Outlaws, brigands, and highwaymen hone their craft along the roadsides and byways of the world, where they leap from the shadows to plunder the spoils of passing travelers. Outlaws tend to have a variety of skills; sometimes these skills are similar to a thief’s, but a outlaw’s tactics always deal with surprise followed by intimidation, with the clear threat of naked force if intimidation does not do the trick. But not all outlaws are ruthless thugs. There are those who become outlaws in opposition to tyrants or similar oppressors. These outlaws target the status quo and distribute their spoils back into the needy hands of the peasantry.
The outlaw is an archetype of the gunner class.
The outlaw receives Disable Device as a class skill and loses Handle Animal as a class skill.
At 2nd level, the hard life and fierce determination of an outlaw grants her bonuses to Fortitude and Will saves, and bonus hit points. An outlaw gains a +1 bonus to Fortitude and Will saves, and her maximum hit points increase by +2. The outlaw gains these bonuses again at 6th level and every four gunner levels afterwards, to a maximum of +5 to Fort and Will saves and +10 hit points at 20th level.
This ability replaces nimble and precision aiming.
At 2nd level, word of the outlaw’s deeds and vicious nature have preceded her, making many folks feel more generous toward her in negotiations, either in the hopes she will treat them well, or out of surprise she isn’t attempting to strong-arm them. The outlaw may make an Intimidate check in place of any Diplomacy check.
This ability replaces a gunnery talent gained at 2nd level.
At 4th level, when the outlaw successfully delivers a skirmish attack or critical hit, she may make an Intimidate check as a swift action to demoralize the target of the attack.
This ability replaces a gunnery talent gained at 4th level.
At 6th level, an outlaw becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
This ability replaces uncanny dodge.
At 11th level, an outlaw can terrify an opponent with a single shot. A number of times per day equal to her Wisdom modifier (minimum 1), when an outlaw confirms a critical hit or deals skirmish damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Wisdom modifier (minimum 1). She cannot use this ability in conjunction with a critical feat.
This ability replaces improved uncanny dodge.