Standing as tall as a human, this muscular, green-skinned creature with bird claws as feet peers her opponent down looking to steal another item for her collection.
Vice (CR 2)
Vice Thief 3
NE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +5
AC 17, touch 14, flat-footed 13 (+3 armor, +3 dex, +1 dodge)
hp 19  (3d8+6)
Fort +3, Ref +6 Will +2
Defensive Abilities Danger Sense (+1)
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Combat Expertise, Dodge, Improved Steal
Skills Acrobatics +7, Climb +6, Disable Device +7 (+8 vs traps), Disguise +3, Escape Artist +7, Perception +5 (+6 vs surprise attacks, +6 vs trap finding), Sense Motive +5, Sleight of Hand +11, Stealth +7, Use Magic Device +3; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Language Common, Goblin, Undercommon
SQ Trapfinding, Finesse Training (Sickle), Escape, Evasion, Thief Talent (Combat Swipe)
Combat Gear cure potion (1), sickle, studded leather
Vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 6 hp.
Magic Hammer (Su)
3/day, a vice can summon a magical hammer and launches (+5 ranged touch attack) it at a single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).