Nightblade

PRIMARY Illusion, Stealth, Dodging 1.5 x Intelligence in Spell Points
No Chain or Plate
Buckler only
MAJOR Thaumaturgy, Short Blade, Lockpicking
MINOR Alteration, Critical Strike, Mercantile, Destruction, Restoration, Backstabbing
MAX HP/LVL: 8 Increased: INT, WIL, INT
Decreased: STR, END, PER
Starting Spells:  Bouyancy, Chameleon

Having only one viable weapon skill at the start and serious armor restrictions can be crippling.  Unless the Ebony Dagger can be obtained in the generation process, the Nightblade will die or at least be severely injured in early combat situations.  This lack of ability is not offset by the increased defense given by the higher Dodging skill.  A high Stealth and Backstabbing is nice at later stages of the game, but it's almost impossible to sneak up on anything in the early stages.  It is quite possible to win the game with a Nightblade, but be prepared for a high frustration factor as the character will die frequently until better weapons can be obtained and higher skills developed.  With the high Illusion skill, the Nightblade would be well advised to invest in either "Chameleon True" or "Invisibility True" as soon as access to a spell maker is obtained.  A heavy investment in training at low levels (especially in Dodging and Critical Strike) will pay serious dividends later.  At only 8 hit points per level, the wise player will quickly develop the character's END for more health points with each level.