| Using their strength to bully others into submission, Footpads often work as bodyguards and enforcers for powerful criminals like charlatans and fences. | 
            | Perception | Expert | 
            | Languages | Common | 
            | Skills | Athletics  Trained , Intimidation  Expert , Stealth  Trained | 
            | STR  +3 ,             DEX  +2 ,             CON  +4 ,             INT  -1 ,             WIS  +3 ,             CHA  -1
 
 
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            | Items | Clan Dagger, sling (10 bullets), studded leather armor | 
            | AC | 18 | 
            | Saving Throws | Fort +10,             Ref +8,             Will +6 | 
            | HP | 36 | 
            | Speed | 20 ft | 
            | Melee | Clan Dagger  Expert   +4 / -1 , Damage  piercing 
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            | Ranged | sling  Expert   +3 / -2  (propulsive, range increment 50 feet, reload 1), Damage  bludgeoning Club  Expert   +3 / -2  (thrown 10 feet), Damage  bludgeoning 
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            | Special Abilities | Attack of Opportunity- Brutal Beating The Footpad's brutality shakes foes' confidence. When the Footpad deals damage on a critical hit, the target is frightened 1, and the Footpad can knock the target up to 10 feet away (this is forced movement).Snagging Strike Single Action Trigger The Footpad has one hand free, and its target is within reach of that hand; Effect The Footpad makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the Footpad's next turn or until it leaves the Footpad's reach, whichever comes first.Sneak Attack  The Footpad deals an extra  1d6  precision damage to flat-footed creatures.
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