Vermin CatcherCreature 2
Source Pathfinder NPC Core
Perception +6
Languages Common
Skills Lore +9, Athletics +9, Nature +6, Stealth +8, Survival +6
Str +3, Dex +2, Con +4, Int +1, Wis +0, Cha -2
AC 17; Fort +10; Reflex +8; Will +6;
HP 35
Speed 25 feet
Club
+9 (+4, -1) to hit 1d6+5 BludgeoningClub
+8 (+3, -2) to hit (thrown 10) 1d6+5 BludgeoningFist
+9 (+5, +1) to hit (agile, finesse, nonlethal, unarmed) 1d4+5 BludgeoningGiant Rat Trap

The vermin catcher places a rat trap in an adjacent space. Any Small or Medium creature that moves into the space with the trap triggers it and must attempt a DC 18 reflex save. On a failure, the creature takes 1d4 bleed damage (2d4 bleed on a critical failure) and is Immobilized and Off-Guard for 1 round.
Sneak AttackThe vermin catcher deals an additional 1d6 precision damage to Off-Guard creatures.
Paid exterminators keep streets and sewers clear of pests like rats, snakes, weasels, and insects—even giant rats.
Society is built upon the backs of laborers.
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.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.