I'm thinking
STR 14 +1
[so, 15 giving +2 modifer]
DEX 16 +1
[17 giving +4 mod]
CON 15
[+2]
INT 9
WIS 9
CHA 14
[+1]
Eyes: Brown
Hair: Was brown, now slate grey. Cut short, sideburns.
Skin: Pale. (As the child of a farmer, he takes it as a point of pride.

)
Build: Average
Distinguishing marks: no shadow
"No shadow"? Interesting. Ok.
A thief with downplayed/abscent lockpicking skills (more likely to bash-in the door or window).
Well, if you're going to be a thief character, then you'll still be/get +2 for lockpicking via "Disarm Device", but no one's gonna put a gun to your head and make you use it if you'd rather do "breaking and entering."
May swap STR and DEX, depending what each does to his fighting (I'm seeing him as primarily hand to hand, but with the armor restrictions on thief I figure he'll need the extra DEX for defense).
Ah. Yes, well I guess it could go either way. However you like it. As it stands, ability modifiers are as follows, per "Steel Dragon's
World of Orea Adventurer's Player Handbook":
The Ability Modifier should be applied to any of the following situations unless the DM tells you otherwise.
Str: Apply your modifier to any To Hit [TH] roll with a melee weapon; To any Damage [dmg] Roll with a melee weapon; To rolls for physically demanding or reliant activities such as climbing, swimming, knocking down doors and skills such as Athletics.
Con: Apply this modifier to your starting Hit Points [HP] and to your HP rolls at every level; To rolls for activities requiring or reliant on a PC’s fortitude such as resisting poisons, overcoming disease, certain magics that afflict the body, and skills such as Endurance or Survival.
Dex: Apply this modifier to any To Hit rolls with a ranged weapon; To your Armor Class [AC]; To any roll for activities requiring reflexes, balance or speed and skills such as Acrobatics or Sleight of Hand.
Int: Apply this modifier to your starting Skill Points [SP]. This modifier is the maximum number of additional languages your PC can learn. Add this modifier to your spell levels per day if you are a Wizard class (as explained in the PC Class section). To any activities demanding or reliant on Intelligence such as figuring out a puzzle or riddle, resisting certain spells and skills such as Lore or Appraisal.
Wis: Apply this modifier to any rolls involving willpower, enlightenment or the spirit. Add this modifier to your spell levels per day if you are a Priest class (as explained in the PC Class section); To activities such as disbelieving an illusion, resisting charms or other mind-effecting magic and skills such as Insight.
Cha: Apply this modifier to any rolls involving character interactions. A Bard PC may add this modifier to their spell levels for the day (as explained in the PC Class section). To activities reliant on personality, poise, and general “likeableness” and skills such as Leadership, Gather Information, and Diplomacy.
Then 1 SP in Athletics and a "Fighter-y" theme, please. What are his options and the advantages/drawbacks of each?
Right then...Themes...and yes, you're next Theme/rank as a Thief would be at 3rd level. Then at 6th, 9th, 12th, etc...
From the General Theme list:Arcane Dabbler
Assassin
Beastmaster
Berserker
Bounty Hunter
Disciple of X
Monk
Professional
Warden
Warlord
To save some space, how 'bout I just give you the "Fightery" themes, as requiested, including the specifically mentioned "Dual-wielder."
Assassin:The PC has training and experience in killing targets, preferably unnoticed and probably for some kind of compensation: +1 per rank in
Stealth, Sleight of Hand and
Lore: Poison; +1 per rank to saves versus poison; “
Garrote Attack”: +1 to hit (per rank) with a garrote or similar ligature on a creature up to 1 size category larger than themselves. A successful hit indicates the target is immobilized, from behind, and being choked. [The target is allowed an opposing Strength check each round to break the assassin’s hold, modifiers may apply.] If the hold is not broken after 3 rounds, the target looses consciousness.
Berserker: unlike other Themes, the Berserker is something that must be chosen at 1st level. Instead of growing more features, you are basically taking on as many drawbacks as bonuses.
The Berserker is overcome by a frenzy of battle rage and pure ferocity. Seen as a blessing of totem spirits by some, a curse or affliction by others, it cannot be denied the raging Berserker is nearly unstoppable on the battlefield. The “Rage” can be called up 1 per level + Con. modifier times in as many days. The duration of the near-mindless frenzy is also the character’s level + Con. modifier. In order to stop a Rage before the duration is spent, the PC must make a successful Wisdom roll, with -1 penalty for each round they’ve been berserk, to reassert their conscious will over their mind. This “come to your senses” check may be attempted only once. Failure means the character continues to rage unabated to the full duration.
~ +1 per rank to hit, automatic maximum weapon + double Strength mod damage
~ Frenzied Strikes: the Berserker makes 1 extra attack per round than they normally would be allowed while berserk.
~ Charm Immunity: The berserking PC is not “in their right mind.” Enchantments and other mind-effecting or altering magics or powers are simply unable to “touch” the PC’s mind. Also, if the PC is charmed before they go berserk, that magic is broken/dispelled when they come out of the rage.
~ Damage Resistance: while in their rage the PC temporarily takes half any actual damage. When the rage passes, the full damage of their wounds is deducted from the PC’s hit points and may be healed normally.
The Berserker also suffers the following penalties while raging:
~ Berserking negates any “to hit” bonuses due to abilities, skills or other specialties (such as a Fighter’s Combat Mastery, Strength or Dexterity bonus, Weapon Specialist theme, etc...). They do receive the +1 per rank to hit from this theme. External attack bonuses (from a Bless spell or magic weapon, for example) still apply.
~ A Berserking character will only use melee weapons or attack unarmed. A Berserking PC is unable to focus or concentrate (as needed to aim) enough to use any missile weapon (though would probably try to crack someone over the head with a bow if that was what they had in their hands at the time).
~ Following a rage, whether ended by will or natural duration, the Berserker is exhausted and their Strength and Constitution bonuses are reduced to 0 for a number of rounds equal to the rounds they spent berserking. i.e. They severely need to take a rest.
~ If not obvious, a berserking PC is unable to cast spells, use psychic powers or otherwise use/activate magical items at all while berserking (other than “automatic” items like weapons or armor that do not require any actual will or effort to "turn on").
~ “Kill them ALL!”: while the Berserker is able to direct their attacks at the beginning of their rage, distinguishing and attacking their enemies (as, presumably, intended). If no enemies remain before the end of the rage, the Berserker turns on their allies. The Berserker is allowed an additional Wisdom roll to shock themselves out of the rage before striking a friend. If failed, they cannot again attempt to stop their rage before its full duration.
[yeah, figuring out how to incorporate Berserking/Raging without "anyone can be a Barbarian class" has been a pain in the ass!]
Bounty Hunter: The PC has training and experience tracking and/or hunting down and capturing targets (“dead or alive”), usually for some form of compensation (the bounty). +1 per rank to Tracking, Disarm[& Set] Device and Stealth.
~ Beginning at the first rank and for each rank after, the Bounty Hunter can choose 1 “target” per day. The Bounty Hunter is +1 to hit and all saves per rank against a named target.
~ “Subdue”: The Bounty Hunter needs to capture their target alive at least as often (if not moreso) than dead. The PC applies the full damage of their attacks as "non-lethal" damage. When reduced to 1/2 their total HP and every successful attack thereafter, the target must roll to beat DC 10 + 1 per rank of the Bounty Hunter or fall unconscious from the attack. If these save rolls are successful the target remains conscious until, as normal, they reach 0 HP by this “subdual damage” and fall unconscious at that point. They can then be bound, moved or slain without issue.
Warlord: The theme indicates the PC has training and experience leading and rallying troops in combat. The Warlord receives the following benefits and abilities: +1 per rank with the
Combat Sense skill and their attack rolls with melee weapons, regardless of strength, Combat Mastery or any other “to hit” adjustments.
~ Beginning at 1 rank and for each rank thereafter, the Warlord’s expertise effectively “lends” their Combat Sense and “to hit” adjustment to all allies within 10’ per rank of the Warlord.
~ At 3 ranks: The Warlord gains a +1 to save rolls against fear, confusion, and other emotion-altering effects and magics. This bonus goes up 1 per additional rank. The bonus is shared to all allies within 10’ +10’ per additional rank of the Warlord.
~ At 5 ranks the Warlord has and offers to all allies within a 50’ radius: +5
Combat Sense, +5 to attack rolls with melee weapons; those within 30’ radius also receive: +3 vs. fear, confusion and similar mind-altering effects; and once per day can rouse an “Inspired Charge” [10 temporary HP] from all allies within 50’.
From the Rogue Theme list:
Acrobat
Con-artist
Scout
Spy
Thrown-Weapon Expert
Trickster
and available to the Rogue classes from the Warrior Theme list: Archer, Brawler, Dual-Wielder, and Skirmisher
Dual-wielder: The Dual-wielder has trained heavily to be able to attack with one single-handed weapon in each hand. This allows the fighter to attack twice per round, parry and block attacks with greater than normal effectiveness. The Dual-Wielder style confers the following bonuses and abilities:
~ Unlike other Warrior Themes, the Dual Wielder does not begin with a +1 bonus, but is simply able to use two weapons without penalty. A second rank placed in Dual-wielding will allow a +1 bonus to hit with 1 weapon per round. A third rank allows them to strike +1 with each weapon or +2 with a single attack, and so on to the maximum of 5 ranks in a single theme. Note also that the Fighter’s Strength bonus damage is only applicable to one strike per round.
Choose one [per rank] of the following maneuvers with each rank:
Deadly Attack, Disarm, Double-edged, Parry, Whirlwind Attack.
Skirmisher: The Skirmisher specialist uses movement and speed to augment their combat effectiveness. Being able to identify weak spots and strike swiftly are the hallmarks of this fighting style. The Skirmisher style confers the following bonuses and abilities:
~ +1 to attack rolls with any missile, thrown or single-handed weapons with which the Fighter is proficient.
Choose one [per rank] of the following maneuvers with each rank:
Bash, Hit & Run, Parry, Quick Mount, Rapid Strike.
The only truly "combat-oriented" Rogue Theme would be Thrown Weapon Expert or Acrobat (who gets a dodge/evasion type trick and some attack bonus, I think). Though I don't really hear a whole lot of desire of an Acrobatic sort from your descriptions. haha.
From the sounds of wanting a more direct "fightery" rogue, I think Skirmisher gives you more flexibility and weapons options than just Thrown Weapons. However, you've specifically stated you want a dual-wielder, so that would seem to be your 1st pick unless something else strikes your fancy.
By all means if you want details on any other of the lsited themes, feel free to ask!
For the "Fae sensitivities" thing, I'm now thinking of making it pretty subtle/uncontrolled at first level, and then maybe building up on it later? So illusion and charm powers are likely too much this early on... How about he takes his other SP and spends it on Planar Knowledge and takes Fae as a language (representing things that he just *knows*/feels/pop into his head without being able to explain how)? He could then take one of the psychic/magical themes when he gets to choose one again (level 3 for Thieves if I read that right?), representing his growing mastery of his new nature?
Certainly one way to do it. Makes sense.
What are your thoughts on re-skinning weapons?
I don't believe I have any. What are your thoughts?
I'm seeing him a dual short-sword wielder, but I generally dislike the two-handed mechanics of D&D (don't know what you've done with them?). I'm proposing his double short swords be bought and treated like a bastard sword, i.e same cost, number of attacks, damage, hand requirement etc, as a bastard sword. It just happens to look like a set of short sword for stylistic reasons.

Thoughts?
Ah. No, I don't think I'd go along with that. Sorry. That is also a purely personal DMing stance. Not something written into the system, mind. Though the fact that there is no "bastard sword" in the beginner set might also complicate this. Short, Long, or 2-handed are your "sword" options. Well, or "Scimitar" if you want that style of blade.
...the system has not incorporated qualities like "finesse" or "heavy" for weapons...hmmm...
But yeah, sorry. If you are wielding two short swords, then you buy 2 short swords. Your damage is as per 2 short swords. Your abilitiy to use two short swords, without penalty, in the first place, is granted by your Dual-Wielder theme and "to hit" rolls are assisted by the theme (as detailed above) + whatever other attack bonuses you have.
EDIT = Oh, by the way I'll be in the field for ten days starting monday. I'll still have internet access, but my posting might get a bit more erratic, let us say (it's a busy time).
No worries, Fred. We're not on a time table, at the moment.