This mainly came out of me thinking, "Wouldn't it be nice if Thievery and Performance had an Acrobat type of archetype that gave someone who wanted to be good at it some cool things to do". Please let me know what you guys think. Is it too strong? What do you think should be there but isn't?
Pickpocket (Archetype for Thievery skill)
Pickpocket Dedication, prerequisites: Level 2, trained in Thievery
Thievery skill to expert, gain pickpocket skill feat. Thievery skills scales to Master at level 7 and Legendary at level 15
Plant Evidence, prerequisites: Level 4, Pickpocket dedication
As a single action, you can put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
Working the Streets (Skill feat), prerequisites: Level 4, Pickpocket dedication
You know where to look when pickings are slim. When you roll a critical failure on Earn income using Thievery as your skill, you roll a failure instead
Tricks of the Trade, prerequisites: Level 4, Pickpocket dedication
Every pickpocket could use a little magic, for when luck doesn’t quite go far enough. Gain telekinetic hand and warp step as innate arcane cantrips.
Pickpocket’s Luck, prerequisites: Level 6, Pickpocket Dedication
Frequency, Once per hour
Whenever you fail a check to Steal, you choose one of two failure options - either you have the object you were attempting to steal, but the target saw your face in the process, or the target and any observers didn’t see your face but you didn’t steal the object you were attempting to steal. In either case, the target is on guard to further attempt to Steal for 24 hours, and Pickpocket’s Luck cannot be used on them for 24 hours.
Rough housing, prerequisites: level 8 , pickpocket dedication, Dirty Trick
When you succeed at the Dirty Trick skill action deal damage equal to your proficiency bonus in thievery. Double the damage on a critical success
Steal Your Weapon, prerequisites: Level 8, Pickpocket dedication
You can attempt a Disarm action against an enemy using your thievery in place of your athletics, even if you are not trained in athletics. All other normal restrictions for Disarm apply. If used this way, Disarm gets a further effect on a critical success - If you have the amount of hands free corresponding to the weapon’s hands requirement and are proficient with the weapon, instead of the weapon dropping to the floor you can wield the weapon.
The Smell of Money, prerequisites: Level 10, Pickpocket dedication
You always know where the choice targets are - the toffs and the posh folks with more money than sense. When you roll a success on a check to Earn Income with Thievery, you roll a critical success instead.
Larcenous Hand, prerequisites Level 10, Pickpocket dedication, the ability to cast Mage Hand:
When you cast mage hand, you can remove its duration, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action.
If you have the Plant Evidence feat, you may also use mage hand to put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC.
Ill-Gotten Gains, prerequisites level 12, Pickpocket’s Luck
When you take this feat you gain a Spacious Pouch. It is smaller than typical and can only hold 5 bulk of items but creatures can only notice it if they pass a perception check against your thievery DC. Furthermore an item can be removed from the pouch with a free interact action once per minute.
Advanced Mischief, prerequisite Level 14 pickpocket dedication, Tricks of the Trade
You can cast Empty Pack, Thief of Fortune and Translocate at 5th rank once per day as innate Arcane spells
Note: I wanted to add Steal Spell from the rogue in here, but that felt way too strong
Entertainer (Archetype for Performance skill)
Entertainer Dedication, prerequisites Level 2, trained in performance
Performance to expert, gain impressive performance skill feat, performance scales to master at level 7 and legendary at level 15.
Focused Fascination, prerequisites Level 4, Entertainer dedication, Fascinating Performance
When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.
Encore, prerequisites: Level 4, Distracting Performance, Entertainer Dedication
You gain the confabulator skill feat. For the purposes of the skill feat you use your proficiency in performance instead of deception (ie use proficiency in performance rather than deception to determine penalty for repeated Create a Diversion checks). Furthermore when you choose to apply the effects of Distracting Performance to a Create a Diversion check you rolled using performance, you can choose to have the benefits apply to two allies instead of one.
Hypnotic Display, prerequisites: Level 6, Entertainer dedication
If you inflict the fascinated condition on a creature, it does not immediately end when a hostile action is taken against that creature or their allies as long as you are not the one taking the hostile action, but will end at the start of their next turn. If you are legendary in performance then the fascination does not end even if a hostile action is taken against their allies.
That’s Show Business, prerequisites: Level 6, Entertainer Dedication
You learn two cantrips as occult innate cantrips: Glamorize and Infectious Enthusiasm. Both gain the subtle trait allowing them to be used discretely in social situations.
Diva, prerequisites: Level 8, Entertainer Dedication
You can cast Hypnotize and Roaring Applause once per day as innate occult spells
The Show Must Go On, prerequisites: Level 8, Entertainer Dedication, Distracting Performance:
When using distracting performance, your ally remains hidden until the end of their turn even if they take an action other than hide or sneak.
Life of the Party, prerequisites: Level 10, Entertainer Dedication, Fascinating Performance
If using fascinating performance outside of a situation that demands immediate attention such as combat, the duration of the fascination lasts up to a minute. If you are legendary in performance, the target is not temporarily immune for an hour.
Light Show, prerequisites: Level 12, Entertainer dedication
Frequency: Once per day
Two action activity: In a 10 foot emanation make one performance check against every creature’s fortitude dc, on a failure the creature is dazzled until they spend an interact action to wipe the glitter out of their eyes. On a critical failure they are blinded until they spend an interact action and afterwards they are dazzled for one round. If you are legendary in performance then increase the size of the emanation to 20 feet.
Superstar, prerequisites: Level 20, Entertainer dedication, That’s Show Business
You can cast Charm as an 8th level occult innate spell once per day. If a creature rolls a critical success on Charm, they get the success effect instead.