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)
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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.