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Slyboots

Some call them a rogue, some call them a scoundrel... but really? They're just living by their own rules.   The poorly-policed West of Loathing is the perfect place for somebody like a Slyboots to make it in their own way.   Use stealth and gentle persuasion to get where you're not wanted and gank what might be found there. Get the drop on your enemies with an array of knives and wristols.
hit dice: 1d4 per Slyboots level
hit points at 1st level: 6 + your Grit modifier
hit points at higher levels:
armor proficiencies: Clothes
weapon proficiencies: Knives, Swords, Pistols
tools: Choose either 3x Needles or 3x Stink Bombs
saving throws: Gambit, Moxie
skills: Sneakin’, Gymnasticism, Sleight of Hand, Hornswagglin’, Perceptin’, and Romancin’
starting equipment:
spellcasting:
class features:
Lockpickin': Nothing to it really, so long as you've got a sewing needle handy.   Lvl.1 - You can pick simple locks. Lvl.2 - You can pick complex locks. Lvl.3 - You can pick very complex locks.   Disarm Trap: A Slyboots' nimble hands can carefully render a revealed trap inert.   Lvl.2 - Unknown Perk Lvl.3 - Unknown Perk Lvl.4 - Unknown Perk Lvl.5 - Unknown Perk
subclass options:

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