Whilst being a part of a settlement the malefactor has seen its best and worst features, gaining themselves a disdain for either its populace or its government. Working as robin-hoods for the people, stealing from the rich for the poor, or as fiends who take anything that is easy for them to get their hands on.
Hit Die: d8.
The malefactor’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).
Skill Ranks per Level: 4 + Int modifier.
Malefactor Main Ability Scores:
The malefactor mainly focuses on STR/DEX for combat.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|3rd||+2||+1||+3||+1||Hands of the Rogue|
The following are the class features of the malefactor NPC class.
Weapon and Armor Proficiency
The malefactor is proficient in the use of dagger, rapier, sap, shortbow, shortsword, and whip. Malefactors are proficient with light armor, but not with any type of shields.
Hands of the Rogue (Ex)
At 3rd level, the malefactor has become quite adept at taking from others, be it from their person or within sight. The malefactor gains a +1 bonus on Steal combat maneuvers and any Stealth or Sleight of Hand skill checks. These bonuses increase by an additional +1 bonus for every 6 levels after 3rd.