Those who steal, not for good or necessarily bad purposes. Just for their own needs, or the needs of a guild. Typically thieves are aligned with a Thieves Guild - safety in numbers.
Must have taken Cutpurse at least once.
Thieves increase these skills;
+1 Rank to Appraise, Touch, Hide, Sprint, and Pick Pocket.
Thieves receive the following skills;
Search, Sight, Lockpicking, Remember Detail, and Tracking at Trained Rank.
Thieves receive a rugged sack capable of holding handheld items. So long as everything within the sack combined weighs 15 lbs. or less, the thief is able to ignore the sack's weight.
Thieves increase their wage by 10 Silver.
Thieves are skilled at stealing whether it be from their person or an unattended object and costs 6 TP in order to take it as a Promotion to the Cutpurse.
Thieves also do well when combined with any Vagabond or Scholar occupations.
Not Mine: Thieves are able to treat one item in their possession as having always belonged to them, or otherwise been given to them legally, even if it wasn't. No Trickery check is required to do this unless the lie is exceptionally unbelievable such as saying "the king gave me his crown, look!"; and if so this check takes none of the normal penalties.
Thieves can do this with one additional item in their possession for every additional time they take Thief beyond the first time.
Go On, Frisk Me: Thieves often are able to hide objects upon themselves in order to bypass security or fool others. Against an opponent attempting a Touch check to frisk them, the DC to frisk the thief is equal to 25 + the bonus to their Hide, and in addition they add 1/5 of their Pick Pocket skill's bonus (if any) to the DC.
For example, a Thief with Experienced Rank in Hide and Trained Rank in Pick Pocket receives a +14 bonus from Hide, and a +1 bonus from Pick Pocket (5 divided by 5 is 1, thus +1). This makes the total DC equal to 40.
If they fail this frisk check they find nothing. If they succeed, they find one of the items (Thief's choice) and they make another check to attempt to find the other items. Each additional frisk beyond the first increases the DC by 1. Upon failing eventually, they "find nothing else", and the thief is deemed (otherwise) clean of anything else.