances: The mercenary, due to his training in arms, does not receive as many starting skill points. Thus, he only has 40 points to distribute when he starts. (although he can still put up to 30 in a single ability if he so chooses)

Races: Humans, Half-elves, dwarves and elves are most inclined towards this kit. Other demi-humans don't have the size or the attitude for this line of work.