Hamswordsman
2010-06-30, 01:45 PM
This guy is based on a rogue that loses its ability to really fight in combat but makes up for it in terms of deception and trickery. He is mostly just a skill monkey who specializes in hiding. He has a great ability to move through the battlefield and has the abilities to take out weak units that try to hide in the back.
Deceiver
Flavor: A a completely cloaked and hooded figure whose cloak almost seems to blend in the background. He lurks in the shadows and rarely shows up in public. Although largely introverted, he can be extremely charming and cordial to anyone on a moments notice though usually to gain something. Few inhabitants know they even exist and thus don't really have an opinion on them but those that have seen them respect them but also fear them at the same time. They fight only when necessary, and always leave combat to the martial classes but they are not useless in combat. They usually are able to observe an enemies weak points and convey useful information to his allies giving them an edge in battle. His combat prowess doesn't lie with his strength but with his calculations and poisons.
Alignment: Any Non-Lawful
Table: The Deceiver Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special| Cunning
1st|+0|+0|+2|+2|1st Study, Cunning (Inexperienced)|1
2nd|+1|+0|+3|+3|Evasion, Mental Message|2
3rd|+2|+1|+3|+3|Use Poison,odorless|2
4th|+3|+1|+4|+4|Improved Invisibility|3
5th|+3|+1|+4|+4|Wind Walk, 2nd Study|3
6th|+4|+2|+5|+5|Self Non-detection, Paranoia, Cunning (Apprentice)|4
7th|+5|+2|+5|+5|Hide in Plain Sight|4
8th|+6/+1|+2|+6|+6|Hit and Hide|5
9th|+6/+1|+3|+6|+6|Improved Evasion|5
10th|+7/+2|+3|+7|+7|3rd Study|6
11th|+8/+3|+3|+7|+7|Cunning (Experienced)|7
12th|+9/+4|+4|+8|+8|4th Study|7
13th|+9/+4|+4|+8|+8||8
14th|+10/+5|+4|+9|+9|5th Study|8
15th|+11/+6/+1|+5|+9|+9||9
16th|+12/+7/+2|+5|+10|+10|Cunning (Master), 6th Study|10
17th|+12/+7/+2|+5|+10|+10|Master of Invisibility|10
18th|+13/+8/+3|+6|+11|+11|7th Study|11
19th|+14/+9/+4|+6|+11|+11|Phase| 11
20th|+15/+10/+5|+6|+12|+12| 8th Study|12[/table]
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Class Features: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Poison making)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Same as rogue except
Took out: Perform(Deceivers do not want to be in front of everyone and therefore get flustered if they are on center stage.)
Changed: Craft (Poison-Making) (Deceivers are skilled in making poisons but have lost interest in other crafts)
Put in: Heal (Deceivers are skilled in the use of poisons and know basic treatments for them)
All of the following are class features of the Deceiver.
Weapon and Armor Proficiency: Deceivers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Deceivers are proficient with light armor, but not with shields.
Study(Ex):Deceivers are skilled at observing and interpreting situations. Through Careful observations, they can often discover the vulnerabilities of their foes and then relay that information to their comrades.
Standard Action, only applies to one attack, information can be relayed to one ally otherwise your next attack gets those benefits
See Weak Points
The Deceiver through careful observation, discovers weak points in a creature such as a hole in the armor or a thinner hide allowing for more precise strikes.
{table]Deceiver Level | Insight Bonus | Precision Damage
1 | +1 | +1d6
3 | +1 | +2d6
5 | +2 | +2d6
7 | +2 | +3d6
9 | +3 | +3d6
11 | +3 | +4d6
13 | +4 | +4d6
15 | +4 | +5d6
17 | +5 | +5d6
19 | +5 | +6d6[/table]
Study Anatomy
The Deceiver Studies the creature and examines how the creature's muscles work and operate and learns their weak points. Someone actually needs to hit him in order for him to suffer the ability damage.
{table]Deceiver Level | Insight Bonus | Physical damage damage
2|+1| -1 Str, Con or Dex
4|+2| -2 Str, Con, or Dex
6|+2| -3 Str, Con, or Dex
8|+3| -4 Str, Con or Dex
10|+3| -5 Str, Con or Dex
12|+4| -6 Str, Con, Dex
14|+4| -7 Str, Con, or Dex
16|+4| -8 Str, Con, or Dex
18|+5| -9 Str, Con, or Dex
20|+5| -10 Str, Con, or Dex
[/table]
Search for Vital Points
The Deceiver studies the creature and sees where the body is weak to various poisons.
{table]Deceiver Level | Insight Bonus | Fort Save deduction
2 | +1 | -1 on fort save
4 | +2 | -2 on fort save
6 | +2 | -3 on fort save
8 | +3 | -4 on fort save
10 | +3 | -5 on fort save
12 | +4 | -6 on fort save
14 | +4 | -7 on fort save
16 | +5 | -8 on fort save
18 | +5 | -9 on fort save
20 | +5 | -10 on fort save[/table]
Study Movement
The Deceiver studies the dodging patterns of the target.
{table]Deceiver Level | Insight Bonus | Reflex Save Deduction
2 | +1 | -1 on Reflex Save
4 | +2 | -2 on Reflex Save
6 | +3 | -3 on Reflex Save
8 | +4 | -4 on Reflex Save
10 | +5 | -5 on Reflex Save
12 | +6 | -6 on Reflex Save
14 | +7 | -7 on Reflex Save
16 | +8 | -8 on Reflex Save
18 | +9 | -9 on Reflex Save
20 | +10 | -10 on Reflex Save[/table]
Observe
You observe the target trying to see anything suspicious as well as focusing on what they may be casting.
The check bonus applies to the skills Bluff, Diplomacy, Gather information, Listen, Sense Motive, Spot, Search, Spellcraft checks only on the target.
If the target does something like turn invisible, mislead, mirror image, or some other illusion then you get to check where the real one went. I need a check and an opposing check cause I am absolutely horrible at balancing this.
{table]Deceiver Level | Insight Bonus | Check Bonus
1 | +1 | +1, Reveal 1 vulnerability
3 | +1 | +2
5 | +2 | +3 Learn General patterns of Movement
7 | +2 | +4, Reveal 2 vulnerabilities
9 | +3 | +5
11 | +3 | +6 Know what the creature is going to do next 50% of the time
13 | +4 | +7, Reveal 3 vulnerabilities
15 | +4 | +8
17 | +5 | +9
19 | +5 | +10Know what the creature is going to do next[/table]
Study Nerves or Processing
Deceivers learn what are the points of paralysis of the individual and utilizes this information to his benefit.
If a Deceiver or anyone who has the information on weak points makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly paralyzing the target. This takes one standard action. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 Deceiver class level + the Deceiver's Int modifier) against the paralyze effect, she is paralyzed. The victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Deceiver. If the victim’s saving throw succeeds the attack is normal.
Even if this is done by someone else, it still uses the same save.
Study Spellcasting
Deceivers learn about how the caster is casting spells and learns how to counteract them. The check for the Counter Dispel is 1d20 + Deceiver +10. Spell caster must be hit with the move in order for there to be any effect.
{table]Deceiver Level | Insight Bonus
2 | +1 |
4 | +1 |
6 | +2 |
8 | +2 |
10 | +3 |
12 | +3 |
14 | +4 |
16 | +4 |
18 | +5 |
20 | +5 | [/table]
Improved Study (EX): May substitute instead of taking another study, Doubles the effects of the chosen study. The doubled effects are higher saves, higher insight, etc. Stacks but you must choose a new area of study to improve
Cunning: Through many years of training, Deceivers are able to disguise and alter themselves in order to deceive the people around them. With the help of some of their supernatural abilities that led them down the path of a Deceiver they are further able to amplify their deceptiveness. The cunning idea is very similar to a warlock's invocation. The spells themselves are exactly like the original spell except they are supernatural abilities and have no verbal, somatic, or material components. They also can only target himself unless otherwise noted
Cunning Inexperienced: Invisibility, Mirror Image, Disguise Self, Ghost Sounds, Precision
Cunning Apprentice: Mislead, Alter Self, Obscuring Mist, Spider Climb
Cunning Experienced: Swap Clones, Freedom of movement, Locate Creature, Misdirection
Cunning Master: Don't really know yet
Cunning Inexperienced:
Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm)
Mirror Image (http://www.d20srd.org/srd/spells/mirrorimage.htm) (SP) Difference on Deceiver: only creates one
Self-Feather Fall (http://www.d20srd.org/srd/spells/featherfall.htm)(SU)= Feather Fall
Disguise Self (http://www.d20srd.org/srd/spells/disguiseself.htm)(SU)
Ventriloquism (http://www.d20srd.org/srd/spells/ghostsound.htm) (SU)= Ghost sounds
Key Differences: can only make sounds that you can feasibly make, Not a spell, no verbal somatic or material component
Precision (http://www.d20srd.org/srd/spells/truestrike.htm) (SP)= True Strike
Cunning Apprentice:
Mislead (http://www.d20srd.org/srd/spells/mislead.htm) (SU and SP)
Key Difference from Mislead: You get invisibility not greater invisibility
Alter Self (http://www.d20srd.org/srd/spells/alterself.htm)(SU)=
Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringmist.htm) (SP)
Spider Climb (http://www.d20srd.org/srd/spells/spiderclimb.htm)(SU)=
Cunning Experienced:
Switch with Clone (SP): As a standard action, a deceiver can switch positions with a clone. This is by switching between them magically and not by fast movement.
I'm sure there are going to be lots of questions and I will try and answer all of them:smallsmile:
Freedom of movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) (SU)
Locate Creature (http://www.d20srd.org/srd/spells/locatecreature.htm) (SU)
Misdirection (http://www.d20srd.org/srd/spells/misdirection.htm) (SU)
Abilities:
Evasion (Ex):Same as Rogue
Improved Evasion (Ex): Same as Rogue
Improved Invisibility (Ex): If someone with true seeing, see invisibility or other ability that would allow them to see you while invisible, You roll a hide check (in plain sight unless if you are in fact hiding behind something) against their spot check.
Wind Walk (SU): When Deceiver is invisible, he is treated as in the ethereal plane. Seems way overpowered for a low level but I am changing everything to fit the normal rules more. He could still see clearly, or else study would make no sense.
Self Non-Detection (http://www.d20srd.org/srd/spells/nondetection.htm) (EX)= Non Detection
Key Differences: it is a EX. It is an ability that I just have, no need to cast or anything
Paranoia (Ex): The Deceiver has an uncanny ability to sense when he is being watched. When he is being watched directly by someone or something as well as if there is a sure chance that they know which is the real clone, the DM alerts the Deceiver. The DM does not have to declare what actually sees him or how his cover was given away.
Mental Message (SU): At will, you may whisper thoughts to anyone who is willing. When you try it, the target can analyze if it is friendly or not. If they resist it automatically fails. Range is 100 ft.
Poison Use (Ex): Deceivers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Hide in plain Sight (EX): Same as the ranger
Odorless (EX): A Deceiver makes sure to clean themselves regularly so their scent does not betray them. Any ability that uses scent to track the Deceiver does not work.
Hit and Hide (EX): After a deceiver does an attack, he may use a Cunning or the hide skill, and then may take a 5ft step.
Master of Invisibility(EX): You are treated as invisible unless you don't want to be.
Phase (SU): When Invisible, You may choose to phase through the next form of damage and thus ignoring all of its effects. This may only be done once per battle.
Deceiver
Flavor: A a completely cloaked and hooded figure whose cloak almost seems to blend in the background. He lurks in the shadows and rarely shows up in public. Although largely introverted, he can be extremely charming and cordial to anyone on a moments notice though usually to gain something. Few inhabitants know they even exist and thus don't really have an opinion on them but those that have seen them respect them but also fear them at the same time. They fight only when necessary, and always leave combat to the martial classes but they are not useless in combat. They usually are able to observe an enemies weak points and convey useful information to his allies giving them an edge in battle. His combat prowess doesn't lie with his strength but with his calculations and poisons.
Alignment: Any Non-Lawful
Table: The Deceiver Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special| Cunning
1st|+0|+0|+2|+2|1st Study, Cunning (Inexperienced)|1
2nd|+1|+0|+3|+3|Evasion, Mental Message|2
3rd|+2|+1|+3|+3|Use Poison,odorless|2
4th|+3|+1|+4|+4|Improved Invisibility|3
5th|+3|+1|+4|+4|Wind Walk, 2nd Study|3
6th|+4|+2|+5|+5|Self Non-detection, Paranoia, Cunning (Apprentice)|4
7th|+5|+2|+5|+5|Hide in Plain Sight|4
8th|+6/+1|+2|+6|+6|Hit and Hide|5
9th|+6/+1|+3|+6|+6|Improved Evasion|5
10th|+7/+2|+3|+7|+7|3rd Study|6
11th|+8/+3|+3|+7|+7|Cunning (Experienced)|7
12th|+9/+4|+4|+8|+8|4th Study|7
13th|+9/+4|+4|+8|+8||8
14th|+10/+5|+4|+9|+9|5th Study|8
15th|+11/+6/+1|+5|+9|+9||9
16th|+12/+7/+2|+5|+10|+10|Cunning (Master), 6th Study|10
17th|+12/+7/+2|+5|+10|+10|Master of Invisibility|10
18th|+13/+8/+3|+6|+11|+11|7th Study|11
19th|+14/+9/+4|+6|+11|+11|Phase| 11
20th|+15/+10/+5|+6|+12|+12| 8th Study|12[/table]
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Class Features: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Poison making)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Same as rogue except
Took out: Perform(Deceivers do not want to be in front of everyone and therefore get flustered if they are on center stage.)
Changed: Craft (Poison-Making) (Deceivers are skilled in making poisons but have lost interest in other crafts)
Put in: Heal (Deceivers are skilled in the use of poisons and know basic treatments for them)
All of the following are class features of the Deceiver.
Weapon and Armor Proficiency: Deceivers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Deceivers are proficient with light armor, but not with shields.
Study(Ex):Deceivers are skilled at observing and interpreting situations. Through Careful observations, they can often discover the vulnerabilities of their foes and then relay that information to their comrades.
Standard Action, only applies to one attack, information can be relayed to one ally otherwise your next attack gets those benefits
See Weak Points
The Deceiver through careful observation, discovers weak points in a creature such as a hole in the armor or a thinner hide allowing for more precise strikes.
{table]Deceiver Level | Insight Bonus | Precision Damage
1 | +1 | +1d6
3 | +1 | +2d6
5 | +2 | +2d6
7 | +2 | +3d6
9 | +3 | +3d6
11 | +3 | +4d6
13 | +4 | +4d6
15 | +4 | +5d6
17 | +5 | +5d6
19 | +5 | +6d6[/table]
Study Anatomy
The Deceiver Studies the creature and examines how the creature's muscles work and operate and learns their weak points. Someone actually needs to hit him in order for him to suffer the ability damage.
{table]Deceiver Level | Insight Bonus | Physical damage damage
2|+1| -1 Str, Con or Dex
4|+2| -2 Str, Con, or Dex
6|+2| -3 Str, Con, or Dex
8|+3| -4 Str, Con or Dex
10|+3| -5 Str, Con or Dex
12|+4| -6 Str, Con, Dex
14|+4| -7 Str, Con, or Dex
16|+4| -8 Str, Con, or Dex
18|+5| -9 Str, Con, or Dex
20|+5| -10 Str, Con, or Dex
[/table]
Search for Vital Points
The Deceiver studies the creature and sees where the body is weak to various poisons.
{table]Deceiver Level | Insight Bonus | Fort Save deduction
2 | +1 | -1 on fort save
4 | +2 | -2 on fort save
6 | +2 | -3 on fort save
8 | +3 | -4 on fort save
10 | +3 | -5 on fort save
12 | +4 | -6 on fort save
14 | +4 | -7 on fort save
16 | +5 | -8 on fort save
18 | +5 | -9 on fort save
20 | +5 | -10 on fort save[/table]
Study Movement
The Deceiver studies the dodging patterns of the target.
{table]Deceiver Level | Insight Bonus | Reflex Save Deduction
2 | +1 | -1 on Reflex Save
4 | +2 | -2 on Reflex Save
6 | +3 | -3 on Reflex Save
8 | +4 | -4 on Reflex Save
10 | +5 | -5 on Reflex Save
12 | +6 | -6 on Reflex Save
14 | +7 | -7 on Reflex Save
16 | +8 | -8 on Reflex Save
18 | +9 | -9 on Reflex Save
20 | +10 | -10 on Reflex Save[/table]
Observe
You observe the target trying to see anything suspicious as well as focusing on what they may be casting.
The check bonus applies to the skills Bluff, Diplomacy, Gather information, Listen, Sense Motive, Spot, Search, Spellcraft checks only on the target.
If the target does something like turn invisible, mislead, mirror image, or some other illusion then you get to check where the real one went. I need a check and an opposing check cause I am absolutely horrible at balancing this.
{table]Deceiver Level | Insight Bonus | Check Bonus
1 | +1 | +1, Reveal 1 vulnerability
3 | +1 | +2
5 | +2 | +3 Learn General patterns of Movement
7 | +2 | +4, Reveal 2 vulnerabilities
9 | +3 | +5
11 | +3 | +6 Know what the creature is going to do next 50% of the time
13 | +4 | +7, Reveal 3 vulnerabilities
15 | +4 | +8
17 | +5 | +9
19 | +5 | +10Know what the creature is going to do next[/table]
Study Nerves or Processing
Deceivers learn what are the points of paralysis of the individual and utilizes this information to his benefit.
If a Deceiver or anyone who has the information on weak points makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly paralyzing the target. This takes one standard action. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 Deceiver class level + the Deceiver's Int modifier) against the paralyze effect, she is paralyzed. The victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Deceiver. If the victim’s saving throw succeeds the attack is normal.
Even if this is done by someone else, it still uses the same save.
Study Spellcasting
Deceivers learn about how the caster is casting spells and learns how to counteract them. The check for the Counter Dispel is 1d20 + Deceiver +10. Spell caster must be hit with the move in order for there to be any effect.
{table]Deceiver Level | Insight Bonus
2 | +1 |
4 | +1 |
6 | +2 |
8 | +2 |
10 | +3 |
12 | +3 |
14 | +4 |
16 | +4 |
18 | +5 |
20 | +5 | [/table]
Improved Study (EX): May substitute instead of taking another study, Doubles the effects of the chosen study. The doubled effects are higher saves, higher insight, etc. Stacks but you must choose a new area of study to improve
Cunning: Through many years of training, Deceivers are able to disguise and alter themselves in order to deceive the people around them. With the help of some of their supernatural abilities that led them down the path of a Deceiver they are further able to amplify their deceptiveness. The cunning idea is very similar to a warlock's invocation. The spells themselves are exactly like the original spell except they are supernatural abilities and have no verbal, somatic, or material components. They also can only target himself unless otherwise noted
Cunning Inexperienced: Invisibility, Mirror Image, Disguise Self, Ghost Sounds, Precision
Cunning Apprentice: Mislead, Alter Self, Obscuring Mist, Spider Climb
Cunning Experienced: Swap Clones, Freedom of movement, Locate Creature, Misdirection
Cunning Master: Don't really know yet
Cunning Inexperienced:
Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm)
Mirror Image (http://www.d20srd.org/srd/spells/mirrorimage.htm) (SP) Difference on Deceiver: only creates one
Self-Feather Fall (http://www.d20srd.org/srd/spells/featherfall.htm)(SU)= Feather Fall
Disguise Self (http://www.d20srd.org/srd/spells/disguiseself.htm)(SU)
Ventriloquism (http://www.d20srd.org/srd/spells/ghostsound.htm) (SU)= Ghost sounds
Key Differences: can only make sounds that you can feasibly make, Not a spell, no verbal somatic or material component
Precision (http://www.d20srd.org/srd/spells/truestrike.htm) (SP)= True Strike
Cunning Apprentice:
Mislead (http://www.d20srd.org/srd/spells/mislead.htm) (SU and SP)
Key Difference from Mislead: You get invisibility not greater invisibility
Alter Self (http://www.d20srd.org/srd/spells/alterself.htm)(SU)=
Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringmist.htm) (SP)
Spider Climb (http://www.d20srd.org/srd/spells/spiderclimb.htm)(SU)=
Cunning Experienced:
Switch with Clone (SP): As a standard action, a deceiver can switch positions with a clone. This is by switching between them magically and not by fast movement.
I'm sure there are going to be lots of questions and I will try and answer all of them:smallsmile:
Freedom of movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) (SU)
Locate Creature (http://www.d20srd.org/srd/spells/locatecreature.htm) (SU)
Misdirection (http://www.d20srd.org/srd/spells/misdirection.htm) (SU)
Abilities:
Evasion (Ex):Same as Rogue
Improved Evasion (Ex): Same as Rogue
Improved Invisibility (Ex): If someone with true seeing, see invisibility or other ability that would allow them to see you while invisible, You roll a hide check (in plain sight unless if you are in fact hiding behind something) against their spot check.
Wind Walk (SU): When Deceiver is invisible, he is treated as in the ethereal plane. Seems way overpowered for a low level but I am changing everything to fit the normal rules more. He could still see clearly, or else study would make no sense.
Self Non-Detection (http://www.d20srd.org/srd/spells/nondetection.htm) (EX)= Non Detection
Key Differences: it is a EX. It is an ability that I just have, no need to cast or anything
Paranoia (Ex): The Deceiver has an uncanny ability to sense when he is being watched. When he is being watched directly by someone or something as well as if there is a sure chance that they know which is the real clone, the DM alerts the Deceiver. The DM does not have to declare what actually sees him or how his cover was given away.
Mental Message (SU): At will, you may whisper thoughts to anyone who is willing. When you try it, the target can analyze if it is friendly or not. If they resist it automatically fails. Range is 100 ft.
Poison Use (Ex): Deceivers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Hide in plain Sight (EX): Same as the ranger
Odorless (EX): A Deceiver makes sure to clean themselves regularly so their scent does not betray them. Any ability that uses scent to track the Deceiver does not work.
Hit and Hide (EX): After a deceiver does an attack, he may use a Cunning or the hide skill, and then may take a 5ft step.
Master of Invisibility(EX): You are treated as invisible unless you don't want to be.
Phase (SU): When Invisible, You may choose to phase through the next form of damage and thus ignoring all of its effects. This may only be done once per battle.