Leaping ThiefCreature 3
Source Pathfinder NPC Core
Perception +10 (low light vision)
Languages Amurrun, Common
Skills Acrobatics +11, Athletics +7, Deception +10, Society +9, Stealth +11, Thievery +9
Str +0, Dex +4, Con +2, Int +1, Wis +0, Cha +3
AC 20; Fort +7; Reflex +11; Will +7;
HP 38
Speed 25 feet (climb 10 feet)
Claw Blade
+11 (+7, +3) to hit (agile, deadly d8, disarm, finesse, versatile p) 1d4+6 SlashingClaw
+11 (+7, +3) to hit (agile, finesse, unarmed) 1d4+6 SlashingCoiled Leap

The leaping thief Leaps up to 10 feet vertically or 30 feet horizontally.
Sneak AttackThe leaping thief deals an extra 1d6 precision damage to Off-Guard creatures.
Stealthy Pad
Frequency once per round
Effect The leaping thief Steps, then Hides or Sneaks, ignoring difficult terrain for this movement.
Unexpected AngleWhen the leaping thief successfully Tumbles Through a foe's space or Leaps to a position higher than a foe, the foe is Off-Guard against the next attack the leaping thief makes before the end of their turn.
Some catfolk take advantage of their natural agility to steal from those too slow to catch them. They usually target notorious misers and others who obviously have money to spare—sometimes to help the needy, sometimes for simple profit.
Catfolk can be found traveling almost anywhere, and they are quick to settle down for a chat when they encounter fellow travelers. Some trade stories, act as guides, or operate at the fringes of polite society.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CatfolkA creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.