Burglar Creature 4

NEMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 210; family: Criminals

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.


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), lesser darkvision elixir, leather armor, 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 DodgeTrigger 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 (agile, finesse, versatile S), Damage 1d6+6 piercing

Melee ◆ sap +12 (agile, nonlethal), Damage 1d6+4 bludgeoning

Ranged ◆ composite shortbow +14 (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.