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.
Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14
Burglar, Criminal 4
Source Gamemastery Guide pg. 210
Perception 10; (11 to find traps)
Languages Common
Skills Acrobatics +10, Athletics +8, Deception +7, Society +7, Stealth +12, Thievery +12 (can Disable traps that require master proficiency), Underworld Lore +7
Str +2, Dex +4, Con +1, Int +1, Wis +2, Cha +1
Items climbing kit, composite shortbow (10 arrows), leather armor, lesser darkvision elixir, sap, thieves' tools
AC 21 (22 vs. traps); Fort +7, Ref +12, Will +10; +1 circumstance to all saves vs. traps
HP 60
Deny 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 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.
Speed 30 feet
Melee shortsword +14 [+10/+6] (agile, finesse, versatile S), Damage 1d6+6 piercing
Melee sap +12 [+8/+4] (agile, nonlethal), Damage 1d6+4 bludgeoning
Ranged composite shortbow +14 [+9/+4] (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing
Mobility When the burglar Strides half their Speed or less, that movement does not trigger reactions.
Sneak Attack The burglar deals an extra 1d6 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.
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