The dimachaeri are renowned warriors - known for their dual-wielding prowess. They are often seen as gladiators or guards, accompanying ambitious expeditions. Their preferred fighting style of fighting with two weapons, often short swords or dueling-knives as the most risky, yet rewarding way a warrior can fight: An onslaught of swift strikes, deft parries with steel versus steel, and the beautiful dance that only two weapons can give.

The Dimachaerus is an archetype of Thief

Weapon Proficiency

A dimachaerus is proficient with all light and one-handed simple and martial weapons.

This replaces the thief's standard weapon proficiencies.

Martial Excellence

A dimachaerus’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases dimachaerus’s hit dice from d8 to d10.

This ability replaces trapfinding and reduces the thief’s starting skill points per level to 4 + Int modifier.

Limit Breaks

At 1st level, a dimachaerus gains the ability to use limit breaks. At the start of each day the dimachaerus chooses Battle or Stoic as his limit break mode. When a dimachaerus's Limit Break Gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:

Dimachaeric Perfection (Ex): This limit break allows the dimachaerus to drag out his potential in a last ditch push. The dimachaerus gains a +2 circumstance bonus to his physical ability scores (Strength, Dexterity, and Constitution). This benefit lasts for one minute. For every 3 stacks consumed, the circumstance bonus provided is increased by +2. This limit break requires only a swift action to activate.

This ability replaces the thief's standard limit breaks.

Dimachaeric Standard (Ex)

At 1st level, a dimachaerus is never afraid to bear their mark. Doing so is a way of showing their status and prowess as a combatant. This is often used in a way to advertise their services. A Dimachaerus shows their worth with a particular item: A dimachaerus starts play with a badge, tattoo, flag, or some other small piece of equipment that acts as an identifier for the dimachaerus called the dimachaeric standard. The item can be worth up to 10 gil (or more, if subject to GM approval) and marked with a suitable symbol or etchings that represent the dimachaerus’s training. The symbol or etchings can even be placed on weapons, armor, and gear and is a simple DC 10 Craft check (Calligraphy for weapons and gear made of cloth or leather, Metalworking for items and gear made of metal and any other appropriate check for other materials or surfaces) to engrave.

Showing this piece of gear to merchants, guilds, military organisations, or black market groups (such as gladiatorial pit fighting guilds) can give the dimachaerus a bit of sway and favor. Should any of the above or similar members of such groups see the dimachaeric standard or are presented the standard by the dimachaerus, the dimachaerus gains a bonus equal to his thief level to all Charisma-based skill checks and Profession (mercenary, soldier, or similar profession) rolls involved in negotiations or discussions related to his services or knowledge of his services.

The dimachaerus shouldn't assume that all creatures may know of his profession and prowess. Thus, this ability does not always provide the dimachaerus with his bonus without explaining to the involved creatures what a dimachaerus is in some instances. These instances and specific scenarios can be subject to GM discretion. (Though, broadly speaking, anyone in a millitary or mercenary profession as well people who routinely travel or meet adventurers will likely recognise a dimacheric standard).

In addition, the dimachaerus’s training prepares him with rudimentary knowledge of other fighting styles and etiquette of war. The dimachaerus gains Knowledge (martial) as a skill and treats it as a class skill but loses Disable Device. The dimachaerus can use Knowledge (martial) in place of Knowledge (local) to identify a creature with class levels and class features (such as a Warrior’s Weapon Training or a Red Mage’s Spell Combat). The dimachaerus can use Knowledge (martial) in place of Knowledge (engineering) to identify siege weapons or advanced weapons. The Dimachaerus gains 1 additional skill rank each level that he must choose to place in either Knowledge (martial) or combative Profession (such as Mercenary, Soldier, gladiator etc.).

This ability replaces dual identity. A dimachaerus does not have a social identity and is always considered to be in his "thief" identity.

Dualistic Sneak Attack (Ex)

At 1st level, the dimachaerus gains his first 1d6 of sneak attack dice, increasing by 1d6 every three thief levels thereafter, up to a total of 7d6 at 19th level. The dimachaerus can only deliver a proper sneak attack if he is wielding two of the same type of melee weapons in each hand (such as a pair of scimitars, dueling daggers, short swords, rapiers, etc), or is using two different weapons provided their combined weight is 10 lbs or less. He does not need to be making full attacks, however. He just needs to be wielding two weapons. If he is not wielding two of the same type of melee weapon in each hand, his sneak attack die is reduced by 1 step on damage rolls (from 1d6 to 1d4). Otherwise, this functions as sneak attack.

This ability modifies sneak attack.

Dual-Handed Finesse (Ex)

At 1st level, The dimachaerus gains Two-Weapon Fighting as a bonus feat without needing to meet the prerequisites. The dimachaerus’s training allows them to treat any light or one-handed simple and martial melee weapon as having the finesse weapon trait so long as they wield two of the same type of weapon or is using two different weapons provided their combined weight is 10 lbs or less.. They do not add their Dexterity modifier to damage rolls until 6th level. This otherwise functions as Finesse Training. A dimachaerus may gain the benefits of dualistic sneak attack and dual-handed finesse with two different weapons if their total weight when wielded together is equal to or less than 10 lbs.

Machairi and Gladius Style (Ex)

The training of the gladiator dimachaerus is to put less faith in their armor for defense; trusting their dual weapons for ensuring their survival. At 3rd level, while wearing light or no armour and wielding two weapons, the dimachaerus gains a +1 shield bonus to AC and gains a +1 competence bonus to initiative checks. Every four levels thereafter (7th, 11th, 15th and 19th) these bonuses increase by +1 to a maximum of a +5 shield bonus to AC and a +5 to initiative checks. This shield bonus is doubled against attacks of opportunity the dimachaerus provokes by moving. In addition, he gains a +5ft enhancement bonus to his base land speed. At 7th level, this increases to +10ft.

This ability replaces agility training.

Practiced Duality (Ex)

At 6th level, the repertoire of the dimachaerus expands further. The dimachaerus gets the Weapon Trick (Two-Weapon Tricks) feat as a bonus feat. The Dimachaerus can perform the Weapon Juggle and Off-Hand Opportunity tricks without needing to meet their prerequisites. If the dimachaerus already has this feat, they may select one other Two-Weapon Trick that they can perform without needing to meet the prerequisites.

This ability replaces many guises.

Grace Over Power (Ex)

At 7th level, the controlled movements of the dimachaerus are filled with purpose, even when he only leaves a glancing blow. Once per encounter, when the dimachaerus hits and damages a creature with an off-hand weapon, he may treat it as if he landed a sneak attack for the purposes of triggering any feats or thief talents that require sneak attack. The dimachaerus can use this ability an additional time per encounter at 14th level and 16th level.

This replaces quick change and immediate change, and the social talent gained at 16th level.

War Study (Ex)

A dimachaerus knows how to exploit a weakness or create an opportunity once a threat is identified. At 12th level, whenever the dimachaerus succeeds at using Knowledge (martial) to identify class levels against a hostile creature in an encounter, for a number of rounds equal to half his sneak attack dice (minimum of 1), he treats his first attack he lands in a round as a sneak attack for the purposes of feats, talents and effects. Should the dimachaerus successfully identify any siege weapons, advanced weapons, or regular weaponry with Knowledge (martial): The dimachaerus gains a competence bonus equal to his number of sneak attack dice on disarm, sunder, and steal attempts against the identified weaponry or devices.

This replaces everyman and any guise.