Criminal

Ability Score Background Traits
Criminals are used to requiring quickness, of tongue or body, but aren't well educated. +2 Charisma, +2 Dexterity, -2 Intelligence

Starting Languages
Criminals start knowing English and with a high intelligence score may choose from Pidgin or Cant

Fleet-Footed
Criminals receive Run as a bonus feat and a +2 racial bonus on initiative checks

Scavenger
Criminals gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Sneaky
Criminals gain a +4 racial bonus on Stealth checks.