Not known for their flashy entrances or for standing out in a crowd, a daring infiltrator uses stealth, disguise, and ruthless guile to pursue her goals. Some of these swashbucklers work to undermine evil organizations, while others are master thieves or mysterious assassins.
Class Skills
A daring infiltrator gains Disguise and Stealth as class skills, but does not gain Diplomacy, Perform, and Profession as class skills. This alters the swashbuckler's class skills.
In addition to combat feats, a daring infiltrator's bonus feats at 4th, 8th, 12th, 16th, and 20th levels can come from the following list: Alertness, Antagonize, Cosmopolitan, Deceitful, Deft Hands, Disarming Threat Deed, Persuasive, Prodigy, and Skill Focus. This alters the bonus feats class feature.
At 2nd level, a daring infiltrator gains a +1 bonus on Bluff checks. This bonus increases by 1 for every 4 levels beyond 2nd. This ability replaces charmed life.
Deeds
A daring infiltrator gains the following deeds.
At 3rd level, a daring infiltrator with at least 1 panache point gains a +2 bonus on Disguise and Stealth checks. Also, as long as she has at least 1 panache point, when she successfully aids another with a Disguise or Stealth check, she grants the subject a +4 bonus on the skill check instead of the normal +2. This deed replaces swashbuckler initiative.
At 3rd level, when a daring infiltrator with at least 1 panache point succeeds at a trip or grapple combat maneuver check, the target is rendered mute for 1 round. For every increment of 5 by which the result of the combat maneuver check exceeds the opponent's CMD, the target remains mute for an additional round. A mute creature cannot speak, use language-dependent effects or verbal components, or use command words. This deed replaces menacing swordplay.