PICKER
Pickers are small and nimble reptilian humanoids that are well known
as collectors and merchants. Pickers tend to be nomadic and move
from place to place in their great bazaars looking for bargains and
collectables. Pickers possess a number of abilities that make them
sought after as spies and thieves. Their great memories also help
them as merchants and sages. Some pickers follow of life of honest
gain working as merchants or sages, while others tend to be more
adventurous in their pursuit as spies and thieves. Most races seem to
enjoy the company of pickers, but some are a little leery of their ability
to easily pick the pockets of others or lift an item here or there.
Pickers tend to wear leather, mesh or light plate armor. Pickers live
about 300 years.
1.        Pickers mainly use small swords and dagger and may take one at ½ the required experience points.
2.        Pickers may choose one of the following skills to master at ½ the required experience points; Merchant, Sage,
Spy or Thief.
3.        Eye for magic: Pickers are naturally curious about anything magical and can recognize magical items by rolling
under 5 X PC.  This roll should be made by the GM so that a picker just naturally sees the magic aura or misses it
completely.
4.        Enhanced memory: A picker may choose one of the following areas as an expertise: Magic weapons, magic
armor, magic rings & jewelry, potions, or other magic items as an area of study. They have a 4 X PC chance of
remembering details about the item and may only try once to remember what it is. If they fail the roll they simply do not
remember.
5.        Natural pick-pocket: Even if they are not trained as a thief, pickers are gifted at lifting small items. Their base
chance is 3 X MD – modifiers for pick pocketing.
6.        Gecko climb: The toes and fingers of have wide pads that allow them to climb sheer surfaces and even attempt
to climb upside down.  They must not be carrying more then 25% more of their body weight in order to effectively
climb. They may climb sheer surfaces with no problem, but must roll under 3 X MD if trying to move across a ceiling.
They must roll for every 25 feet they crawl on the surface.
7.        Pickers make two rolls on the bogie table.

Pickers:
PS -3 MD +3 AG +3 MA -2 WP +2 EN -1 FT +1 PC = 12 NA = 4 MR +15