Sneak

**Description**: Sneaks just don't like being trapped. They take any barrier to their freedom, literal or figurative, as a personal insult, and they have an almost pathological desire to pick all the locks, open all the doors, or talk their way out of any and all restrictions. They can be agents of the law but they'll tend to see their jobs as making sure that freedom is enjoyed by all. They have a stronger tendency to work outside or even in opposition to the law, though, in which case they see it as another thing keeping them *from* their freedom.

**Hit Die:** d8

**Power Die:** d8

**Skill Point per Level:** 6 + Int modifier

**Class Skills:** Appraise (Int), Bluff (Cha), Climb (Str), Computers (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural) (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex) Stealth (Dex), Swim (Str), Acrobatics (Dex).

**Proficiencies**: Sneaks are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

**Class Features**

**Combat Training**: A sneak may combine combat spheres and talents to create powerful martial techniques. Sneaks use the Adept talent progression. When they gain their first level in the sneak class, they may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

**Brawl** (Ex): At level 1, you get the Improved Unarmed Strike feat for free because all superheroes need to throw the occasional punch.

**Sneak Attack** (Ex): If a Sneak can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Sneak’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Sneak flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 Sneak levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a Sneak can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The Sneak must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Sneak cannot sneak attack while striking a creature with total concealment.

**Finesse Training (Ex)**: At 1st level, a Sneak gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the Sneak from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The Sneak can select a second weapon group at 11th level and a third at 19th level.

**Lightning Deception** (Ex): At level 1, the Sneak gains a competence bonus equal to half their level (minimum 1) on either the Stealth or Sleight of Hand skill, their choice. The Sneak also gains the ability to make feints in combat using their Dexterity modifier instead of their Charisma modifier.

**Evasion** (Ex): At level 2, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage, then you instead take no damage. You can use Evasion only if you are wearing light armour or no armour. If you are helpless, then you do not gain the benefit of Evasion.

**Sneak Talents** (Ex): At all even-numbered levels, Sneaks can take one of the abilities, listed in italics, or an Unchained Rogue talent (and Unchained Advanced Rogue Talents at level 10). They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat.

*Crippling Strike:* Victims of Sneak Attacks take -2 penalty to Strength for 1d4 rounds.

*Defensive Roll:* Once per day, you can take half damage from any attack that would bring you to 0 or fewer HPs. This requires a Reflex save equal to the damage. You cannot make Defensive Rolls if you are denied your Dexterity bonus (if any) or are unaware of the in-coming attack. The effects of this special ability to not stack with *Evasion*.

*False Papers:* Gain a 2CP Alternative Identity. You can take this special ability multiple times. It grants a new Alternate Identity each time.

*Skill Mastery*: With 2 skills in which you already have at least one rank you can now Take 10, even under stressful circumstances or when failure involves direct personal risk. You may select this special ability multiple times, and you may pick 2 new skills each time.

*Trap Evasion:* You gain a +2 bonus to Reflex saves to avoid traps and a +2 dodge bonus to  AC against attacks by traps. You can take this special ability twice. It's effects stack.

*Trap Specialty*: You gain a +2 competence bonus to detect, design, understand, disarm, or set up traps. You also gain Trapfinding, which means that you can attempt to defeat Super traps (i.e., traps with Origins). If you beat the DC of a Defeat Security check by 10, then you bypass the trap or device without setting it off. Finally, you can attempt to Disable traps and other devices that have DCs higher than 20.

*Uncanny Dodge:* You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to  AC if you are immobilized. If you already have Uncanny Dodge, then you automatically get Improved Uncanny Dodge instead.

*Uncanny Dodge, Improved*: You can no longer be flanked. This denies anyone else the ability to Sneak Attack you by flanking you, unless they have at least 4 more levels than you in the class that grants the Sneak Attack feature.

**Stealth Unlock** (Ex): At level 5, the Sneak gains the Stealth Skill Unlock (see the Stealth Skill on the Archives of Nethys).

**Improved Evasion** (Ex): At level 12, your Evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but also take only half damage on a failed save. If you are helpless, you do not gain the benefit of Improved Evasion.

**Calm Nerves** (Ex): At level 15, the Sneak can take 10 on any Reflex save, but you must declare their intention to do so before your make your rolls.