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Criminal (Burglar)

Criminal (Burglar) CR 2

Source GameMastery Guide pg. 265
XP 600
Human rogue 3
N Medium humanoid
Init +3; Senses Perception +9


AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1


Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or dagger +3 (1d4+1/19–20)
Ranged mwk composite shortbow +6 (1d6+1/×3) or dagger +5 (1d4+1/19–20)
Special Attacks sneak attack +2d6


Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Deft Hands, Skill Focus (Perception), Stealthy
Skills Acrobatics +9, Appraise +8, Bluff +5, Climb +9, Disable Device +13, Disguise +5, Escape Artist +11, Knowledge (local) +8, Perception +9 (+10 to find traps), Sleight of Hand +11, Stealth +11, Swim +7
Languages Common, Elven, Halfling
SQ rogue talent (quick disable), trapfinding +1
Combat Gear potion of feather fall, potion of jump, tanglefoot bag; Other Gear leather armor, dagger, sap, masterwork composite shortbow (+1 Str) with 20 arrows, universal solvent, climber’s kit, 50-ft. silk rope with grappling hook, masterwork thieves’ tools

Boon A burglar can open a trapped item for PCs or search a building for traps. She might break into a house to recover an item for the PCs or break a PC out of jail.

Burglars are prowlers of cities and towns, dancing catlike along rooftops and slipping quietly into homes and shops by night.

Changing Skill Focus (Perception) to Skill Focus (Disable Device) turns a burglar into an expert safecracker, while replacing Deft Hands and Skill Focus (Perception) with Point Blank Shot and Weapon Focus (shortbow) makes a skulking sniper. Replacing Skill Focus (Perception) with Skill Focus (Acrobatics), and changing the quick disable rogue talent to ledge walker or stand up creates a thief-acrobat. Changing a burglar’s rogue talent is a good way to customize further.

Burglars usually work alone but will sometimes hire a pickpocket as a lookout (CR 3). A trio of burglars might cooperate to rob a large house or bank, with three street thugs for muscle and a pickpocket lookout (CR 7). A burglar may also work in concert with a barkeep and barmaid (CR 5) to rob patrons’ rooms of valuables.