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Ninth Army BurglarCreature 4


UncommonNEMediumHumanHumanoid
Source Pathfinder Society Scenario #3-11: No Time For Treason
Perception +10 ((+11 to find traps))
Languages Common
Skills Acrobatics +10, Athletics +8, Deception +7, Society +7, Stealth +12, Thievery +12, Lore +7
Str +2, Dex +4, Con +1, Int +1, Wis +2, Cha +1

AC 21 22 vs. traps; Fort +7; Reflex +12; Will +10; +1 circumstance to all saves vs. traps
HP 60
Speed 30 feet

Shortsword One Action +14 (+10, +6) to hit (agile, finesse, versatile s) 1d6+6 Piercing
Sap One Action +12 (+8, +4) to hit (agile, nonlethal) 1d6+4 Bludgeoning
Composite Shortbow One Action +14 (+9, +4) to hit (deadly d10, propulsive, range increment 60, reload 0) 1d6+4 Piercing

+1 Circumstance to Saves vs TrapsDeny Advantage

The burglar isn't flat-footed to creatures of 4th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.

Nimble Dodge Reaction

Trigger The burglar is targeted with a melee or ranged attack by an attacker it can see.


Effect The burglar gains a +2 circumstance bonus to AC against the triggering attack.

Mobility

When the burglar Strides half their speed or less, that movement does not trigger reactions.

Sneak Attack

The burglar deals 1d6 extra precision damage to Flat-Footed creatures.

Surprise Attack

On the first round of combat, if the burglar rolls Deception or Stealth for initiative, creatures that haven't acted are Flat-Footed to them.


Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.