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Flamboyant Thief

There's no honor among thieves, but if there were points for style, these thieves would have 10s across the board. Some would say flamboyant thieves value showcasing their skills rather than successfully stealing an item, but what better way to show that you're the best than with an audience?

Recall Knowledge - Humanoid (Society): DC 39
Unspecific Lore: DC 37
Specific Lore: DC 34

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Flamboyant ThiefCreature 16

Rare Medium Human Humanoid 
Source NPC Core pg. 25
Perception +29
Languages Common
Skills Acrobatics +31, Athletics +28, Deception +30, Intimidation +28, Performance +30, Society +26, Stealth +33, Thievery +33, Underworld Lore +30
Str +5, Dex +6, Con +1, Int +3, Wis +4, Cha +5
Flamboyant Performance A flamboyant thief's attempts to Steal don't automatically fail even if a creature is in combat or on guard. While being observed, the thief gains a +2 circumstance bonus to Deception checks to Create a Diversion or Feint and to Thievery checks to Palm an Object or Steal. However, they are compelled to leave a tangible sign of their presence, such as a calling card or symbol—often in place of a stolen item.
Vanishing Act The flamboyant thief can Hide and Sneak even without having cover or being concealed.
Items +1 resilient leather armor, potion of flying, +2 striking returning dagger, elite disguise kit, fine clothes, greater smoke ball, infiltrator thieves' toolkit
AC 39; Fort +25, Ref +32, Will +28
HP 245
Dramatic Entrance [free-action] (emotion, mental, visual) Trigger The flamboyant thief rolls initiative; Effect The flamboyant thief draws all eyes to them. They attempt a Performance check, comparing the result against the Will DC of any number of creatures within 120 feet. Each creature the thief succeeds against is fascinated with the thief until the end of the thief's next turn.I Say When I'm Here When any detection, revelation, or scrying magic would reveal the flamboyant thief, the thief becomes aware of it and can attempt to counteract the magic with a counteract rank of 8th level and using their Stealth as their counteract modifier.Nimble Dodge [reaction] Trigger The thief is targeted with a melee or ranged attack by an attacker it can see Effect The thief gains a +2 circumstance bonus to AC against the triggering attack.
Speed 30 feet
Melee [one-action] dagger +31 [+27/+23] (agile, finesse, magical, versatile S), Damage 2d4+2+11 piercing plus spectacular attackMelee [one-action] fist +29 [+25/+21] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+11 bludgeoning plus spectacular attackRanged [one-action] dagger +31 [+27/+23] (agile, magical, thrown 10 feet, versatile S), Damage 2d4+2+11 piercing plus spectacular attackDancing Dagger [two-actions] The flamboyant thief can Step, attempt a melee dagger Strike, and attempt a ranged dagger Strike, taking the actions in any order. Both Strikes count toward the thief's multiple attack penalty, but it doesn't increase until after both attacks.Dramatic Exit [three-actions] The flamboyant thief throws down their smoke ball, then Hides, then Sneaks up to three times with a +2 circumstance bonus to their Stealth checks.Spectacular Attack All the flamboyant thief's Strikes deal an additional 3d6 precision damage or 6d6 if the target is fascinated with the thief. After the thief Strikes a creature, that creature becomes fascinated with the thief until the end of the thief's next turn.

Sidebar - Related Creatures Calling Cards

Flamboyant thieves love to build personas for themselves and gain an infamous reputation. Their choice of calling card is the primary way they accomplish this. It must be something unique and difficult to replicate to prevent pretenders. Some calling cards may include the feather of a phoenix, a rare flower, an intricate clockwork toy, or a custom playing card.

All Monsters in "Criminal"

NameLevel
Assassin8
Bandit2
Bandit Gang7
Burglar4
Charlatan3
Crime Kingpin12
Fence5
Flamboyant Thief15
Grave Robber1
Legbreaker6
Loan Shark2
Master Of Disguise7
Ruffian2

Criminal

Source NPC Core pg. 18
In the underbelly of society, the lawless reign supreme.

Sidebar - Advice and Rules Corruption For Hire

The criminals in this section don't always have to exist in opposition to the PCs. Characters might make use of a corrupt judge to keep a target of their investigations in town while they go about their business or hire a master of disguise to infiltrate a building and map a floor plan before pulling a job. All it takes is coin and a quiet word in the right ear.

Sidebar - Treasure and Rewards Criminal Scams

Common criminal scams include fake collectors for nonexistent charities for the diseased and downtrodden, rigged games of chance at local fairs offering worthless prizes, flashy street performers concealing the work of pickpockets in the audience, and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome daredevil (level 2), halfling smuggler (level 6), leaping thief (level 3)

Sidebar - Additional Lore Fantasy Crimes

While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with spells that charm or control others, falsifying fortunes, violating privacy with scrying, or trespassing via teleportation.

Sidebar - Additional Lore Folk Heroes

Real-world bandits exist in folklore and history as champions of the downtrodden, fighting against their oppressors, robbing the rich, and striking at the powerful from secret dens deep in the wilderness. The gang leader could well be a local legend, someone who the PCs can turn to for mutual aid when the going gets tough.

Sidebar - Additional Lore More Scams

  • Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.
  • Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.
  • Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks.

Sidebar - Additional Lore Protection Rackets

Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. “Protection” includes an implicit assumption that those who pay up are safe from those criminals, and some groups also promise retribution should those who pay them fall afoul of other criminals.

Sidebar - Locations Sanctuary

Adventurers or those they rescue might be able to find sanctuary in sacred places to buy time against pursuers or disappear from those hunting them. These institutions range from simple rural shrines to monasteries to larger estates. The churches of Asmodeus, Cayden Cailean, Iomedae, Irori, Sarenrae, and Shelyn are the most likely to grant sanctuary—though some of these ask much in exchange for their protections.

Sidebar - Additional Lore Walking The Walk

Traveling devotees, such as the pilgrim and traveling priest, are both well-traveled and more than willing to speak to new people. This makes these voyagers a trove of rumors, stories of fabled lands, and wise words for those most in need. Yet, they're also far from home, so their reliance on the largesse of others means they're frequently willing to trade information, travel alongside others, share lodgings, or find other beneficial arrangements. Their companions' patience with the traveler's proselytizing can be another matter...