There is a Remastered version
here.
Burglar
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.
Legacy Content
NE Medium Human Humanoid
Source Gamemastery Guide pg. 210
Recall Knowledge DC 19 • Humanoid (Society)
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 [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.
Speed 30 feet
Melee [one-action] shortsword +14 [+10/+6] (agile, finesse, versatile S), Damage 1d6+6 piercingMelee [one-action] sap +12 [+8/+4] (agile, nonlethal), Damage 1d6+4 bludgeoningRanged [one-action] composite shortbow +14 [+9/+4] (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercingMobility 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.Source Gamemastery Guide pg. 208Some 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.
Criminal Scams
Common scams criminals run include sending fake collectors for nonexistent charities to seek donations for the diseased and downtrodden; rigged games of chance at local fairs offering worthless prizes, and flashy sideshows 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.
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
enchantment magic, falsifying
divinations, violating privacy with divinations, or trespassing via
teleportation.
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.
Protection Money
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 also promise retribution against other criminals.