Custom pathfinder class: Thief (including deadeye and daredevil)


Here's the thief! This is my favourite class to play in guild wars 2, and I've been very excited to show this one off! The deadeye and daredevil are included below as well! If you're interested in supporting my work, take a look at my patreon!

Thief

Image credit: Astri Lohne

Alignment: Any.

Hit Die: d8.

Class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill Ranks per Level: 8 + Int modifier.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
0
0
2
0
Energy, Deadly arts, trapfinding
2
1
0
3
0
Thief talent, evasion
3
2
1
3
1
Trap sense +1, bonus feat
4
3
1
4
1
Deadly arts, uncanny dodge
5
3
1
4
1
Thief talent
6
4
2
5
2
Weapon training 1
7
5
2
5
2
Deadly arts, Trap sense +2
8
6/1
2
6
2
Thief talent, Improved uncanny dodge
9
6/1
3
6
3
Bonus feat
10
7/2
3
7
3
Deadly arts
11
8/3
3
7
3
Advanced talents, thief talent, Trap sense +3
12
9/4
4
8
4
Weapon training 2
13
9/4
4
8
4
Deadly arts
14
10/5
4
9
4
Thief talent
15
11/6/1
5
9
5
Trap sense +4, bonus feat
16
12/7/2
5
10
5
Deadly arts
17
12/7/2
5
10
5
Thief talent
18
13/8/3
6
11
6
Weapon training 3
19
14/9/4
6
11
6
Deadly arts, Trap sense +5
20
15/10/5
6
12
6
Master thief, Thief talent


Weapon and Armor Proficiency: Thieves are proficient with simple weapons, as well as the kukri, firearms, sap, shortsword, starknife, shortbow, and hand crossbow. They are proficient with light armor, but not shields.

Trapfinding (Ex): A thief adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A thief can use Disable Device to disarm magic traps.

Energy (Ex): A thief uses their energy to unleash devastating abilities, which they regain throughout the day using various methods. They begin the day with a number of energy points equal to their intelligence modifier (minimum 1). This pool is used and regained throughout the day, but cannot exceed the thief’s intelligence modifier (minimum 1)

Regaining energy: The thief regains energy when they reduce an enemy below 0 hit points, or when they deal a critical strike. A thief who uses one of these actions on a helpless enemy does not restore energy.

Thieves who also possess a panache, grit, or luck pool add those to their energy pool as a single combined pool.

Deadly arts: Thieves use a skillset of deadly abilities that grant them momentary bonuses through uses of energy, but sometimes have longer lasting effects. Some arts function as a passive as long as the thief has some energy remaining in their pool. They gain one set of deadly arts at first level, and gain a new set every three levels following.

1st level:

Sneak attack (Ex): While making an attack against an opponent denied their dexterity bonus to AC, or flanked by the thief, the thief deals 1d4 additional precision damage against the target as long as one energy remains in their pool. This damage increases by an additional 1d4 for every 2 levels following 1st, to a maximum of 10d4 at 19th level. If the creature is unaware of the thief, or cannot see them either by stealth or invisibility, the damage of this attack increases to d6 dice. Creatures immune to precision damage are immune to this additional damage. If using a ranged weapon, this ability works out to a distance of 30 feet.

Steal (Ex): The thief can, as long as they have one energy point, make a steal attempt without provoking attacks of opportunity. If they use an energy point, they can gain a bonus equal to their intelligence modifier (minimum 1) to the attempt. This must be chosen before the roll is made. If they steal a weapon off the individual, they can make one attack at their highest base attack bonus with it.

Tactical strike (Ex): Using one energy point, the thief can make an attack to bash their opponent as a full-round action, dazing them for one round. If they are flanking the opponent, the opponent is unaware of them, or otherwise denied their dexterity bonus to AC, the thief can use this as part of a standard attack.

Thievery (Ex): The thief can spend one energy point when she makes an acrobatics, climb, escape artist, disable device, ride, sleight of hand, stealth, or swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

4th level:

Crippling strike (Ex): The thief can spend one energy point during an attack to strike at the opponent’s legs (or other movement appendage) using a melee, ranged, or thrown weapon. The target moves at half speed for a number of rounds equal to the thief’s level. A successful fortitude save reduces the duration to one round. If they spend two points, the enemy is unable to move for one round following. The save does not remove the immobilize effect.

Flanking strike (Su): If threatening the enemy, the thief can, using one energy point, vanish and reappear on the opposite side of a target, and they are considered flanked. If they only have one energy point, this ability does not deal sneak attack damage (as they don’t have the energy point left to use the ability).

Kip-up (Ex): As long as the thief has one energy point in their pool, they can get up from prone as a move action without provoking attacks of opportunity. If they spend one energy point, they can kip-up as a swift action.

Vanish (Sp): The thief can disappear as a standard action, as the vanish spell using one energy point and their thief level as caster level. At 10th level, this works as invisibility. At 15th level, this works as greater invisibility.

Shadow veil (Su): Using one energy point as a standard action, the thief can cloak themselves in shifting shadows, granting them concealment for a number of rounds equal to their level. At 12th level, this becomes total concealment.

7th level:

Hilt strike (Ex): The thief can spend one energy point to make their first strike against a target with a weapon as the stunning fist feat. This save DC is intelligence-based.

Flash of blades (Ex): While the thief has at least one energy point, they gain a +1 shield bonus to their armor class while wielding melee weapons. This bonus increases by 1 at 12th and 17th level.

Infiltrator’s strike (Su): Using one energy point, the thief can teleport as the dimension door spell as a full-round action up to their movement speed, and make one attack at their highest base attack bonus. If they spend one additional energy point, they can teleport back to their original space. Thee initial movement provokes attacks of opportunity.

Targeted Strike (Ex): As a full-round action the thief can spend 1 energy point to make an attack with a single light or one-handed melee, ranged, or thrown weapon that cripples part of a foe's body. The thief chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

If the thief is using a melee weapon:

Arms: The target takes no damage from the attack, but it drops one carried item of the thief's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.

If the thief is using a ranged weapon:

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the thief's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens with a range of 19-20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

10th level:

Blinding powder (Su): Throwing a flash of exploding powder at their feet, which bursts into all adjacent squares. Creatures hit by the power are blinded for a number of rounds equal to the thief’s intelligence modifier. A reflex save negates this blinding effect. The thief is immune to their own blinding powder. They can also add blinding powder to a firearm shot, blinding the enemy hit for one round. This costs one energy point.

Heartseeker (Ex): The thief can spend one energy point per attack to deal additional damage based on the target’s missing health. If the target is below half their maximum hit points, they gain a +1 morale bonus to their attack roll, and deal 1 additional damage per two levels they possess. If the target is below 25% their maximum hit points, they gain a +2 bonus to their attack roll, and deal 1 additional damage per level they possess. If they target has 1 hit point or less, the thief gains a +4 bonus to their attack roll, and they roll a critical threat, it automatically confirms. Enemies immune to precision damage are immune to the additional damage, but not the attack bonus. They must announce this ability before making the attack roll, and if the target is not below half their maximum hit points, the energy is wasted with no effect.

Instant reflexes (Ex): When in a state of panic, the thief increases their focus to dodge attacks. When taken below half their maximum hit points, the thief gains a +1 bonus to their dodge AC. When they are beneath 25% their maximum hit points, this bonus increases to +2. This ability is active as long as the thief has at least one energy point.

Shadow refuge (Su): Once per day, the thief can place a refuge on 10 ft.-radius area within 60 ft. of them. This lasts 1 round per level of the thief, and all who enter the refuge are invisible, and remain as such as long as they remain within, and for up to the thief’s intelligence modifier rounds after they leave or the refuge fades. This invisibility fades as it does with the invisibility spell, and once faded, a target cannot be affected by shadow refuge for 24 hours. While a creature is invisible from shadow refuge, they gain fast healing 1. This fast healing increases by 1 at 13th, 16th, and 19th level. This costs two energy points.

Twisting fangs (Ex): The thief makes two attacks at their highest base attack bonus as a standard action using one energy point. The first time the thief hits, they deal bleed damage equal to their intelligence modifier. If they hit with a second consecutive attack, they deal 1d4 constitution damage.

13th level:

Cloak and dagger (Su): Using one energy point as a swift action, the thief can vanish as the vanish spell after making a standard attack action. This does not provoke attacks of opportunity. They use their thief level as caster level for the purposes of this effect.

Death blossom (Ex): The thief can make a daring leap over an adjacent enemy. They make a tumble check, as if moving through the opponent’s square, with a bonus equal to their intelligence modifier. If successful, they strike a number of adjacent enemies using their number of attacks, but all with their highest attack bonus. They may choose to attack any enemy they threaten for each adjacent square to the space they leave, move through, and enter. On each attack, they deal additional bleed damage equal to their weapon’s damage dice. This costs two energy points, and it is a full-round action. If the tumble check fails, they do not move, provoke an attack from the enemy they attempt to flip over, and make no attacks.

Lotus strike (Ex or Sp): As a full-round action and 1 energy point, the thief can poison their weapon either with their own poison, or as the spell poison using one energy point, and make one standard attack. This does not provoke an attack of opportunity.

Scorpion wire (Su): Using a rope or wire, the thief can draw and throw the rope toward a target. They can grapple the target with the rope, with a CMB of their level + their intelligence modifier. If they succeed, they can maintain the grapple, or pull the enemy toward them. They can move the enemy 5 feet, plus 5 ft. for every 5 they beat the enemy’s CMD. The CMD of the rope is equal to 10 + the thief’s level + their intelligence modifier + 5. This costs one energy point.

16th level:

Adrenaline rush (Ex): For every consecutive successful attack the thief makes in a round, they gain a stacking +2 morale bonus to attack and damage rolls. This ability is active as long as the thief has one energy point.

Dagger storm (Ex): The thief can draw and throw weapons as if they had the quickdraw feat (if they do not possess it) as long as they have one point in their energy pool. In addition, if they spend two energy points, they can throw a number of thrown weapons equal to their intelligence modifier at their highest base attack bonus as a full-round action.

Keen observer (Ex): The thief, if they are above 75% of their maximum hit points, increase the critical threat range of all attacks by 1. This stacks with effects like keen edge, keen weapons, and the improved critical feat.

19th level:

Basilisk venom (Su): When the thief uses their lotus strike ability, they can instead enchant their blade with a special, powerful poison that instantly petrifies the enemy. A fortitude save (DC 10 + ½ the thief’s level + their intelligence modifier) negates this poison.

Cheat Death (Ex): If the thief has at least one energy point when reduced to 0 or fewer hit points, they can consume their entire energy pool to be left at 1 hit point. If targeted by a death effect (such as phantasmal killer) they can use this ability once per day to resist it, even after failing the save, or if there is no save.

Death strike (Ex): When making a sneak attack against an enemy, the target must make a fortitude save. If they fail, the thief chooses between killing the target, or paralyzing/stunning them for 1d4 minutes. After being subject to this save, pass or fail, the target is immune to this effect for 24 hours. This costs 1 energy point.

Shadow prison (Su): As a move action, the thief can place a prison within 60 ft. The target is immobilized for 1 round per level of the thief and paralyzed for 1 round. A fortitude save negates the paralysis, and a will save negates the prison. This costs 1 energy point.

Thief talents: At second level, and every three levels thereafter, the thief gains access to special talents that range from enhancing their deadly arts, to their stealthy acts, to special supernatural abilities.

Choking Bomb (Ex): Whenever a thief throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the thief's level + the thief's intelligence modifier. The thief can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The thief must have the poison bomb thief talent before selecting this talent.

Combat talent: A thief that selects this talent gains a bonus combat feat (see Feats). This can only be taken once.

Deadly range (Ex): The thief increases their deadeye shot from 10 additional feet away.

Deft footwork (Ex): The thief gains improved feint as a bonus feat.

Distracting dagger (Ex): The thief gains ranged feint as a bonus feat, even if they don’t meet the prerequisites.

Escaping strike (Ex): After making a successful precise strike, the thief can withdraw as a move action.

Fast Stealth (Ex): This ability allows a thief to move at full speed using the Stealth skill without penalty.

Fast fingers (Ex): The thief gains a +2 bonus on sleight of hand checks, and +2 to bluff checks to misdirect or avoid getting caught for stealing.

Feather Fall (Su): As an immediate action, the thief can slow her descent as if using feather fall. This ability uses her thief level as the caster level. This costs one energy point.

Finesse thief (Ex): A thief that selects this talent gains Weapon Finesse as a bonus feat.

Hidden Weapons (Ex): A thief with this ability can easily conceal weapons on her body. The thief adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

Improvisation (Ex): Gain either catch off-guard or throw anything as a bonus feat. This can be taken a second time, gaining the other feat.

Ledge Walker (Ex): This ability allows a thief to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a thief with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Mug (Ex): On a successful steal attempt, the thief also attacks the enemy, granting their weapon attack bonuses (weapon enhancement bonus, weapon focus feat, and other effects) and weapon damage to the attempt.

Poison Bomb (Ex): Whenever the thief throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The thief must have the smoke bomb thief talent before selecting this talent.

Quick Disable (Ex): It takes a thief with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Potent poisons (Ex): The thief gains a +1 bonus on craft (poison) checks. Poisons they craft (or cast, using lotus strike or other effects) have a duration 1 round longer, and +1 to the DC.

Preparedness (Ex): The thief increases their maximum energy pool by 2.

Revealed training (Ex): If the thief is invisible, and is attacked or dispelled before they themselves end the effect, they gain a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for one round.

Shadow rejuvenation (Ex): When invisible, the thief gains fast healing 1.

Slow Reactions (Ex): Opponents damaged by the thief's sneak attack can't make attacks of opportunity for 1 round.

Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. This uses one energy point.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a thief with this ability, even if they have already acted.

Thief Crawl (Ex): While prone, a thief with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A thief with this talent can take a 5-foot step while crawling.

Thieving disarm (Ex): The thief can use the steal maneuver to take held weapons, and secure items such as rings that are worn by the target. The thief takes a -8 penalty to the steal attempt, and no effect such as the greater steal feat can make the target unaware of who stole the item.

Thrill of the crime (Ex): After making a successful steal attempt, the thief gains a +2 morale bonus to attack rolls, CMB and skill checks, dodge AC, saving throws, and ability checks, as well as a +10 ft. morale bonus to movement speed for 1 round. The duration of this effect increases by 1 at 8th and 16th level.

Trap maker (Ex): The thief is an expert at crafting traps, taking half the time to do so, and they gain a bonus to craft (trap) checks equal to half their level.

Trap spotter (Ex): When within 10 ft. of a trap, the thief gets an automatic perception check to detect it.

Uncatchable (Ex): While running, the thief runs at 5x their base speed. While using the withdraw action, they gain +10 ft. to their movement speed.

Weapon master (Ex): A thief that selects this talent gains Weapon Focus as a bonus feat.

Way of the empty palm (Ex): If their off hand is open, the thief gains a +2 bonus on all feint attempts. This bonus increases by 1 for every 4 levels the thief possesses.

Evasion (Ex): At 2nd level and higher, a thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the thief has at least one point in their energy pool, and is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.

Trap sense (Ex): At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus increases by 1 every 4 levels following 3rd.

Trap sense bonuses gained from multiple classes stack.

Bonus feat (Ex): At 3rd level, and every 6 levels thereafter, the thief gains a bonus feat. These feats can be taken from the following list, but they must meet the prerequisites: Dodge, mobility, spring attack, combat reflexes, combat expertise, improved feint, improved steal, improved dirty trick, graceful steal, greater steal, quick steal, greater dirty trick, greater feint, extra thief talent, stealthy, improved critical, critical focus, ranged feint, weapon focus, deceitful, lightning reflexes, improved lightning reflexes, and run.

Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her dexterity bonus to AC if the attacker is invisible. She still loses her dexterity bonus to AC if immobilized. A thief with this ability can still lose her dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a thief already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Weapon training (Ex): At 6th level, the thief trains in a specific weapon they are proficient with. While making attacks with this weapon, they gain a +1 bonus to their attacks and damage, and increase the sneak attack damage by one die. In addition, if it is a melee weapon, they may use their dexterity modifier to attacks and damage, even if they do not possess the weapon finesse feat.

Improved Uncanny Dodge (Ex): A thief of 9th level or higher can no longer be flanked.

This defense denies another individual the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief (or other equivalent class) levels than the target does.

Advanced talents: At 11th level, the thief gains access to an advanced set of thief talents to choose from.

Critical agility (Ex): The thief can grant themselves bonuses with the same effects as the haste spell, including the extra attack, using one energy point as a move action. Every time they land a critical strike while this is active, the duration increases by one round. This effect lasts 3 rounds, and does not stack with haste.

Crippling Strike (Ex): A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, the thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thief's evasion ability does not apply to the defensive roll.

Master disarm (Ex): When attempting to steal a held weapon or ring, the thief takes a -4 penalty, rather than -8. The thief must take the thieving disarm talent before taking this talent.

Feat: A thief may gain any feat that she qualifies for in place of a thief talent. This talent can only be taken once.

Hide in plain sight (Ex): The thief can hide in the shadows as long as they are within 10 ft. of dim light or lower, even when being observed.

Improvisation master (Ex): The rogue gains the improvised weapon mastery feat. They must have taken the improvisation talent at least once to take this talent.

Improved evasion (Ex): A thief can avoid even magical and unusual attacks with great agility. If she fails a Reflex saving throw against an attack that normally deals half damage on a successful save, she takes half damage instead of full damage. Improved evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of improved evasion.

Kleptomaniac (Ex): Taking this talent, the thief gains one energy point when they make a successful steal attempt.

Poison traps (Su): When crafting a trap, they can enchant the trap (if it contains needles or spikes) with poison, as the poison spell.

See the Unseen (Su): A thief with this talent learns how to see that which cannot be seen. As a swift action, the thief can cast see invisibility, using her level as the caster level. This costs one energy point.

Steal ability (Su): Instead of stealing an item, the thief can spend one energy point before making their steal attempt to steal a spell, spell-like ability, or supernatural ability that benefits the target. If they are not aware of an ability affecting the target, they cannot use this talent.

Trickster (Ex): When the thief makes a successful steal attempt, the target is flat-footed for one round.

Twin fangs (Ex): When dealing damage with sneak attack, critical hits deal an additional .5x multiplier.

Master thief (Ex): When making an attack against an enemy that is denied their dexterity bonus to AC, the thief can use the steal maneuver twice with one standard action. In addition, the thief takes no penalties to stealing items that are secured, held, worn, or in bags. When invisible, the thief gains 10 DR/-, fast healing 5, and when first revealed from invisibility, they gain 50% additional damage on their attack.




Favoured class bonuses

Human, half-elf, half-orc: +1/4 energy points in their pool.
Elf, goblin, hobgoblin: +1/6 thief talent.
Drow, catfolk, kitsune: +1/3 to stealth checks.

Feats

Extra thief talent: Learn one additional thief talent. This feat can be taken multiple times. Requirements: Thief talent class ability.

Extra energy: Gain an additional 2 points to the thief’s maximum energy pool. This feat can be taken multiple times.




Thief archetype: Daredevil

Image credit: Arenanet guild wars 2 art team

The daredevil is proficient with the bo staff.

Quick feet (Ex): Daredevils are exceptionally fast in combat and otherwise, tumbling and moving to keep enemies on their toes. At 3rd level, and every 4 levels thereafter, they gain a +5 ft. bonus to their base movement speed, +1 bonus to reflex saves, and initiative checks.

This replaces trap sense.

Dares: Daredevils use a skillset of quick, daring abilities that grant them momentary bonuses through uses of energy, but sometimes have longer lasting effects. Some arts function as a passive as long as the daredevil has some energy remaining in their pool. They gain one set of dares at first level, and gain a new set every three levels following.

1st level:

Sneak attack (Ex): While making an attack against an opponent denied their dexterity bonus to AC, or flanked by the daredevil, the daredevil deals 1d4 additional precision damage against the target as long as one energy remains in their pool. This damage increases by an additional 1d4 for every 2 levels following 1st, to a maximum of 10d4 at 19th level. If the creature is unaware of the daredevil, or cannot see them either by stealth or invisibility, the damage of this attack increases to d6 dice. Creatures immune to precision damage are immune to this additional damage. If using a ranged weapon, this ability works out to a distance of 30 feet.

Spinning sweep (Ex): The daredevil can, as long as they have one energy point, make a trip attempt without provoking attacks of opportunity. If they use an energy point, they can gain a bonus equal to their intelligence modifier (minimum 1) to the attempt. This must be chosen before the roll is made. If they steal a weapon off the individual, they can make one attack at their highest base attack bonus with it.

Tactical strike (Ex): Using one energy point, the daredevil can make an attack to bash their opponent as a full-round action, dazing them for one round. If they are flanking the opponent, the opponent is unaware of them, or otherwise denied their dexterity bonus to AC, the daredevil can use this as part of a standard attack.

Daring (Ex): The daredevil can spend one energy point when she makes an acrobatics, climb, escape artist, intimidate, ride, sleight of hand, stealth, or swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

4th level:

Feinting strike (Ex): Ising one energy point, the daredevil can make a standard attack. They make a feint attempt as a free action, and strike. At 10th level, the enemy is flat-footed until the daredevil’s next turn.

Hook strike (Ex): Using one energy point, the daredevil can make a standard attack against an enemy that is subject to sneak attack damage. If this attack hits, the daredevil can make a trip attempt against the enemy as a free action.

Kip-up (Ex): As long as the daredevil has one energy point in their pool, they can get up from prone as a move action without provoking attacks of opportunity. If they spend one energy point, they can kip-up as a swift action.

Vanish (Sp): The daredevil can disappear as a standard action, as the invisibility spell using one energy point and their daredevil level as caster level. At 12th level, this works as greater invisibility.

Shadow veil (Su): Using one energy point as a standard action, the daredevil can cloak themselves in shifting shadows, granting them concealment for a number of rounds equal to their level. At 12th level, this becomes total concealment.

7th level:

Hilt strike (Ex): The daredevil can spend one energy point to strike a target with a melee weapon as the stunning fist feat. This save DC is intelligence-based. This must be on their attack with the highest base attack bonus.

Dare to dodge (Ex): While the daredevil has at least one energy point, they gain a +1 dodge bonus to their armor class while wielding melee weapons. This bonus increases by 1 at 12th and 17th level.

Debilitating arc (Ex): The daredevil attacks as if they have the cleave feat as a standard action. If they have the cleave feat, this acts as greater cleave. After this attack, they can use the withdraw action as a move action. This uses one energy point.

Targeted Strike (Ex): As a full-round action the daredevil can spend 1 energy point to make an attack with a single light or one-handed melee weapon that cripples part of a foe's body. The daredevil chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

Arms: The target takes no damage from the attack, but it drops one carried item of the daredevil's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.

10th level:

Blinding powder (Su): Throwing a flash of exploding powder at their feet, which bursts into all adjacent squares. Enemies hit by the power are blinded for a number of rounds equal to the daredevil’s intelligence modifier. A reflex save negates this blinding effect. The daredevil is immune to their own blinding powder. They can also add blinding powder to a firearm shot, blinding the enemy hit for one round. This costs one energy point.

Instant reflexes (Ex): When in a state of panic, the daredevil increases their focus to dodge attacks. When taken below half their maximum hit points, the daredevil gains a +2 bonus to their dodge AC. When they are beneath 25% their maximum hit points, this bonus increases to +4. This ability is active as long as the daredevil has at least one energy point.

Driven fortitude (Ex): By spending two energy points, the daredevil can remove one condition of sickened, shaken, fatigued, or dazed.

Spinning strike (Ex): The daredevil makes two attacks at their highest base attack bonus as a standard action. The first strike acts as a feint attempt. If the first strike hits and the feint is successful, the second attack dazes the enemy for one round with no save. This costs one energy point.

13th level:

Cloak and dagger (Su): Using one energy point, the daredevil can vanish as the vanish spell after making a standard attack action. This does not provoke attacks of opportunity. They use their daredevil level as caster level for the purposes of this effect.

Death blossom (Ex): The daredevil can make a daring leap over an adjacent enemy. They make a tumble check, as if moving through the opponent’s square, with a bonus equal to their intelligence modifier. If successful, they strike a number of adjacent enemies using their number of attacks, but all with their highest attack bonus. They may choose to attack any enemy they threaten for each adjacent square to the space they leave, move through, and enter. On each attack, they deal additional bleed damage equal to their weapon’s damage dice. This costs two energy points, and it is a full-round action. If the tumble check fails, they do not move, provoke an attack from the enemy they attempt to flip over, and make no attacks.

Bandit’s defense (Ex): Once per round, the daredevil can attempt to parry an attack as long as they have one energy in the pool. They roll an attack roll against the attacker, and if they roll higher, the attack is parried. If they spend one energy, they can counterattack with an attack of opportunity. At 16th and 19th level, they can parry one additional attack, but they cannot counter additional times.

Scorpion wire (Su): Using a rope or wire, the daredevil can draw and throw the rope toward a target. They can grapple the target with the rope, with a CMB of their level + their intelligence modifier. If they succeed, they can maintain the grapple, or pull the enemy toward them. They can move the enemy 5 feet, plus 5 ft. for every 5 they beat the enemy’s CMD. The CMD of the rope is equal to 10 + the daredevil’s level + their intelligence modifier + 5. This costs one energy point.

16th level:

Adrenaline rush (Ex): For every consecutive successful attack the daredevil makes in a round, they gain a stacking +2 morale bonus to attack and damage rolls. This ability is active as long as the daredevil has one energy point.

Keen observer (Ex): The daredevil, if they are above 75% of their maximum hit points, increase the critical threat range of all attacks by 1. This stacks with effects like keen edge, keen weapons, and the improved critical feat.

Uppercut (Ex): Spending one energy point, the daredevil can deliver a deadly blow with a bludgeoning weapon. If successful, they make a bull-rush attempt against the target using their weapon, granting it’s enhancement bonus and other attack bonuses to the attempt. If the bull rush is successful, the target is knocked as normal for bull rushing, except they are knocked prone where they land.

19th level:

Cheat Death (Ex): If the daredevil has at least one energy point when reduced to 0 or fewer hit points, they can consume their entire energy pool to be left at 1 hit point. If targeted by a death effect (such as phantasmal killer) they can use this ability once per day to resist it, even after failing the save, or if there is no save.

Greater drive (Ex): By spending two energy points, the daredevil can remove one condition of exhausted, nauseated, stunned, or paralyzed.

Finishing blow (Ex): The daredevil can make coup de grace attempts as a standard action, rather than a full-round action. If they spend one energy point, they can make an attempt as a move action. They can only use this ability once per round.

Impact strike (Ex): As a full-round action using one energy point, the daredevil can spin their staff as a feint attempt, and make one attack at their highest base attack bonus. If this hit connects, the enemy must make a fortitude save or be stunned for 1d4 rounds. If they pass the save, they are dazed for one round. Once affected by this ability, they are immune to its effects for 24 hours.

This replaces deadly arts.

Bonus feat (Ex): At 3rd level, and every 6 levels thereafter, the daredevil gains a bonus feat. These feats can be taken from the following list, but they must meet the prerequisites: deceitful, lightning reflexes, dodge, extra daredevil talent, mobility, spring attack, stealthy, combat reflexes, combat expertise, improved feint, improved dirty trick, improved trip, run, and weapon focus. At 9th level, the following get added to the list: greater dirty trick, improved critical, ranged feint, greater feint, greater trip, fury’s fall, critical focus, and improved lightning reflexes.

This modifies the thief’s bonus feats.

Daredevil talents: The daredevil learns adept abilities which aid in their abilities to move and strike in combat, as well as aid in many aspects outside of battle. They learn one talent at 2nd level, and every 3 levels following.

Acrobatic master (Ex): The daredevil gains a +2 bonus on acrobatics checks, and +2 to bluff checks to feint enemies.

Double-sided striker (Ex): The daredevil becomes proficient in one double weapon, and gains the two-weapon fighting feat.

Choking Bomb (Ex): Whenever a daredevil throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the daredevil's level + the daredevil's intelligence modifier. The daredevil can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The daredevil must have the poison bomb daredevil talent before selecting this talent.

Combat talent: A daredevil that selects this talent gains a bonus combat feat (see Feats). This can only be taken once.

Deft footwork (Ex): The daredevil gains improved feint as a bonus feat.

Distracting dagger (Ex): The daredevil gains ranged feint as a bonus feat, even if they don’t meet the prerequisites.

Escaping strike (Ex): After making a successful sneak attack with a melee weapon, the daredevil can withdraw as a move action.

Fast Stealth (Ex): This ability allows a daredevil to move at full speed using the Stealth skill without penalty.

Feather Fall (Su): As an immediate action, the daredevil can slow her descent as if using feather fall. This ability uses her daredevil level as the caster level. This costs one energy point.

Finesse dare (Ex): A daredevil that selects this talent gains Weapon Finesse as a bonus feat.

Hidden Weapons (Ex): A daredevil with this ability can easily conceal weapons on her body. The daredevil adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

Improvisation (Ex): Gain either catch off-guard or throw anything as a bonus feat. This can be taken a second time, gaining the other feat.

Ledge Walker (Ex): This ability allows a daredevil to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a daredevil with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Quick Disable (Ex): It takes a daredevil with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Preparedness (Ex): The daredevil increases their maximum energy pool by 2.

Pulmonary impact (Ex): When using sneak attack, enemies take 1 point of bleed damage equal to the number of damage dice.

Revealed training (Ex): If the daredevil is invisible and is attacked or dispelled before they themselves end the effect, they gain a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for one round.

Shadow rejuvenation (Ex): When invisible, the daredevil gains fast healing 1.

Slow Reactions (Ex): Opponents damaged by the daredevil's sneak attack can't make attacks of opportunity for 1 round.

Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. This uses one energy point.

Staff master (Ex): The daredevil takes no penalty to attack rolls when attempting to deal nonlethal damage with bludgeoning weapons. In addition, they gain two-weapon fighting while wielding a quarterstaff or bo staff.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a daredevil with this ability, even if they have already acted.

Thrill of dares (Ex): After making a successful trip or feint attempt, the daredevil gains a +1 morale bonus to attack rolls, CMB and skill checks, dodge AC, saving throws, and ability checks, as well as a +10 ft. morale bonus to movement speed for 1 round. The duration of this effect increases by 1 at 8th and 16th level. These bonuses do not stack.

Trap maker (Ex): The daredevil is an expert at crafting traps, taking half the time to do so, and they gain a bonus to craft (trap) checks equal to half their level.

Trap spotter (Ex): When within 10 ft. of a trap, the daredevil gets an automatic perception check to detect it.

Tumbler (Ex): When making tumble checks, the daredevil can take a -2 penalty to the attempt to move at full speed if they succeed.

Uncatchable (Ex): While running, the daredevil runs at 5x their base speed. While using the withdraw action, they gain +10 ft. to their movement speed.

Weapon master (Ex): A daredevil that selects this talent gains Weapon Focus as a bonus feat.

This replaces the daredevil’s talents.

Advanced talents: At 11th level, the daredevil gains access to an advanced set of daredevil talents to choose from.

Bounding dodger (Ex): When using acrobatics to use the long or high jump action, the DC acts as if it were 1 foot lower (high jump) or 5 feet less (long jump). In addition, they get a +2 bonus on checks made to jump, and they are always considered as having a running start.

Critical agility (Ex): The daredevil can grant themselves morale bonuses with the same effects as the haste spell, including the extra attack, using one energy point as a move action. Every time they land a critical strike while this is active, the duration increases by one round. This effect lasts 3 rounds, and does not stack with haste.

Crippling Strike (Ex): A daredevil with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, the daredevil can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the daredevil can attempt to roll with the damage. To use this ability, the daredevil must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the daredevil's evasion ability does not apply to the defensive roll.

Double-sided master: When two-weapon fighting with a double weapon, the daredevil’s penalty to attack rolls decreases by 1.

Feat: A daredevil may gain any feat that she qualifies for in place of a daredevil talent. This talent can only be taken once.

Hide in plain sight (Ex): The daredevil can hide in the shadows as long as they are within 10 ft. of dim light or lower, even when being observed.

Improvisation master (Ex): The rogue gains the improvised weapon mastery feat. They must have taken the improvisation talent at least once to take this talent.

Improved evasion (Ex): A daredevil can avoid even magical and unusual attacks with great agility. If she fails a Reflex saving throw against an attack that normally deals half damage on a successful save, she takes half damage instead of full damage. Improved evasion can be used only if the daredevil is wearing light armor or no armor. A helpless daredevil does not gain the benefit of improved evasion.

Lotus training (Ex): When using the tumble action if they have one hand open, the daredevil can draw a dagger and throw it as a swift action.

See the Unseen (Su): A daredevil with this talent learns how to see that which cannot be seen. As a swift action, the daredevil can cast see invisibility, using her level as the caster level. This costs one energy point.

Steal ability (Su): Instead of stealing an item, the daredevil can spend one energy point before making their steal attempt to steal a spell, spell-like ability, or supernatural ability that benefits the target. If they are not aware of an ability affecting the target, they cannot use this talent.

Trickster (Ex): When the daredevil makes a successful trip attempt, the target is flat-footed for one round.

Twin fangs (Ex): When dealing damage with sneak attack, critical hits deal an additional .5x multiplier.

Unhindered combatant (Ex): When using the tumble action, the daredevil moves at their normal speed.

Weapon tricks (Ex): When the daredevil makes a successful feint attempt, they gain one energy.

This replaces the thief’s advanced talents.

Master of Dares (Ex): When making a successful tumble check, the daredevil gains a +2 bonus to all saving throws, attack rolls, damage rolls, skill checks, and ability checks for a number of rounds equal to their intelligence modifiers. In addition, the thief takes no penalties to stealing items that are secured, held, worn, or in bags. When invisible, the daredevil gains 10 DR/-, fast healing 5, and when first revealed from invisibility, they gain 50% additional damage on their attack.

This replaces master thief.



Thief archetype: Deadeye

Proficiencies: The deadeye is proficient in all firearms.

Gunsmith (Ex): At 1st level, the deadeye gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The deadeye also gains Gunsmithing as a bonus feat.

This replaces trapfinding.

Deeds: Deadeyes use a skillset of deadly abilities that grant them momentary bonuses through uses of energy, but sometimes have longer lasting effects. Some arts function as a passive as long as the deadeye has some energy remaining in their pool. They gain one set of deadly arts at first level, and gain a new set every three levels following.
1st level:

Deadeye’s mark (Ex): Each time an enemy is consecutively struck by a firearm wielded by a deadeye, they take 1 additional damage from the attack, stacking up to a number of additional damage points equal to their deadeye level. At 8th level, they gain +2 damage per consecutive attack. At 16th level, they gain +3 damage from every attack. They require at least one energy point for this effect to occur. If they don’t strike the same enemy with a firearm attack within 2 rounds, the damage bonus resets. Enemies immune to precision damage are immune to this effect. The deadeye must have at least one energy for this effect to occur

Quick Clear (Ex): At 1st level, as a standard action, the deadeye can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the deadeye spends 1 energy point to perform this dare, she can perform quick clear as a move-equivalent action instead of a standard action.

Deadeye (Ex): At 1st level, the deadeye can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 energy point per range increment beyond the first. The deadeye still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Dare (Ex): The deadeye can spend one energy point when she makes an acrobatics, climb, escape artist, disable device, ride, sleight of hand, stealth, or swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

4th level:

Crippling shot (Ex): The deadeye can spend one energy point during an attack to strike at the opponent’s legs (or other movement appendage) using a melee, ranged, or thrown weapon. The target moves at half speed for a number of rounds equal to the deadeye’s level. A successful fortitude save reduces the duration to one round. If they spend two points, the enemy is unable to move for one round following. The save does not remove the immobilize effect.

Pistol-Whip (Ex): At 3rd level, the deadeye can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the deadeye's size, the critical multiplier of this attack is 20/×2. If the attack hits, the deadeye can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 energy point.

Turn an eye (Ex): Spending 2 energy points as a move action, the deadeye can turn their deadeye’s mark to another target. This does not refresh the duration of the mark.

Utility Shot (Ex): The deadeye has at least 1 energy point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the deadeye must declare the utility shot she is using before firing the shot.

Blast Lock: The deadeye makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

Scoot Unattended Object: The deadeye makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

Stop Bleeding: The deadeyemakes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.


7th level:

Dare to dodge (Ex): While the deadeye has at least one energy point, they gain a +1 dodge bonus to their armor class while wielding firearms. This bonus increases by 1 at 11th and 15th, and 19th level.

Death’s retreat (Ex): When threatened by enemies at the start of their turn, the deadeye can, using one energy point, use the withdraw action, and choose one condition of shaken, sickened, or fatigued to be removed. This costs 1 energy point.

Startling Shot (Ex): The deadeye can spend one energy as a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeted Strike (Ex): As a full-round action the deadeye can spend 1 energy point to make an attack with a firearm that cripples part of a foe's body. The deadeye chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the deadeye's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens with a range of 19-20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

10th level:

Blinding powder (Su): Throwing a flash of exploding powder at their feet, which bursts into all adjacent squares. Enemies hit by the power are blinded for a number of rounds equal to the deadeye’s intelligence modifier. A reflex save negates this blinding effect. The deadeye is immune to their own blinding powder. They can also add blinding powder to a firearm shot as a full-round action, blinding the enemy hit for one round. This costs one energy point.

Kneel (Ex): The deadeye takes a careful, precise, kneeling position as a move action. They are considered prone for the purposes of AC and melee attack rolls. While kneeling, their firearm attacks are treated as having a critical threat range of 19-20. This is increased by effects such as the keen enchantment or improved critical feat. This does not stack with the range of targeted strike. This deed can be performed as long as the deadeye has at least 1 energy in their pool.

Shot maneuver (Ex): Spending one energy point, the deadeye can perform a disarm, trip, or sunder combat maneuver with a firearm with a -4 penalty to the check.

13th level:

Cloak and dagger (Su): Using one energy point, the deadeye can vanish as the vanish spell after making a standard attack action. This does not provoke attacks of opportunity. They use their deadeye level as caster level for the purposes of this effect.

Expert Loading (Ex): When the deadeye rolls a misfire with a gun that has the broken condition, she can spend 1 energy point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload (Ex): As long as the deadeye has at least 1 energy point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

16th level:



Keen observer (Ex): The deadeye, if they are above 75% of their maximum hit points, increase the critical threat range of all attacks by 1. This stacks with effects like keen edge, keen weapons, and the improved critical feat.

Shadow gust (Su): As a full-round action, the deadeye can unleash a burst of shadowy energy in a 20 ft. cone in front of them. If targets within a cone fail a reflex save, they are knocked back 10 ft. At 19th level, this increases to 20 ft.

Slinger's Luck (Ex): At 15th level, the deadeye can spend energy to reroll a saving throw or a skill check. It costs 2 energy points to reroll a saving throw, and 1 energy point to reroll a skill check. The deadeye must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the Signature Deed feat, or any other effect that reduces the amount of energy a deed costs.

19th level:

Cheat Death (Ex): If the deadeye has at least one energy point when reduced to 0 or fewer hit points, they can consume their entire energy pool to be left at 1 hit point. If targeted by a death effect (such as phantasmal killer) they can use this ability once per day to resist it, even after failing the save, or if there is no save.

Death shot (Ex): When making a sneak attack against an enemy, the target must make a fortitude save. If they fail, the deadeye chooses between killing the target, or paralyzing/stunning them for 1d4 minutes. After being subject to this save, pass or fail, the target is immune to this effect for 24 hours. This costs 1 energy point.

Shadow meld (Su): Using 1 energy point, the deadeye can use greater invisibility as a spell-like ability. This only works once per day. They can use invisibility using 1 energy point a number of times per day equal to their intelligence modifier.

Shadow prison (Su): As a move action, the deadeye can place a prison within 60 ft. The target is immobilized for 1 round per level of the deadeye and paralyzed for 1 round. A fortitude save negates the paralysis, and a will save negates the prison. This costs 1 energy point.

These replace the thief’s deadly arts.

Deadeye talents: At second level, and every three levels thereafter, the deadeye gains access to special talents that range from enhancing their deadly arts, to their stealthy acts, to special supernatural abilities.

Be quick or be killed (Ex): After making a sneak attack, the deadeye gains a +10 ft. morale bonus to their movement speed.

Choking Bomb (Ex): Whenever a deadeye throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the deadeye's level + the deadeye's intelligence modifier. The deadeye can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The deadeye must have the poison bomb deadeye talent before selecting this talent.

Combat talent: A deadeye that selects this talent gains a bonus combat feat (see Feats). This can only be taken once.

Deadly range (Ex): The deadeye increases their deadeye shot from 10 additional feet away.

Fast Stealth (Ex): This ability allows a deadeye to move at full speed using the Stealth skill without penalty.

Feather Fall (Su): As an immediate action, the deadeye can slow her descent as if using feather fall. This ability uses her deadeye level as the caster level. This costs one energy point.

Gun feint (Ex): The deadeye gains ranged feint as a bonus feat.

Hidden Weapons (Ex): A deadeye with this ability can easily conceal weapons on her body. The deadeye adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

Improvisation (Ex): Gain either catch off-guard or throw anything as a bonus feat. This can be taken a second time, gaining the other feat.

Iron sight (Ex): When affected by deadeye’s mark, the target takes a -2 penalty to attack rolls against the deadeye.

Ledge Walker (Ex): This ability allows a deadeye to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a deadeye with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Maleficent (Ex): The maximum damage of deadeye’s mark increases by 1.

Poison Bomb (Ex): Whenever the deadeye throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The deadeye must have the smoke bomb deadeye talent before selecting this talent.

Quick Disable (Ex): It takes a deadeye with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Perfectionist (Ex): When taking maximum damage from deadeye’s mark, the target is sickened for one round.

Preparedness (Ex): The deadeye increases their maximum energy pool by 2.

Revealed training (Ex): If the deadeye is invisible, and is attacked or dispelled before they themselves end the effect, they gain a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for one round.

Shadow rejuvenation (Ex): When invisible, the deadeye gains fast healing 1.

Slow Reactions (Ex): Opponents damaged by the deadeye's sneak attack can't make attacks of opportunity for 1 round.

Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. This uses one energy point.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a deadeye with this ability, even if they have already acted.

Deadeye Crawl (Ex): While prone, a deadeye with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A deadeye with this talent can take a 5-foot step while crawling.

Thrill of Malice (Ex): When the deadeye hits a target for maximum damage with deadeye’s mark, they gain a +2 morale bonus to attack rolls, CMB and skill checks, dodge AC, saving throws, and ability checks, as well as a +10 ft. morale bonus to movement speed for 1 round. The duration of this effect increases by 1 at 8th and 16th level.

Trap maker (Ex): The deadeye is an expert at crafting traps, taking half the time to do so, and they gain a bonus to craft (trap) checks equal to half their level.

Trapfinding (Ex): The deadeye gains a bonus to perception checks and disable device checks to detect and disable traps. In addition, they can detect magical traps.

Trap spotter (Ex): When within 10 ft. of a trap, the deadeye gets an automatic perception check to detect it.

Weapon master (Ex): A deadeye that selects this talent gains Weapon Focus as a bonus feat.

Way of the empty palm (Ex): If their off hand is open, the deadeye gains a +2 bonus on all feint attempts. This bonus increases by 1 for every 4 levels the deadeye possesses.

These replace thief talents.

Danger sense (Ex): At 3rd level, a deadeye gains an intuitive sense that alerts her to danger, giving her a +1 bonus on Reflex saves made to avoid traps, +1 bonus to perception checks to detect a surprise attack, and a +1 bonus to initiative checks. This bonus increases by 1 every 4 levels following 3rd.

This replaces trap sense.

Bonus feat (Ex): At 3rd level, and every 6 levels thereafter, the deadeye gains a bonus feat. These feats can be taken from the following list, but they must meet the prerequisites: Dodge, mobility, precise shot, far shot, multishot, deadly aim, point-blank shot, combat reflexes, combat expertise, improved dirty trick, extra deadeye talent, stealthy, weapon focus, deceitful, lightning reflexes, and run. At 9th level, improved lightning reflexes, greater dirty trick, snap shot, manyshot, ranged feint, improved snap shot, point-blank master, improved precise shot are added to the list.

This modifies the thief’s bonus feats.


Weapon training (Ex): At 6th level, the thief trains in a specific firearm they are proficient with. While making attacks with this weapon, they gain a +1 bonus to their attack and damage rolls, and increase the starting damage of deadeye’s mark by 2.

This modifies the thief’s weapon training.

Advanced talents: At 11th level, the deadeye gains access to an advanced set of deadeye talents to choose from.

Critical agility (Ex): The deadeye can grant themselves morale bonuses with the same effects as the haste spell, including the extra attack, using one energy point as a move action. Every time they land a critical strike while this is active, the duration increases by one round. This effect lasts 3 rounds, and does not stack with haste.

Crippling Shot (Ex): A deadeye with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, the deadeye can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the deadeye can attempt to roll with the damage. To use this ability, the deadeye must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the deadeye's evasion ability does not apply to the defensive roll.

Feat: A deadeye may gain any feat that she qualifies for in place of a deadeye talent. This talent can only be taken once.

Fire for effect (Ex): When firing at a target within 30 ft., the deadeye can spend one energy to either intimidate the target as a swift action, or grant their allies that can see them and the target a +1 morale bonus on attack rolls, saving throws, and skill checks for 1 round. This bonus increases by 1 at 15th and 20th level.

Hide in plain sight (Ex): The deadeye can hide in the shadows as long as they are within 10 ft. of dim light or lower, even when being observed.

Improvisation master (Ex): The rogue gains the improvised weapon mastery feat. They must have taken the improvisation talent at least once to take this talent.

Improved evasion (Ex): A deadeye can avoid even magical and unusual attacks with great agility. If she fails a Reflex saving throw against an attack that normally deals half damage on a successful save, she takes half damage instead of full damage. Improved evasion can be used only if the deadeye is wearing light armor or no armor. A helpless deadeye does not gain the benefit of improved evasion.

Maleficent seven (Ex): The maximum damage of deadeye’s mark increases by 3.

Poison traps (Su): When crafting a trap, they can enchant the trap (if it contains needles or spikes) with poison, as the poison spell.

See the Unseen (Su): A deadeye with this talent learns how to see that which cannot be seen. As a swift action, the deadeye can cast see invisibility, using her level as the caster level. This costs one energy point.

Silent scope (Ex): Gain a +2 bonus to stealth checks while kneeling. In addition, the deadeye gains cover when using kneel. If they already have cover, it becomes improved cover.

This replaces the thief’s advanced talents.

Sniper master (Ex): If the deadeye spends 3 energy as a move action, they can instantly bring a target to maximum deadeye mark damage. In addition, they can kneel as a swift action. When kneeling, invisible, or attacking a creature within their first range increment, critical threats are automatically confirmed. When invisible, the daredevil gains 10 DR/-, fast healing 5, and when first revealed from invisibility, they gain 50% additional damage on their attack.

This replaces master thief.

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