Init: +3. Senses: Perception +3. Ac: 14, touch 13, flat-footed 11 (+1 armor, +3 Dex).
Hp: 5 (1d8+1).
Fortitude: +1. Reflex: +5. Will: -1.
Speed: 30 ft.. Melee: sap +0 (1d6 nonlethal). Ranged: dart +3 (1d4). Special Attacks: sneak attack +1d6. Strength: 10. Dexterity: 17. Constitution: 12. Intelligence: 13. Wisdom: 8. Charisma: 14.
Base Attack: +0. Cmb: +0. Cmd: 13.
Feats: Deft Hands, Skill Focus (Sleight of Hand).
Skills: Acrobatics +7, Appraise +5, Bluff +6, Disable Device +9, Disguise +8, Escape Artist +7, Knowledge (local) +5, Perception +3 (+4 to find traps), Sense Motive +3, Sleight of Hand +12, Stealth +7.
Languages: Common, Halfling. Special Qualities: trapfinding +1. Combat Gear: bag of caltrops. Other Gear: padded armor, darts (4), sap, disguise kit, thieves' tools. Boon: A pickpocket can attempt to steal a small item for the PCs or plant a small item on a target..
Pickpockets are the bane of the marketplace—innocuous waifs with innocent smiles and deft hands who can cut a purse in an eyeblink. Pickpockets could also serve as any of the countless street urchins or guttersnipes found on the streets of any large city.
Adding a dagger or short sword turns a pickpocket into a desperate mugger. Replacing Deft Hands with Deceitful and changing Skill Focus from Sleight of Hand to Bluff can make a con artist pickpocket, while changing Skill Focus to Disable Device makes for a good apprentice lock-picker or trapspringer. Replacing the Appraise skill with Perform creates common acrobats, jugglers, or mummers, perhaps members of a troupe that engages in a little larceny on the side.
In pairs (CR 1), one pickpocket usually provides a distraction for her partner to take advantage of. In large cities and markets, pickpockets often work in gangs of six (CR 4) or even more. A wanderer might employ a pickpocket assistant (CR 3), while a storyteller or minstrel might employ half a dozen pickpockets to help “work” the crowd (CR 5 or 6). A shady barkeep might keep two pickpockets on staff disguised as serving girls, along with his two regular barmaids, to supplement his tavern's income (CR 5).