Burglar — Rooftop Thief and Lockbreaker

At a Glance
| Role | Lockbreaker, infiltrator, rooftop scout or paid rescuer |
|---|---|
| People | Human; Rogue 3 in the published Pathfinder build |
| Typical temperament | Neutral, though individual burglars have different motives |
| Where found | Warehouses, countinghouses, city roofs, wealthy homes and guarded courtyards |
| CR | 2024: 1 · 2014: 1 · Pathfinder 1e: 2 · D&D 3.5e: 3 |
| Favoured gear | Thieves’ tools, grappling hook, rope and sap |
Someone has opened the upstairs shutter without disturbing the latch. Silk rope hangs from the sill above a quiet alley. The intruder has three choices: steal the promised item, find out why the room is occupied or escape before the watch comes around the corner. A burglar can be the culprit, the only witness or the person hired to get the characters inside.
Game Statistics
Burglar
Medium Humanoid (Human), Neutral
Armor Class 14 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 12 (+1) | 14 (+2) | 10 (+0) | 8 (−1) |
Saving Throws Dex +5, Int +4
Skills Acrobatics +5, Investigation +4, Perception +4, Sleight of Hand +7, Stealth +7
Tools thieves’ tools +7
Senses Passive Perception 14
Languages English, French, Flemish
Challenge 1 (200 XP; PB +2)
Traits
Sneak Attack (1/Turn). The burglar deals an extra 7 (2d6) Piercing damage on a hit with a finesse or ranged weapon when it has Advantage on the attack roll. It also does so if a non-Incapacitated ally is within 5 feet of the target and the burglar does not have Disadvantage on the attack.
Expert Lockbreaker. The burglar has Advantage on ability checks using thieves’ tools to pick a nonmagical lock or disarm a mechanical trap.
Thieves’ Cant. The burglar can pass hidden messages through innocuous conversation, marks and signals recognised by contacts in the criminal trade. This is a coded form of communication, not a universal spoken language.
Actions
Multiattack. The burglar makes two Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) Piercing damage, plus Sneak Attack when applicable.
Shortbow. Ranged Attack Roll: +5, range 80/320 ft., one target. Hit: 6 (1d6 + 3) Piercing damage, plus Sneak Attack when applicable.
Bonus Actions
Cunning Escape. The burglar takes the Dash, Disengage or Hide action.
Tactics and Equipment
Leather armor, two daggers, a shortbow with twenty arrows, masterwork thieves’ tools, rope and a grappling hook. The burglar plans an exit before entering, avoids a prolonged fight and retreats with whatever can be carried without slowing the escape.
Burglar
Medium humanoid (human), neutral
Armor Class 14 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 12 (+1) | 14 (+2) | 10 (+0) | 8 (−1) |
Saving Throws Dex +5, Int +4
Skills Acrobatics +5, Investigation +4, Perception +4, Sleight of Hand +7, Stealth +7
Tools thieves’ tools +7
Senses passive Perception 14
Languages English, French
Challenge 1 (200 XP; proficiency bonus +2)
Traits
Sneak Attack (1/Turn). The burglar deals an extra 7 (2d6) piercing damage on a hit with a finesse or ranged weapon when it has advantage on the attack roll. It also does so if a non-incapacitated ally is within 5 feet of the target and the burglar does not have disadvantage on the attack.
Expert Lockbreaker. The burglar has advantage on ability checks using thieves’ tools to pick a nonmagical lock or disarm a mechanical trap.
Thieves’ Cant. The burglar knows the covert signs and phrases used in the criminal trade, embedding messages in ordinary speech or leaving signs for fellow thieves. This does not replace a spoken language.
Actions
Multiattack. The burglar makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus Sneak Attack when applicable.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus Sneak Attack when applicable.
Bonus Actions
Cunning Action. The burglar takes the Dash, Disengage or Hide action.
Tactics and Equipment
Leather armor, two daggers, a shortbow with twenty arrows, masterwork thieves’ tools, rope and a grappling hook. The burglar plans an exit before entering, avoids a prolonged fight and retreats with whatever can be carried without slowing the escape.
Burglar CR 2
XP 600
Human rogue 3
N Medium humanoid
Init +3; Senses Perception +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dexterity)
hp 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
Melee sap +3 (1d6+1 nonlethal) or dagger +3 (1d4+1/19-20)
Ranged mwk composite shortbow +6 (1d6+1/x3) or dagger +5 (1d4+1/19-20)
Special Attacks sneak attack +2d6
Statistics
Strength 13, Dexterity 17, Constitution 12, Intelligence 14, Wisdom 10, Charisma 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 English, French, Flemish
Criminal cant spoken in coded local phrases
SQ rogue talent (quick disable), trapfinding +1
Combat Gear potion of expeditious retreat, potion of feather fall, tanglefoot bag;
Other Gear leather armor, dagger, sap, masterwork composite shortbow (+1 Strength) 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.
Variations
Exchange Skill Focus (Perception) for Skill Focus (Disable Device) to create a safecracker. Replace Deft Hands and Skill Focus (Perception) with Point-Blank Shot and Weapon Focus (shortbow) for an ambush archer. Skill Focus (Acrobatics) and the ledge walker talent suit a rooftop specialist.
Burglar CR 3
Human rogue 3
N Medium humanoid (human)
Init +3; Senses Listen +6, Spot +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 14 (3d6+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1
Offense
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 against flanked foes or targets denied their Dexterity bonus to AC
Base Atk +2; Grapple +3
Statistics
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Feats Deft Hands, Skill Focus (Spot), Stealthy
Skills Balance +9, Climb +7, Disable Device +10, Escape Artist +9, Hide +11, Listen +6, Move Silently +11, Open Lock +11, Search +8, Sleight of Hand +11, Spot +9
Languages English, French, Flemish
Criminal Cant Underworld slang, coded phrases and identifying marks used among trusted accomplices.
Special Qualities trapfinding, evasion, trap sense +1
Possessions leather armor, dagger, sap, masterwork composite shortbow and twenty arrows, masterwork thieves’ tools, silk rope, climbing kit and grappling hook.
Tactics
Thieves who want to live have a second way out. The burglar uses distraction and hiding, keeps enemies separated, and runs when caught rather than stand and exchange blows.
What Is Happening Right Now?
A locked chest has disappeared from a countinghouse beside London’s river. Its coins remain in place. Only a roll of names and delivery times has vanished. A pickpocket sold the burglar the route, but the patron will not explain why the list matters. Two street thugs watch the roof across the alley.
Signs and Methods
Loose mortar beneath an upper window, chalk on a beam where it can be crossed safely, an untouched purse beside a missing letter: a careful burglar leaves evidence of the route, not a convenient calling card. The exit is tested before the first lock. Bells, wind, household habits and crowds all conceal a moment of noise. In a crowded market, burglars exchange warnings through thieves’ cant: an ordinary-sounding remark, a chalk sign near a doorway or a mark left on a loose shutter. The code protects routes and accomplices; it does not mean every thief belongs to the same gang.
Thieves’ guilds, gangs, fences and criminal courts operate throughout the cities of the world. In Paris, the Court of Miracles shelters thieves alongside performers, fugitives and information brokers. In London, Moriarty’s Criminal Web recruits specialist burglars for carefully arranged thefts, while independent Thames gangs compete for the same work. Elsewhere, a local guild master may control the fences, safe houses and buyers. A burglar might belong to a guild, accept a job from a rival crew or cross another gang’s territory without permission. Who owns the stolen goods—and who claims a share—can be as dangerous as the break-in.
People Behind the Trade
Nell Hart, the cautious locksmith. Nell measures a lock before touching it and refuses jobs that put children at risk. A noble household she was sent to rob is holding prisoners in its cellar. She knows how to reach them, and its owner now wants her dead.
Edric Vale, the rooftop runner. Edric once repaired roofs; he can cross the town by its chimneys. He steals to pay for an old employer’s medical care. If the party finds another way to help, he gladly shows them the route he was paid to keep secret.
Adventure Hooks
The Empty Money Chest
A chest disappears and returns with its coins untouched. A list of supper guests is missing. The burglar suspects the names belong to future abductees. Recover the list or protect the guests before supper begins.
A Window That Opens Inward
A child insists someone enters her room at night, though nothing is stolen. The visitor is searching the wall for a dangerous relic hidden there. Catching the thief is simple; choosing who should hold the relic is not.
The Gaol Roof
A captive has a chance to escape during the changing of the watch. A burglar can open the roof hatch, but demands protection from a street enforcer who betrayed an earlier accomplice. The fugitive cannot climb alone.
Different Places, Same Trade
On a ship, the burglar works cabins and holds; at a monastery, bell times and the position of each lantern matter; in a mountain town, roof tiles give way to cliff paths and scaffold. The question is who employed the thief and whether the party can reach the escape route first.
Sources and Credits
The CR 2 Pathfinder statistics, boon and variation concepts derive from Paizo’s Pathfinder RPG GameMastery Guide (2010). Its published example lists Common, Elven and Halfling; this London burglar uses English, French and Flemish to reflect local contacts. The other editions use independently built game statistics. Pathfinder rules reference.
Section 15: Copyright Notice — Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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