Students of arcane magic, legerdemain, and stealth, eldritch scoundrels are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires.
Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.
This ability replaces trapfinding.
At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment.
This ability replaces evasion.
At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
This ability replaces trap sense.
At 4th level, when a guerrilla is in an area of dim light or darkness, she takes only a –10 penalty on her Stealth check to maintain her obscured location while sniping.
This ability replaces uncanny dodge.
At 8th level, a guerrilla gains uncanny dodge.
This ability replaces improved uncanny dodge.
Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: David N. Ross, with Ross Byers.