|Unofficial rules compendium|
The bravo is a street fighter, a survivor who learns to mix craftiness with brute force. He has most of the fighter's strengths, along with some additional skills to help keep him alive on the mean streets. Despite the name, not all bravos are mere hooligans. Many are crafty veterans who use stealth and trickery to gain an advantage against their opponents. Most bravos are non-lawful, though sometimes gangs of bravos with a lawful streak band together.
Hit Die: d10.
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex). Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
The bravo has all the standard rogue class features, except as noted below.
Weapon and Armor Proficiency
Bravo's are proficient with all simple and martial weapons and with light armor but not with shields. This replaces one skill point per level.
The bravo has d10 hit dice and a base attack progression of +1/level. This replaces rogue talents, but see bravo talents below.
Daredevil (Ex )
The bravo adds half his class level (minimum +1) to Acrobatics checks and to Bluff checks to feint in combat. A bravo gains Improved Feint as a bonus feat at first level. This replaces trapfinding.
The bravo has Fortitude saving throws in the good category. Hardy replaces one skill point per level.
As a bravo gains experience, she learns a number of talents that aid her and confound her foes. Starting at 3rd level, a bravo gains one rogue talent. She gains an additional rogue talent for every 3 levels of bravo attained after 3rd level. A bravo cannot select an individual talent more than once. A bravo can pick a combat feat he fulfills the prerequisites for instead of a rogue talent, but cannot cannot choose ninja tricks. A bravo does not get access to fighter-only feats.
Talents marked with an asterisk add effects to a bravo's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. This replaces trap sense.
|1st||+1||+2||+2||+0||Daredevil, Improved Feint, sneak attack +1d6|
|3rd||+3||+3||+3||+1||Bravo talent , sneak attack +2d6|
|5th||+5||+4||+4||+1||Sneak attack +3d6|
|7th||+7/+2||+5||+5||+2||Sneak attack +4d6|
|8th||+8/+3||+6||+6||+2||Improved uncanny dodge|
|9th||+9/+4||+6||+6||+3||Bravo talent, sneak attack +5d6|
|11th||+11/+6/+1||+7||+7||+3||Sneak attack +6d6|
|13th||+13/+8/+3||+8||+8||+4||Sneak attack +7d6|
|15th||+15/+10/+5||+9||+9||+5||Bravo talent, sneak attack +8d6|
|17th||+17/+12/+7/+2||+10||+10||+5||Sneak attack +9d6|
|19th||+19/+14/+9/+4||+11||+11||+6||Sneak attack +10d6|
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Base Attack Bonus
- Hit Dice
- Class Skills
- Skill Points Per Level
- Rogue Talents (2nd, 4th, 8th, 10th, 14th, 16th, 20th)
- Trap Sense
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