Rogue Kits (EoA)

Rogue Kits
Elves are natural rogues, and most of the non-elves of Athas see them as thieves, raiders, and bandits. The free- wanderer rogue kit and the multiclassed procurer trader/thief are included here for those who enjoy playing scoundrels and thieves.
== Free-Wanderer ==
At some point in an elfs life, the wanderlust comes upon him. He must run as far and as fast as his swift legs will take him. He must see what lies beyond the horizon, and he must find as many ways to enjoy the now as he possibly can. The free-wanderer kit provides an outlet for elf rogues who seek to explore the Tyr region in search of adventure and riches. These thieves travel wherever the mood takes them, joining with adventuring groups for a time before moving on. At some point the desire to return to their tribe will send these free-wanderers home, but until then the excitement of the now is what they crave.
Free-wanderers survive by their wits, their quickness, and their thieving skills. They see every guarded purse and locked box as a challenge they must accept. The contents of these guarded items, after all, belong to the elvesoutsiders are only holding them until their right- ful owners come along to relieve them of their burden.
Recommended Tribal Affiliation: Free-wanderers come from all elf tribes, though they often discard identi- fying features of their native dress during their periods of travel and adventure.
Role: Free-wandering elves find joy in surviving the many challenges Athas throws at them. They steal what- ever they need while simultaneously seeking new experi- ences. Many view this time of wandering as a training period, and they work to master their wilderness and rogue skills in the interval.
Free-wanderers are adventurers, roaming the wastes and prowling the cities in search of excitement, experi- ence, and enough wealth to get them to the next adventure. Free-wanderers are among the friendliest and most outgoing of elves, for the whole purpose of their trav- els is to learn everything they can. This doesnt mean that
their normal attitudes toward outsiders have changed, only that they are more inclined to deal with these people during the wanderlust period.
Those forced to travel the wastes for their own survival gladly accept free-wanderers into their group for the skills and knowledge they bring. They may not be completely trusted, but they are given the benefit of the doubt when their specialized skills are desperately needed.
== Weapon Proficiencies ==
Members of this kit must select the long bow, long sword, and dagger.
== Nonweapon Proficiencies ==
The proficiencies for the free-wanderer are as follows.
== Bonus Proficiencies ==
None.
== Required Proficiencies ==
Survival (sandy wastes or other).
== Recommended (General) ==
Dancing, direction sense, language (choice), water find.
== Recommended (Rogue) ==
Blind-fighting, gaming, musical instrument.
Equipment
Free-wanderers travel light. In addition to their thieving tools and a weapon or two, free-wanderers have few possessions and wear only the lightest armor.
== Special Benefits ==
Free-wanderers receive two addi- tional nonweapon proficiency slots to fill when they are first created. They also get an additional 10 discretionary points to distribute among their thieving skills upon creation.
== Special Hindrances ==
Because of the reputation that precedes all elves, free-wanderers receive a 2 penalty to encounter reactions when dealing with outsiders.
== Wealth Options ==
Free-wanderers start play with 1d6x 10 cp, thieving tools, and a bone long sword crafted by a member of their tribe.
== Procurer ==
Procurers are elf trader/thieves who conduct legitimate mercantile activities with one hand while stealing with the other. To all outward appearances, procurers seem to be everyday elf traders. They conduct their thefts in secret, using normal trading practices to cover their filch- ing activities. These elves usually work for elven mer- chant houses, filling the market stalls with goods stolen from other merchants, nobles, free citizens, templars, and even the sorcerer-kings.
No matter what it may look like a procurer is doing, he (or she) is always observing the people around him. He knows how to spot those who can help or hinder his job, and is always aware of his surroundings.
The procurer considers simple theft to be beneath his station. He needs to make the big score, acquiring the items that will bring the biggest profit at the next market- place. Trading is all well and good, but selling a wagonful of cactus fruit and then stealing the entire stock back to trade elsewhere is even better.
Recommended Tribal Affiliation: Procurers can be found among the elf tribes that conduct mercantile activ- ities, especially the Clearwater, Swiftwings, Shadows, Sky Singers, Silver Hands, and Night Runners tribes.
Role: Procurers are often the field agents for elven merchant houses. They conduct legitimate trade, but they are always on the lookout for opportunities to increase the tribes stock through theft. Among elf tribes that respect mercantile endeavors, procurers are seen as only one step below master tradersespecially if they are any good at their job. Procurers travel far and wide, seek- ing new markets, new suppliers, and new opportunities to acquire a big score.
During these travels, procurers have no qualms about joining with adventuring groups, and many know a par- ticular group that has proven itself to be worthy of trust and friendship. Ad venturing groups offer added protec- tion, an obvious cover story, and able bodies when a job is extremely difficult. The procurers tribe and dedication to his craft comes first, but his adventuring group comes a close second as long as helping the group doesnt hinder
his other affiliations. Of course, a procurer will disappear from his group from time to time in order to pass along goods or information to his tribe.
Procurers are skilled traders, consummate thieves, and handy companions. Unlike most elves, they know their way around the city-states and even have a limited under- standing of civilization. Like other elves, they hate walls and locked doors, but procurers see these obstacles as challenges, and they make a study of such constructs the way a good warrior studies his enemies.
== Weapon Proficiencies ==
Members of this kit must select the dagger. Remaining slots can be filled as they see fit.
== Nonweapon Proficiencies ==
For the procurer, these proficiencies are as follows.
== Bonus Proficiencies: Bargain. ==
== Required Proficiencies ==
Appraising.
== Recommended (General) ==
Artistic ability, lang- uages (choice), rope use.
== Recommended (Rogue) ==
Disguise, forgery, gaming, gem cutting, reading lips.
== Recommended (Warrior) ==
Running, tracking, Equipment: Procurers start with thieving tools and a
dagger. They can outfit themselves with whatever else they can afford, provided it is usable by their classes.
== Special Benefits ==
Procurers receive one additional nonweapon proficiency slot when they are first created. Due to their study of human and demihuman construc- tion techniques, procurers can spot secret and concealed doors like the elves of other campaign settings if they are actively searching for them. They discover secret doors on a roll of 1 or 2 on 1d6, and concealed doors on a roll of 1, 2, or 3 on 1d6.
Special Hindrances: Curiosity is the one flaw that best describes procurers. They cant help peeking behind closed doors, opening locked gates, or seeing what waits around the next corner. This obsession, of course, often gets them (and their companions) into trouble. Unless a procurer has an extremely compelling reason not to, he wont leave a closed door or a concealed tent flap behind him.
Wealth Options: Procurers start play with 2d6x30 cp, thieving tools, and a bone dagger.