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PFS LimitedUrchin

Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers.

Recall Knowledge - Humanoid (Society): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Elite | Normal | Weak
Proficiency without Level

UrchinCreature -1

Legacy Content

N Medium Human Humanoid 
Source Gamemastery Guide pg. 215
Perception +3
Languages Common
Skills Acrobatics +5, Deception +4, Society +3, Stealth +5, Survival +3, Thievery +7
Str -1, Dex +3, Con +0, Int +1, Wis +1, Cha +2
Items shiv
AC 15; Fort +2, Ref +7, Will +3
HP 8
Speed 25 feet
Melee [one-action] shiv +5 [+1/-3] (agile), Damage 1d4-1 piercingMelee [one-action] fist +5 [+1/-3] (agile, nonlethal), Damage 1d4-1 bludgeoningRanged [one-action] rock +5 [+0/-5] (thrown 10 feet), Damage 1d4-1 bludgeoningCollaborative Thievery The urchin gains a +1 circumstance bonus to Steal or Palm an Object while within 10 feet of an ally who has the pickpocket ability.Pickpocket The urchin can Steal or Palm an Object that's closely guarded without taking the usual -5 penalty. They can Steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes, armor, or actively wielded objects).

All Monsters in "Downtrodden"

NameLevel
Beggar-1
Commoner-1
Prisoner1
Urchin-1

Downtrodden

Source Gamemastery Guide pg. 214
Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.

Sidebar - Advice and Rules Braving The Mob

A mob is a violent crowd that works as greater difficult terrain and hazardous terrain, dealing 1d4 damage for each square entered. A creature can spend a single action to attempt a DC 16 Intimidation check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the concentrate, emotion, manipulate, and mental traits.

Sidebar - Advice and Rules Word On The Street

Privy to all sorts of conversations from passersby, the downtrodden can provide eyes and ears on the street. Finding a reliable contact can give a character a circumstance bonus to checks to Gather Information if they return to that source. This bonus is usually +1, but could be +2 or +3 if the contact lingers in a market where influential politicians shop, sweeps a noble estate, or the like.

Befriending NPCs in advance can also help the heroes in action scenes. A friendly urchin might show a character a shortcut to catch an escaping enemy, a crowd of fans who frequent a bard's performances might throw rocks to distract someone trying to fight the bard, and so on.