Spellfilcher
The Spellfilcher is basically a thief that uses Magic to assist in their larcenous escapades.
Spellfilchers are interesting to play because they combine the fun of being a Rogue with the promise of power inherent to being a Wizard.
Cost Ability
55 Larcenist
33 Prodigal
19 Housebreaking Package
2 WF: Wizard Group (Dagger, Darts, Staff)
109 Total Cost of Abilities
Value Disadvantages
0 None

+109

Total Cost of Package

Package Deals
Larcenist
Larcenists are Rogues that use their wits and skills to basically steal, nick, and make off with a wide variety of loot. They often concentrate on fast hands and faster feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one step behind lurking in the shadows as they will, the Larcenist excels at living outside of the rules and boundaries of social propriety and legal entanglements.
Compared to other professions, the Larcenist never worries about an empty pocket, because wherever there are people, there are funds to be fleeced.
Cost Ability
9 Quick: +3 DEX
15 Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
7 Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
4 Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
1 WF: Short Blades
3 Concealment
3 Sleight of Hand
3 Stealth
3 Streetwise
1 FAM: Survival (Urban)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
16 Well Rounded: +2 with All Non-Combat Skills
20 Puissant: +2 with Overall
10 Lightning Reflexes: +10 with One Action
15 Improved Lightning Reflexes: +10 with All Actions
15 Open Lock: Lock picking (DEX based) + 6
10 Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove)
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
13 Trap Mastery: Security Systems +5
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
10 Move Silently & Hide in Shadows: Stealth +1, Concealment +1
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
5 Detect Noise: +5 PER Normal Hearing
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
11 Climb Walls: Climbing +4
26 Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
7* Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)
15 Scroll Use: Scroll Comprehension +5
15 Better Lucky than Good: 3d6 Luck
2 Thieves' Cant: (Language; basic conversation; literate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Prodigal
The Wizardry Magic System is detailed here.
The Prodigal may have attended a formal University of Magic, been instructed by a Mentor, or otherwise received instuction in the Wizardly Arts (perhaps by a Spellcasting parent) but either way they received many years of instruction and then either quit, got kicked out, were given up on by their instructors, or something else occured that prevented them from finishing their training. Some continue to educate themselves as best they can.
The Prodigal Package is useful for any half-trained Wizard concept, or even for a "multiclass" character that split their time between Magic and some other pursuit. Also, a Character built on the Prodigal can always improve their Magic capabilities as they progress, so its a good starting point for mixed background concepts.
Cost Ability
17 Wizard VPP (15 Pool)
15 Spellcraft 11-
1 Literacy w/ Native Language
Value Disadvantages
0 None

+33

Total Cost of Package

Package Deals
Housebreaking Skills
Many characters receive training to improve their breaking and entering skills, while others are just naturally good at getting into places they shouldn't be.
Cost Ability
3 Open Lock: Lock picking (DEX based)
10 Detect Traps: Detect A Class Of Things 11- [Separate Sense], Discriminatory
3 Detect Noise: +3 PER Normal Hearing
3 Climb Walls: Climbing
Value Disadvantages
0 None

+19

Total Cost of Package