Guild Mage (Character Kit)

Guild 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 disk, 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-elves 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*, 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.
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