Rogue

Commonly referred to as Theives, Assassins, Bards, Scouts, Pickpockets, and similar ilk, Rogues are the backbone of any adventuring party.

Jack of all trades, master of none, the Rogue has mild training in combat, and is capable of great feats when provoked. The Rogue makes up for their lack of magic and lack of combat prowess with an array of skills and feats which they use to their advantage.

Specs
HP: 3

MP: 4

Attack Bonus: 0/+2 on Backstabs

+4 Sneaking

+3 Criminology (Open Lock, Pickpocket, etc.)

+2 Disguise

+2 Diplomacy

+2 Perform

+2 Climbing

+2 Lore

+2 Appraise

Rogues receive three (3) Feats. These can be replaced with spells if a follower of Crux or where appropriate (Elves/Dark Elves).

Bonus: No penalties from surprise attacks/traps/etc.

Restrictions: Small/Light weaponry only. A Rogue receives a -1 penalty when using anything larger than a shortsword or shortbow. A Rogue cannot sneak in anything heavier than studded leather.

Starting Armor: Padded or Cloth

Starting Weapon: A dagger and small sword, or dagger and small ranged weapon

Starting Gold: 5d6 + 5