Saurian Attributes: +2 Dexterity, +2 to any 1 attribute, –2 to any 1 attribute • Base Speed: 30 ft. • Agile Defense: Your base Defense increases by 1. • Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage. • Darkvision I: You ignore the effects of dim and faint light. • Natural Attack: You gain the Bite I and Tail Slap I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V). CRIMINAL What’s mine is mine and what’s yours is about to be mine. • Bonus Feat: Basic Skill Mastery (Pickpocket) • Attribute Training: The lower of your Dexterity or Intelligence scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent. • Cheap Shot: You gain the Cheap Shot trick (see page 221). • Fast: Your Ground Speed increases by 10 ft. • Practiced Intimidate: If you spend an action die to boost an Intimidate check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. Class BAB: +4 Fort: +2 REF: +5 Will: +2 Def: +6 Init: +6 Lifestyle: +2 Panache: 1 (10s income) Prudence: 2 (25% saved) Legend: +3 Favored Attributes: Dexterity, Wisdom Class Skills: Acrobatics, Athletics, Bluff, Crafting, Haggle, Investigate, Notice, Prestidigitation, Ride, Search, Sneak, Tactics Skill Points: 8 + Int modifier per level (×4 at Career Level 1) Vitality: 6 + Con modifier per level Starting Proficiencies: 3 Dexterous: You excel at tasks requiring nimble fingers and precise eye-hand coordination. Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4). CLASS ABILITIES Very, Very Sneaky: At Level 1, each time you fail an Acrobatics or Sneak check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect. Evasion I: At Level 2, whenever you aren’t flat-footed and make a successful Reflex save to reduce damage, you suffer no damage at all. Bonus Feat: You’re focused and cunning, engaging in larceny and assault with equal ease. At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Melee Combat or Covert feat. Uncanny Dodge I: Your senses are supremely sharp, letting you react quickly to danger. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed. Bag of Tricks: You know a hundred ways to use the shadows to your advantage. At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once. Sneak Attack: You gain an additional die of sneak attack damage. 3Proficiencies Edged Proficiency Edged Forte +1 Atk Whirling Strike (Melee Attack Trick) Error+2, DMG-MIN: DexMod Bonus Feat: Basic Skill Mastery (Pickpocket) {{:random:characters:koplop.png}} BASIC SKILL MASTERY Your ability starts where the ‘experts’ leave off. Benefit: Choose one of the following pairs. You gain a +2 insight bonus and a threat range of 19–20 with those skills. Pickpocket: Blend & Prestidigitation AMBUSH BASICS You frequently benefit from the element of surprise. Benefit: You require only 2 rounds to make a Tactics/ Ambush check. Also, your attacks inflict an additional die of sneak attack damage. KNIFE BASICS You’re done with the fight before most folks know it’s started. Prerequisites: Edged forte Benefit: All knives on your person are considered armed at all times. Also, you gain a stance. Wicked Dance (Stance): Your 1-handed melee attacks inflict 2 additional dice of sneak attack damage. You may not take move actions (though you may still take 5-ft. Bonus Steps as normal). KNIFE MASTERY It’s easier to whittle people than twigs — and more fun. Prerequisites: Knife Basics Benefit: Once per round you may Feint an opponent that you’ve hit with a knife this round as a free action. You suffer a –4 penalty with the Prestidigitation check. Also, you gain a trick. Blade Flurry (Knife Attack Trick): If you hit by 4 or more, you inflict the knife’s damage an additional time. If you hit by 10 or more, you inflict the knife’s damage two additional times. In both cases, roll separately each time you inflict damage. KNIFE SUPREMACY Hamstrings, kidneys, and throats — when slashing at people, it’s good to have a little variety. Prerequisites: Knife Mastery Benefit: Your knife attacks inflict 1 die of sneak attack damage. Also, you gain a trick. Shank! (Knife Attack Trick): If the target is a standard character with a lower Intelligence score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round. QUICK DRAW You juggle weapons like witty people juggle quips. Benefit: Twice per round, you may Handle an Item as a free action. SNAKE STRIKE It’s worth it just for the shock that creeps across their bloody faces. Prerequisites: Quick Draw Benefit: Once per opponent per combat, as a free action, you may draw 1 weapon you haven’t used during the current combat and use it to Feint 1 opponent. With success, your attacks inflict 1 die of sneak attack damage until end of the current round.