Pickpocket (Human Rogue 1)
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 Dex)
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
Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 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
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 marketplace—innocuous 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 con 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 tavern’s income (CR 5).
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