Mask - Nightrunner (Character Kit)

Class Information 	Class Information
Racial Requirements 	Half-elf, human
Ability Requirements 	Dexterity 15,Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest, Rogue
Bonus Proficiencies 	Set snares, tumbling
Recommended Proficiencies	Appraising, direction sense
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==Overview==
The nightrunner is the wilderness counterpart of the catfoot, and is often found in adventuring parties. These priests try to demonstrate how Mask's good graces are important, even in non-urban settings.
==Description==
Nightrunners dress like common adventurers. Nightrunners wear leather armor, and use any of the weapons that thieves are allowed to use. However, they have small medallions stamped on the hilts of their sacred daggers, which show Mask's symbol. These daggers are the nightrunners' holy symbols.
==Role-Playing==
Nightrunners are at home in non-urban settings, be it the wilderness or a dungeon. They make no secret of the fact that they are priests of Mask, and they do their best to extol his virtues of stealth, cunning, and a lust for gold to all who will listen.
Nightrunners very often come across as a sort of poorman's priest of Tymora, since they are just as cocky, overconfident, and opportunistic. Still, as devotees of the god of thieves, they choose to make their own luck, rather than rely on Tymora.
==Special Abilities==
All nightrunners have limited thieves' abilities. They are surprised only on a 1 or 2 on a d10. Nightrunners can backstab like a thief of the same level, and they have three thieving abilities: move silently, hide in shadow, and climb walls.
==Special Disadvantages==
Nightrunners are limited to the thieving abilities listed above, and they start out with only the base scores. For subsequent levels, nightrunners get 7 points to boost these abilities as they see fit.
Nightrunners can only turn undead of 5 hit dice or less, though they affect those undead as normal priests of their current levels.