TEXT: L O S T  C L A S S E S  O F  F A N T A S Y
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  BACKGROUND
  Combining a monk’s single-mindedness and intensive physical 
  devotion with a rogue’s guile, wanderlust, and opportunistic 
  survival skills, and a bard’s panache, thespian flair for the dramatic, 
  and impeccable sense of timing, Thief Acrobats marry the arts of 
  thievery and gymnastic acrobatics to make their way in the world. 
  Gifted with the rarest natural ability, which they hone through years 
  of practice, these lithe and cunning artists often find their skill set 
  highly prized by adventuring companies. After all, a party member 
  who can pocket gemstones while handspringing across a dragon’s 
  back, whirling daggers as she soars through the air, land sound-
  lessly and melt away into the shadowy recesses, and do it all with 
  flair (and live to tell the tale) is likely to find her services greatly 
  in demand-even if she can, at times, be a bit too eager to ‘borrow’ 
  others’ possessions.   
  ROLE
  Thief Acrobats are versatile players: limber like their bodies, and 
  formidably adaptable and opportunistic, they learn, chameleon-like, 
  to assume various roles in order to make their way in the world. 
  The strongest spellcasting classes don’t typically gravitate toward 
  the Thief Acrobat discipline, but it is a natural evolution for many 
  rogues, athletic bards, agile fighters, monks, and even a handful of 
  cosmopolitan barbarians and rangers. 
  An adventuring party without a rogue will find a Thief Acrobat 
  a great asset in carrying out stealth operations, and one lacking 
  muscle will quickly find that a slender form very often belies the 
  deadliest martial precision. Charismatic Thief Acrobats often prove 
  their worth to a company through dazzling displays of gymnastic 
  prowess-their performances can bring in spare coppers when money 
  is tight or provide a much-needed diversion which allows tasks to be 
  carried out while heads are turned.  
  LPJ 9591
  WRITTEN BYCHARLES W. KILEY III  ART BY ANTHONY COURNOYER
  thief
  acrobat
  
  THIEF  ACROBAT
  page  2
   ALIGNMENT
  Thief Acrobats tend toward neutrality. Though the rigorous 
  discipline required to achieve and maintain their physical 
  skill, and the delight they take in performing feats of 
  dumbfounding body control and precision, suggest that 
  they might favor Law over Chaos, they tend to be oppor-
  tunistic drifters and survivalists. They are just as likely to 
  roam from city to city with a traveling circus troupe and 
  turn cat burglar or sign on with the crown’s elite spy corps 
  if the whim strikes them as they are to lead stable, law-
  abiding lives as teachers and mentors of young gymnasts 
  or acrobats. Though some Thief Acrobats dedicate them-
  selves to fighting evil, and some to pursuing selfish or 
  destructive ends, Thief Acrobats are generally amoral: they 
  take life as it comes and focus on perfecting their art, with 
  little concern for promoting noble or evil causes. 
  REQUIREMENTS
  To qualify to become a Thief Acrobat, a character must 
  fulfill all of the following criteria:
  Race: Any except half-orc. Half-orcs are simply too bulky 
  to make effective Thief Acrobats. 
  Alignment: Any except Lawful Good or Chaotic Evil. 
  Thief Acrobats don’t feel compelled to be do-gooders, but 
  always maintain at least a  modicum of respect for good 
  and order-at least enough to elevate them above whimsical 
  or mindless violence and destructiveness.  
  Skills: Acrobatics 5 ranks, Escape Artist 4 ranks, Sleight of 
  Hand 5 ranks, Stealth 4 ranks, 
  Feats: Acrobatic, Stealthy, Deft Hands
  Performance: To unlock power beyond 2nd level, must 
  demonstrate mastery of his acrobatic art by giving at least 
  1 legendary performance (Perform skill check DC 30+).
  Elite pilferer: Must have used her skills to steal something 
  worth at least 500 gp. 
  Hit Die: d8
  THIEF  ACROBAT
    
  Base Attack  
  Fort 
  Ref 
  Will  
  Level  
  Bonus 
  Save Save Save 
  Special
  1 
  +0 
  +0 
  +2 
  +0 
  Perform,  +1d6 sneak attack progression
  2 
  +1 
  +0 
  +3 
  +0 
  Acrobatics Mastery, Thief Acrobat talent
  3 
  +2 
  +1 
  +3 
  +1 
  Perform +1, +2d6 sneak attack progression
  4 
  +3 
  +1 
  +4 
  +1 
  Thief Acrobat talent, elusive focus
  5 
  +3 
  +1 
  +4 
  +1 
  Perform +2, +3d6 sneak attack progression
  6 
  +4 
  +2 
  +5 
  +2 
  Thief Acrobat talent
  7 
  5 
  +2 
  +5 
  +2 
  Perform +3, +4d6 sneak attack progression
  8 
  +6/+1 
  +2 
  +6 
  +2 
  Thief Acrobat talent
  9 
  +6/+1 
  +3 
  +6 
  +3 
  Perform +4, +5d6 sneak attack progression
  10 
  +7/+2 
  +3 
  +7 
  +3 
  Thief Acrobat talent
  11 
  +8/+3 
  +3 
  +7 
  +3 
  Perform +5, +6d6 sneak attack progression
  12 
  +9/+4 
  +4 
  +8 
  +4 
  Thief Acrobat talent
  13 
  +9/+4 
  +4 
  +8 
  +4 
  Perform +6, +7d6 sneak attack progression
  14 
  +10/+5 
  +4 
  +9 
  +4 
  Thief Acrobat talent
  15 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Perform +7, +8d6 sneak attack progression
  16 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Thief Acrobat talent
  17 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Perform +8, +9d6 sneak attack progression
  18 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Thief Acrobat talent
  19 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Perform +9, +10d6 sneak attack progression
  20 
  +15/+10/+5 
  +6 
  +12 
  +6 
  Thief Acrobat talent
  
  THIEF  ACROBAT
  page  3
  CLASS SKILLS
  The Thief Acrobat’s class skills are: Acrobatics (Dex), 
  Climb (Str/Dex), Disable Device (Dex), Escape Artist 
  (Dex), Knowledge (Dungeoneering) (Int), Knowledge 
  (Nobility) (Int), Perception (Wis), Perform (Acrobatics/
  Gymnastics) (Cha/Dex), Profession (Int), Ride (Str), Sense 
  Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim 
  (Str)
  Skill ranks per level: 8 + Int modifier
  CLASS FEATURES
  All of the following are class features of the Thief Acrobat.
  Weapon and Armor Proficiency: The Thief Acrobat is 
  proficient with all simple weapons, light melee martial 
  weapons, hand crossbow, rapier, sap, and shortbow, light 
  armor, and no shields.
  Perform (Ex): At 1st level a Thief Acrobat automatically 
  gains Perform (Acrobatics/Gymnastics) as a class skill. 
  A  performance of this kind is typically a flashy display 
  of agility, balance, and coordination, similar to rhythmic 
  dance or floor exercise in modern gymnastics. Since this 
  sort of performance is based more upon athleticism than 
  personality, the Thief Acrobat can choose to substitute 
  Dexterity for Charisma as the Key Ability for this skill. 
  She must make this choice when taking her 1st level in 
  Thief Acrobat, and cannot thereafter change her mind.  As 
  a reflection of the Thief Acrobat’s intensive devotion, she 
  uses the following modified Perform skill check DCs, and 
  if she can work in a complex environment conducive to 
  an impressive display (bars or other kinds of handholds or 
  footholds to swing from, etc.) she receives -1 to her DC. 
  At every odd level after 1st, she receives another -1 to 
  her Perform DC, which stacks with any other bonuses, to 
  reflect her increasing mastery of her art.
  Perform DC 
  Performance
  7 
   Routine performance. Trying to earn 
  money by playing in public is akin to  
  begging. You can earn 1d10 cp/day.
  12 
   Enjoyable performance. In a prosperous 
  city, you can earn 1d10 sp/day.
  17 
   Great performance. In a prosperous city, 
  you can earn 3d10sp/day. In time, you 
  may be invited to join a professional 
  troupe and may develop a regional reputa-
  tion.
  22 
   Memorable performance. In a prosperous 
  city, you can earn 1d6 gp/day.  In time, 
  you may come to the attention of noble 
  patrons and develop a national reputation.
  27 
   Extraordinary performance. In a pros-
  perous city, you can earn 3d6 gp/day. In 
  time, you may draw attention from distant 
  patrons, or even from extraplanar beings. 
  At 1st level, a Thief Acrobat also learns to use his perfor-
  mance to cause one or more creatures to become fascinated 
  with him. This is nonmagical (Ex rather than Su) and does 
  not require audible components, but is otherwise the same 
  as the Fascinate use of bardic performance. It is governed 
  by the same rules as bardic performance and follows the 
  same progression.  
  Acrobatics Mastery (Ex): A Thief Acrobat attains unri-
  valed mastery of feats of agility. At 2nd level, her use of 
  the Acrobatics skill is accordingly modified as follows:
  A Thief Acrobat suffers no Armor Check Penalty to 
  Acrobatics skill checks when wearing light armor.
  A successful check allows the Thief Acrobat to move at 
  full speed, rather than half speed.
  A Thief Acrobat is not considered flat-footed and does not 
  lose her Dexterity bonus to AC when moving on narrow 
  surfaces and uneven ground. 
  Base DCs are lower than those shown in the Acrobatics 
  skill table:
  Surface Width 
  Base Acrobatics DC
  Greater than 3 feet wide 
  0
  1-3 feet wide 
  3
  7-11 inches wide 
  5
  2-6 inches wide 
  10
  Less than 2 inches wide 
  15
  A Thief Acrobat can use Acrobatics to move at full speed 
  through a threatened square without provoking an attack 
  of opportunity by increasing the DC by 5, and can move 
  through an enemy’s space by making a base DC check 
  equal to the opponent’s CMD (not CMD +5, as shown in 
  the standard table). 
  When a Thief Acrobat deliberately falls any distance, a DC 
  10 Acrobatics check allows her to ignore the first 10 feet 
  fallen, and another DC 10 Acrobatics check allows her not 
  to fall prone when landing.  
  High jump and long jump DCs are as follows for the Thief 
  Acrobat:
  
  THIEF  ACROBAT
  page  4
  Long jump 
  Acrobatics DC
  5 feet 
  0
  10 feet 
  5
  15 feet 
  10
  20 feet 
  15
  Greater than 20 feet 
  +5 per 10 feet
  High jump 
  Acrobatics DC
  1 foot 
  3
  2 feet 
  6 
  3 feet 
  9
  4 feet 
  12
  Greater than 4 feet 
  +3 per foot
  Acrobatics modifiers for the Thief Acrobat are as follows:
  Acrobatics Modifiers 
  DC Modifier
  Slightly obstructed (gravel, sand) 
  0
  Severely obstructed (cavern, rubble) 
  +3
  Slightly slippery (wet) 
  0
  Severely slippery (ice) 
  +3
  Slightly sloped (<45 degrees) 
  +0
  Severely sloped (>45 degrees) 
  +3
  Slightly unsteady (boat in rough water) 
  0
  Moderately unsteady (boat in a storm) 
  +3
  Severely unsteady (earthquake) 
  +8
  Move at full speed on narrow or  
  uneven surfaces 
  +3
  Elusive Focus (Ex): At 4th level the Thief Acrobat gains 
  the ability to focus her skill and ability in fast and decep-
  tive movement so powerfully that she effectively gains 
  concealment (20% miss chance). This apparently supernat-
  ural effect, which is really the fruit of years of dedication 
  to developing exceptional natural ability, is exactly like 
  that of the sorcerer/wizard spell blur, but is nonmagical and 
  can only affect the Thief Acrobat.  She can use this ability 
  a number of times equal to ½ her level rounded down per 
  day.
  Sneak Attack Progression: Rogues who become Thief 
  Acrobats can continue their sneak attack damage progres-
  sion as if they were still gaining rogue levels. This progres-
  sion adds +1d6 to sneak attack damage at 1st level, regard-
  less of whether or not the character would have attained 
  an even rogue level, and an extra +1d6 at every odd Thief 
  Acrobat level thereafter. Non-rogues who become Thief 
  Acrobats begin sneak attack progression as if they were 1st 
  level rogues. 
  Thief Acrobat Talents: Beginning at 2nd level, and at 
  every even level thereafter, the Thief Acrobat can select 
  one of the following as a class feature:
   10-foot radius (Ex): Through sheer kinesthetic wizardry, 
  a Thief Acrobat who chooses this talent can always choose 
  to take a 10-ft step where others would take a 5-ft step. 
   Climb (Ex): A Thief Acrobat who chooses this talent 
  can use Dexterity as the key ability when making Climb 
  checks, and suffers no Armor Check Penalty when wearing 
  light armor. The choice to substitute Dexterity for Strength 
  as key ability must be made when this talent is chosen and 
  cannot thereafter be changed. A Thief Acrobat who chooses 
  this talent uses the following modified Climb DC schedule 
  in place of the standard one:
  Climb DC 
  Example Surface or Activity
  0 
   A slope too steep to walk up, or a knotted 
  rope with a wall to brace against
  3 
   A rope with a wall to brace against, or a 
  knotted rope, or a rope affected by the rope 
  trick spell
  5 
   A surface with ledges to hold on to and 
  stand on, such as a very rough wall or a 
  ship’s rigging.
  10 
   Any surface with adequate handholds and 
  footholds (natural or artificial), such as a 
  very rough natural rock surface or a tree, 
  or an unknotted rope, or pulling yourself 
  up when dangling by your hands.
  15 
   An uneven surface with  narrow handholds 
  and footholds, such as a typical wall in a 
  dungeon 
  20 
   A rough surface, such as a natural rock 
  wall or a brick wall
  25 
   An overhang or ceiling with handholds 
  only
  -- 
   A perfectly smooth, flat vertical (or 
  inverted) surface cannot be climbed.
  Climb DC 
  Modifier* 
  -12 
   Climbing a chimney (artificial or natural) 
  or other location where you can brace 
  against two opposite walls.
  -7 
   Climbing a corner where you can brace 
  against perpendicular walls
  +3 
  Surface is slippery
  These modifiers are cumulative. Use all that apply. 
  Escape Artist (Ex): A Thief Acrobat who chooses this 
  talent suffers no Armor Check Penalty when making 
  
  THIEF  ACROBAT
  page  5
  Escape Artist checks while wearing light armor. 
  Furthermore, he uses the following modified Escape Artist 
  skill check DC table:
  Restraint 
  Escape Artist DC
  Rope/bindings 
  Binder’s CMB +15
  Net, animate rope, command plants,  
  control plants, or entangle 
  15
  Snare spell 
  18
  Manacles 
  25
  Tight space 
  25
  Masterwork manacles 
  30
  Grappler 
  Grappler’s CMD -5
  Fast Movement (Ex): As a result of intensive training and 
  native athleticism, the land speed of a Thief Acrobat who 
  chooses this talent is faster than the norm for her race by 
  +10 feet. This ability is otherwise the same as the barbarian 
  ability of the same name, and stacks with any existing 
  bonuses to land speed.
  Greater Disarm (Ex): A Thief Acrobat who chooses 
  this talent automatically gains the Greater Disarm feat. 
  The only prerequisite is Improved Disarm, and the Thief 
  Acrobat also receives all the benefits of Disarm and 
  Improved Disarm.  
  Greater Feint (Ex): A Thief Acrobat who chooses this 
  talent automatically gains the Greater Faint feat. The only 
  prerequisite is Improved Feint, and the character also 
  receives all the benefits of Feint and Improved Feint. 
  Greater Trip (Ex): A Thief Acrobat who chooses this 
  talent automatically gains the Greater Trip feat. The only 
  prerequisite is Improved Trip, and the character also 
  receives all the benefits of Disarm and Improved Disarm.  
  Improved Disarm (Ex): A Thief Acrobat who chooses 
  this talent automatically gains the Improved Disarm feat, 
  even if she does not meet all of the prerequisites, and also 
  receives all the benefits of Disarm.
  Improved Fast Movement (Ex): Choosing this talent adds 
  an additional 5 feet to land speed. This stacks with any 
  other bonuses, and requires the Fast Movement talent as a 
  prerequisite. 
  Improved Feint (Ex): A Thief Acrobat who chooses this 
  talent automatically gains the Improved Feint feat, even if 
  she does not meet all of the prerequisites, and also receives 
  all the benefits of Feint. 
  Improved Trip (Ex): A Thief Acrobat who chooses this 
  talent automatically gains the Improved Trip feat, even if 
  she does not have the Trip feat as a prerequisite, and also 
  receives all the benefits of Trip.  
  Quick reflexes (Ex): As the barbarian ability of the same 
  name, but can be used a number of times equal to ½ the 
  Thief Acrobat’s level rounded down per day.
  Rolling dodge (Ex): The Thief Acrobat gains a +1 dodge 
  bonus to his Armor Class against ranged attacks for a 
  number of rounds equal to his current Dexterity. This is 
  otherwise the same as the barbarian ability of the same 
  name, and can be used a number of times equal to ½ her 
  Thief Acrobat level rounded down per day.
  Sleight of hand (Ex): The Thief Acrobat who chooses this 
  talent can always make Sleight of Hand checks of any kind 
  as free actions, and never suffers an Armor Check Penalty 
  to Sleight of Hand skill checks while wearing light armor.
  Stability (Ex): Provides +4 to the Thief Acrobat’s CMD 
  against bull rush, overrun or trip while standing on the 
  ground), reflecting the Thief Acrobats formidable body 
  control. A dwarven Thief Acrobat gains a +1 to CMD, 
  which stacks with his native racial +4. 
  Stealth (Ex): A Thief Acrobat who chooses this talent 
  never suffers an Armor Check Penalty to Stealth skill 
  checks while wearing light armor, and is treated as a crea-
  ture one size category smaller when making such checks. 
  Sure-footed (Ex): As per the halfling racial ability (+2 
  to Acrobatics and Climb skill checks), reflecting the Thief 
  Acrobat’s exceptional body control. A halfling Thief 
  Acrobat gains a further +1, which stacks with his native 
  racial +2. 
  NEW FEATS
  CANNY CHEATER
  To your opponents’ sorrow, your wit is as quick as your 
  hands.
  Prerequisite: Int 13, Cha 13, Deft Hands
  Benefit: When engaged in a competition you can manipu-
  late, such as a card game or a dice game, you can make a 
  DC 15 Sleight of Hand check, opposed by the Perception 
  check of those observing, to turn an unfavorable event  to 
  your advantage (reroll a die or sneak in a loaded one, 
  quickly and cleverly replace a low card with a high one,  
  etc) .
  HEAD IN THE GAME
  After long years of practicing gymnastics and acrobatics, 
  you have developed a strong stomach and the ability to 
  
  THIEF  ACROBAT
  page  6
  remain oriented and clear-headed or regain your bearings 
  quickly when others would be significantly disadvantaged.
  Prerequisite: Acrobatic, 3 ranks in Acrobatics
  Benefit: You can reroll a failed saving throw against any 
  non-magical effect which would cause you to be Dazed, 
  Nauseated, or Sickened.
  HIT THE DECK
  If you can sniff out the trap, you can hit the ground rolling 
  to avoid it. 
  Prerequisite: 14 Dex, Acrobatic
  Benefit:  If you win initiative, you can react to swinging 
  axe traps and the like, which would hit you from the 
  midsection up, by rolling underneath and tumbling at up 
  to half your speed in any forward direction as a full-round 
  action. 
  LOOSE  AND LIMBER
  Your body is especially supple, which allows you to 
  contort yourself in remarkable ways.
  Prerequisite: Dex 16 
  Benefit: For purposes of squeezing into tight spots, you are 
  treated as a character one size smaller. You can function 
  just as a smaller character would in such situations, but 
  you do not receive any associated bonuses or penalties (AC 
  bonus, attack roll bonus, CMB/CMD penalty, Stealth check 
  bonus).  
  PICKY PILFERER
  Where others would fish around and come up with a piece 
  of lint, you snag the diamond nestled at the very bottom.
  Prerequisite: 8 ranks in Sleight of Hand
  Benefit:  You have a knack for selecting the choicest items 
  when you pick pockets or otherwise dig for goodies. When 
  using Sleight of Hand, you have a 75% base chance, +1% 
  per thief-acrobat level, to come up with what you want or 
  need the most. 
  
  CHARACTER NAME
  CLASS & LEVEL
  PLAYER
  RACE
  ALIGNMENT
  FEATS
  FEATS
  HEAVY
  LOAD
  MEDIUM
  LOAD
  LIGHT
  LOAD
  PUSH OR 
  DRAG
  LIFT OFF 
  GROUND
  LIFT OVER 
  HEAD
  MONEY
  CP—
  SP—
  GP—
  PP—
  GEAR
  TOTAL WEIGHT
  AC ITEMS
  BONUS
  TYPE
  CHECK PENALTY
  SPELL FAILURE
  WEIGHT
  PROPERTIES
  TOTAL 
  SPELLS
  EXPERIENCE POINTS
  NEXT LEVEL
  3.5 SYSTEM COMPATIBLE
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  ITEM
  WT.
  SPELLS
  KNOWN
  SPELLS
  SAVE DC
  SPELLS
  PER DAY
  BONUS
  SPELLS
  LEVEL
  9TH
  8TH
  7TH
  6TH
  5TH
  4TH
  3RD
  2ND
  1ST
  0
  ___
  CONDITIONAL MODIFIERS
  DOMAINS/SPECIALTY SCHOOL
  0      
  1ST   
  2ND   
  3RD   
  4TH   
  5TH   
  6TH   
  8TH   
  9TH   
  7TH   
  
  STR
  CHA
  WIS
  INT
  CON
  DEX
  +6
  +4
  +2
  +4
  +2
  none
  HP
  AC
  +
  +
  +
  +
  +
  +
  FORTITUDE
  REFLEX
  WILL
  TOUCH
  FLAT-FOOTED
  INITIATIVE
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  BASE ATTACK BONUS
  CMD
  =
  +
  +
  +
  SPELL  
  RESISTANCE
  +
  =
   MODIFIERS
  3.5 SYSTEM COMPATIBLE
  SPEED
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  CMB
  =
  +
  +
  SKILLS
  +
  +
  +
  +
  +
  +
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  +
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  +
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  +
  +
  +
  +
  +
  +
  +
  = 10 +
  CHARACTER NAME
  CLASS & LEVEL
  SIZE / TYPE
  TEMPORARY 
  SCORE
  PLAYER
  RACE
  ALIGNMENT
  DEITY
  AGE
  GENDER
  HEIGHT
  WEIGHT
  EYES
  HAIR
  SKIN
  ABILITY NAME
  ABILITY  
  SCORE
  ABILITY  
  MODIFIER
  TEMPORARY
  MODIFIER
  TOTAL
  ARMOR 
  BONUS
  SHIELD 
  BONUS
  DEX 
  MODIFIER
  SIZE 
  MODIFIER
  NATURAL 
  ARMOR
  DEFLECTION 
  MODIFIER
  MISC 
  MODIFIER
  SKILL NAMES
   ACROBATICS  
  _______ =  DEX
   APPRAISE  
  _______ =  INT
   BLUFF 
  _______ =  CHA
   CLIMB 
  _______ =  STR
   CRAFT ( _______________)  
  _______ =  INT
   CRAFT ( _______________) 
  _______ =  INT
   CRAFT ( _______________) 
  _______ =  INT
   DIPLOMACY 
  _______ =  CHA
   DISABLE DEVICE* 
  _______ =  DEX
   DISGUISE 
  _______ =  CHA
   ESCAPE ARTIST 
  _______ =  DEX*
   FLY 
  _______ =  DEX
   HANDLE ANIMAL* 
  _______ =  CHA
   HEAL 
  _______ =  WIS
   INTIMIDATE 
  _______ =  CHA
   KNOWLEDGE (ARCANA)* 
  _______ =  INT
   KNOWLEDGE (DUNGEONEERING)* 
  _______ =  INT
   KNOWLEDGE (ENGINEERING)* 
  _______ =  INT
   KNOWLEDGE (GEOGRAPHY)* 
  _______ =  INT
   KNOWLEDGE (HISTORY)* 
  _______ =  INT
   KNOWLEDGE (LOCAL)* 
  _______ =  INT
   KNOWLEDGE (NATURE)* 
  _______ =  INT
   KNOWLEDGE (NOBILITY)* 
  _______ =  INT
   KNOWLEDGE (PLANES)* 
  _______ =  INT
   KNOWLEDGE (RELIGION)* 
  _______ =  INT
   LINGUISTICS* 
  _______ =  INT
   PERCEPTION 
   _______ =  WIS
   PERFORM (______________)           
   _______ =  CHA
   PERFORM (______________)           
  _______ =  CHA
   PROFESSION* (___________)          
  _______ =  WIS
   PROFESSION* (___________)          
  _______ =  WIS
   RIDE 
   _______ = DEX
   SENSE MOTIVE 
  _______ =  WIS
   SLEIGHT OF HAND* 
   _______ = DEX
   SPELLCRAFT* 
  _______ =  INT
   STEALTH  
  _______ =  WIS
   SURVIVAL 
  _______ =  WIS
   SWIM 
  _______ =  STR
   USE MAGIC DEVICE 
  _______ =  CHA
  © 2009 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  BASE 
  SCORE
  SAVING THROWS
  TOTAL
  ABILITY  
  MODIFIER
  MAGIC 
  MODIFIER
  MISC. 
  MODIFIER
  TEMPORARY 
  MODIFIER
  TOTAL
  MISC. 
  MODIFIER
  DEX. 
  MODIFIER
  TOTAL
  BASE ATTACK 
  BONUS
  SIZE 
  MODIFIER
  DEX 
  MODIFIER
  STRENGTH 
  MODIFIER
  TOTAL
  DR
  BASE SPEED
  WITH ARMOR
  TEMP MODIFIERS
  + 10
  TOTAL
  BASE ATTACK 
  BONUS
  SIZE 
  MODIFIER
  STRENGTH 
  MODIFIER
  MODIFIER
  MODIFIER
  NONLETHAL DAMAGE
  WOUNDS / CURRENT HP
  FLY
  MANEUVERABILITY
  SWIN
  CLIMB
  BURROW
  TOTAL
  BONUS
  ABILITY
  MOD.
  RANKS
  MISC.
  MOD.
   CLASS SKILL  * TRAINED ONLY
  CONDITIONAL MODIFIER:
  __________________________________________________________________________
  __________________________________________________________________________
  __________________________________________________________________________
  LANGUAGES:
  __________________________________________________________________________
  __________________________________________________________________________
  __________________________________________________________________________
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Lost Classes of Fantasy: Thief Acrobat, Copyright 2009, Louis Porter Jr. 
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  OPEN GAME LICENSE VERSION 1.0A 
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