Often found roaming in a particular terrain, the highwayman is seen as either a dashing rogue or brutal thug. Trained to make precision attacks against a particular foe, the highwayman uses his reputation to instilling fear in those he battles. The strong bond he forms with those with whom he travels allows him to unite them in a common cause, such as making a surgical strike against a caravan of wealthy merchant, or an entourage of traveling noblemen. While some highwaymen steal for to increase their own wealth, some do so to help the dredges of society who have been trampled underfoot by the privileged.
Primary Class: Ranger.
Secondary Class: Rogue.
Hit Die: d10.
Bonus Skills and Ranks: The highwayman may select three rogue skills to add to his class skills in addition to the normal ranger class skills. The highwayman gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The highwayman is proficient with all simple and martial weapons, with light armor, but not with shields.
Favored Sneak Attack (Ex): At 1st level, a highwayman selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, whenever these creatures would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the highwayman flanks one of these creatures, he can strike a vital spot for 1d6 points of extra damage (called “precision damage”). Should the highwayman score a critical hit with a favored sneak attack, this extra damage is not multiplied. Ranged attacks can count as favored sneak attacks only if the target is within 30 feet. A highwayman may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the highwayman may select an additional favored enemy. In addition, at each such interval, the extra damage dealt against any one favored enemy (including the one just selected, if so desired) increases by 1d6, and the bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks increases by +2.
If the highwayman chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. This ability replaces favored enemy, and 3rd and 4th favored terrain.
Frightening (Ex): Whenever a highwayman successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the highwayman can instead decide to make the target frightened for 1 round. This ability replaces wild empathy.
Combat Style Feat: This is exactly like the ranger ability of the same name, except that the highwayman adds the Improved Steal and Outflank feats to his list of combat style feats he can choose at 2nd level, and the Enfilading Fire and Greater Steal feats to his list of combat s