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|Bosch, Hieronymus Title Der Zauberkünstler, Detail Year 1475-1480 Technique Oil on panel|
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Source: Pathfinder d20pfsrd.com
|Pickpocket CR 1/2|
Human rogue 1
N Medium humanoid
Init +3; Senses Perception +3
|AC 14, touch 12,
flat-footed 12 (+1 armor, +3 Dexterity)
hp 5 (1d8+1)
Fort +1, Ref +5, Will 1
|Speed 30 ft.
Melee sap +0 (1d6 nonlethal)
Ranged dart +3 (1d4)
Special Attacks sneak attack +1d6
Dexterity 17, Constitution 12, Intelligence 13, Wisdom 8, Charisma 14
Base Atk +0; CMB +0; CMD 13
Feats Deft Hands, Skill Focus (Sleight of Hand)
Skills Acrobatics +7, Appraise +5, Bluff +6, Disable Device +9, Disguise +8, Escape Artist +7, Knowledge (local) +5, Perception +3 (+4 to find traps), Sense Motive +3, Sleight of Hand +12, Stealth +7
Languages Common, Halfling
SQ trapfinding +1
Combat Gear bag of caltrops; Other Gear Padded armor, darts (4), sap, Disguise kit, thieves tools, Pickpockets Outfit
Boon A pickpocket can attempt to steal a small item for the PCs or plant a small item on a target.
Pickpockets are the bane of the marketplaceinnocuous waifs with innocent smiles and Deft Hands who can cut a purse in an eyeblink. Pickpockets could also serve as any of the countless street urchins or guttersnipes found on the streets of any large city.
Adding a dagger or short sword turns a pickpocket into a desperate mugger. Replacing Deft Hands with Deceitful and changing Skill Focus from Sleight of Hand to Bluff can make a Constitution artist pickpocket, while changing Skill Focus to Disable Device makes for a good apprentice lock-picker or trapspringer. Replacing the Appraise skill with Perform creates common acrobats, jugglers, or mummers, perhaps members of a troupe that engages in a little larceny on the side. In pairs (CR 1), one pickpocket usually provides a distraction for her partner to take advantage of. In large cities and markets, pickpockets often work in gangs of six (CR 4) or even more. A wanderer might employ a pickpocket assistant (CR 3), while a storyteller or minstrel might employ half a dozen pickpockets to help work the crowd (CR 5 or 6). A shady barkeep might keep two pickpockets on staff disguised as serving girls, along with his two regular barmaids, to supplement his taverns income (CR 5).
Copyright Notice - Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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