My current material goes back quite a way, to around the release of Dungeons & Dragons 3rd Edition in 2000. So, I’ve had ideas for several of these characters sketched out on one laptop or another for over 10 years. I understand that this sort of stocking-up of the seeds of ideas is fairly commonplace (see what I did there?).
When I first put these down, I was still not far from my work on Thief, so stealth games were something I was thinking about a lot. And the 3rd Edition of D&D was the first to have a coherent approach to the topic. Seriously, if a ranger is only surprised 1 encounter in 6, but a huge spider surprises others in 5 encounters out of 6, you might want to say something about how those two facts relate, or what either of them has to do with the thief’s 55% chance to Hide in Shadows. Avoiding little puzzlers like that just wasn’t considered important.
At the same time all of that was being straightened out (with a skill mechanism that applied to everyone), the game was dropping “thief” as a character class name in favor of “rogue.” The rationale for this that got focus was that the new system was flexible enough for characters built with the rogue class to fulfill a lot of other roles, which was true enough. But the converse was equally interesting: if not all rogues are thieves, are not all thieves rogues?
The easy answer to this is to identify some core job skills (say Hide and Move Silently, or simply Stealth in the Pathfinder RPG system), and run your finger across the “class skills” chart to find all of the classes that fit the bill. And there’s nothing wrong with that. But, because it’s not interesting if there’s no challenge, I tried to find other solutions.
I’ve cleaned up and updated the first of these, a shadowy, undead sort named Kargen. There’s all sorts of things you can do with “monsters” in this game, though in this case (the Wight) I will say the rules as written still make all the personality of a rabid wolverine pretty much standard issue. So forget that, and imagine instead what happens when a small-time tomb robber dies, and comes back the equivalent of eight character levels sneakier.