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View Full Version : Help with balancing a modified 1-20 Invisible Blade for Pathfinder



Pezmerga
2010-11-12, 08:20 PM
This is for a character of mine that we are converting to pathfinder from 3.5. He is a "royal assassin" by trade. I don't really like the flavor of the assassin Prc, as it doesn't really fit my character.
I feel like this class loses steam at the end, and I don't wanna space certain stuff out so that it is obtained too high of level to be useful (like hide in plain sight, which i could lose, it just works for flavor.) I would like to balance it out though. Any thoughts? Should i make sneak attack progression every 3 levels so it maxes at 7d6?

Hit Die: d10.

Class Skills
The Invisible Blade's class skills (and the key ability for each skill) are Acrobatics(Dex), Bluff (Chr), Climb (Str), Craft (Int), Diplomacy (Chr), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points: 4 + Int modifier.

Class Abilities
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Dagger Sneak Attack + 1d6, Unfettered Defense

2nd|
+2|
+0|
+3|
+0|Far Shot, Hidden Weapons

3rd|
+3|
+1|
+3|
+1|Dagger Sneak Attack + 2d6, Uncanny Feint

4th|
+4|
+1|
+4|
+1|Bleeding Attack, Uncanny Dodge

5th|
+5|
+1|
+4|
+1|Dagger Sneak Attack + 3d6, Weapon Training (Dagger) +1

6th|
+6/+1|
+2|
+5|
+2|Feint Mastery, Evasion

7th|
+7/+2|
+2|
+5|
+2|Dagger Sneak Attack + 4d6, Hide in Plain Sight

8th|
+8/+3|
+2|
+6|
+2|Improved Uncanny Feint

9th|
+9/+4|
+3|
+6|
+3|Dagger Sneak Attack + 5d6, Weapon Training (Dagger)+2

10th|
+10/+5|
+3|
+7|
+3|Improved Uncanny Dodge, Extreme Dagger Throw

11th|
+11/+6/+1|
+3|
+7|
+3|Dagger Sneak Attack + 6d6, Improved Evasion

12th|
+12/+7/+2|
+4|
+8|
+4|Rogue Talent

13th|
+13/+8/+3|
+4|
+8|
+4|Dagger Sneak Attack + 7d6, Weapon Training (Dagger)+3

14th|
+14/+9/+4|
+4|
+9|
+4|Rogue Talent

15th|
+15/+10/+5|
+5|
+9|
+5|Dagger Sneak Attack + 8d6, Greater Uncanny Feint
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Rogue Talent

17th|
+17/+12/+7/+2|
+5|
+10|
+5|Dagger Sneak Attack + 9d6

18th|
+18/+13/+8/+3|
+6|
+11|
+6|Weapon Training (Dagger) +4

19th|
+19/+14/+9/+4|
+6|
+11|
+6|Dagger Sneak Attack + 10d6

20th|
+20/+15/+10/+5|
+6|
+12|
+6|Weapon Mastery (Dagger)[/table]

Class Features
Weapon and Armor Proficiency: Invisible Blades are proficient with the dagger, kukri, punching dagger, and any other light blade derived from these three weapons. They are not proficient with any armor or shields.

Bonus Feats:

Dagger Sneak Attack (Ex): Just like the rogue's Sneak Attack, but only when using dagger(s).

Unfettered Defense (Ex): When not wearing armor or using a shield, an invisible blade benefits from an increased survival instinct during combat by adding their Intelligence bonus (if any) to their Armor Class. If an invisible blade is caught flat-footed or otherwise denied their Dexterity bonus to AC, this bonus is also lost. This ability only functions when the invisible blade is wielding one or more daggers, kukris, or punching daggers.

Uncanny Feint (Ex): At 2nd level, the invisible blade gains the ability to mislead their opponent's attention in combat with reflexes that are much faster than normal. The character is treated as having the Improved Feint feat even without the normal prerequisite for that feat. This ability only functions when the invisible blade is wielding one or more daggers, kukris, or punching daggers. If the invisible blade already has Improved Feint, choose a different feat.

Bleeding Attack (Ex): At 4th level An Invisible Blade can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the invisible blade's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Uncanny Dodge (Ex): Starting at 4th level, an Invisible Blade can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If an Invisible Blade already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Weapon Training (Dagger) (Ex): Starting at 5th level, an Invisible Blade gains a +1 bonus on attack and damage rolls with the dagger, kukri, punching dagger, and any other light blade derived from these three weapons.

Every four levels thereafter (9th, 13th, and 17th), this bonus increases by another +1. An Invisible Blade also adds this bonus to any combat maneuver checks. This bonus also applies to the Invisible Blade's Combat Maneuver Defense when defending against disarm and sunder attempts when wielding a dagger, kukri, punching dagger, and any other light blade derived from these three weapons.

Feint Mastery (Ex): At 6th level, the invisible blade becomes so certain in the use of Bluff to feint in combat that the character can use it reliably even under adverse conditions. When making a skill check with Bluff to feint in combat, the invisible blade may take 10 even if stress and distractions would normally prevent the character from doing so.

Evasion (Ex): At 2nd level and higher, an invisible blade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the invisible blade is wearing light armor or no armor. A helpless invisible blade does not gain the benefit of evasion.

Hide in Plain Sight (Su): At 7th level an invisible Blade can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, an invisible blade can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Improved Uncanny Feint (Ex): At 8th level, the invisible blade can make a Bluff check to feint in combat as a swift action. This ability only functions when the invisible blade is wielding one or more daggers, kukris, or punching daggers.

Extreme Dagger Throw (Ex): At 10th level, the invisible blade becomes exceedingly skilled at throwing daggers, increasing the range increment from 20 feet (already doubled from the invisible blade's Far Shot feat) to 30 feet.

Improved Uncanny Dodge (Ex): An invisible blade of 10th level or higher can no longer be flanked.

This defense denies a foe the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the invisible blade does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 11th level an invisible blade gains improved Evasion. This works like evasion, except that while the invisible blade still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless invisible blade does not gain the benefit of improved evasion.

Rogue Talent (Ex): As an invisible blade gains experience, she learns a number of talents that aid her and confound her foes. Starting at 12th level She gains a rogue talent. The invisible blade gains another rogue talent at levels 14 and 16.

Greater Uncanny Feint (Su): At 10th level, the invisible blade can make a single Bluff check to feint in combat as a free action during an attack of opportunity (in addition to the swift action feint in combat during their turn). This ability only functions when the invisible blade is wielding one or more daggers, kukris, or punching daggers

Weapon Mastery (Dagger)(Ex): Any attacks made with a a dagger, kukri, punching dagger, or any other light blade derived from these three weapons, automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, you cannot be disarmed while wielding a weapon of this type.

Pezmerga
2010-11-13, 01:30 AM
No one has an opinion? Impossible! This is the internet! :)