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View Full Version : P.E.A.C.H. Pathfinder 1-20 Invisible Blade



Pezmerga
2010-11-15, 06:02 PM
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), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha),(Int), Knowledge (Local) (Int), (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

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, Evade + 1

2nd|
+2|
+0|
+3|
+0|Hidden Weapons, Two Weapon Fighting

3rd|
+3|
+1|
+3|
+1|Bleeding Attack, Uncanny Feint

4th|
+4|
+1|
+4|
+1|Dagger Sneak Attack + 2d6, Uncanny Dodge

5th|
+5|
+1|
+4|
+1|Quick Draw, Weapon Training (Dagger) +1, Evade + 2

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

7th|
+7/+2|
+2|
+5|
+2|Dagger Sneak Attack + 3d6, Hide in Plain Sight

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

9th|
+9/+4|
+3|
+6|
+3|Far Shot, Evade + 3

10th|
+10/+5|
+3|
+7|
+3|Dagger Sneak Attack + 4d6, Improved Uncanny Dodge

11th|
+11/+6/+1|
+3|
+7|
+3| Opportunist

12th|
+12/+7/+2|
+4|
+8|
+4|Improved Evasion

13th|
+13/+8/+3|
+4|
+8|
+4|Dagger Sneak Attack + 5d6, Evade + 4

14th|
+14/+9/+4|
+4|
+9|
+4|Bonus Feat

15th|
+15/+10/+5|
+5|
+9|
+5|Greater Uncanny Feint

16th|
+16/+11/+6/+1|
+5|
+10|
+5|Dagger Sneak Attack + 6d6, Bonus Feat

17th|
+17/+12/+7/+2|
+5|
+10|
+5|Evade + 5

18th|
+18/+13/+8/+3|
+6|
+11|
+6|Bonus Feat

19th|
+19/+14/+9/+4|
+6|
+11|
+6|Dagger Sneak Attack + 7d6

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:

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.

Dagger Sneak Attack (Ex): At 1st level and every three levels after an invisible blade gains Dagger Sneak Attack. This functions just like the rogue's Sneak Attack, but only when using a dagger, kukri, or punching dagger.

Evade (Ex): At 1st level an invisible blade is a fluid combatant, relying on quickness to deflect blows. When not wearing armor, the invisible blade
adds her Evade bonus to her armor class.This is considered a Dodge bonus and whenever the invisible blade is denied her Dexterity bonus to armor class she also loses her Evade bonus. Evade may be substituted for the Dodge
feat as a prerequisite for other feats (for example, a swashbuckler with Evade +1 need not take the Dodge feat in order to select the Mobility feat). This bonus increases every four levels for a maximum of +5 at 17th level.

Hidden Weapons (Ex): At 2nd level, an invisible blade becomes a master at hiding weapons on her body. She adds her class level to all Sleight of Hand skill checks made to prevent others from noticing them.

Uncanny Feint (Ex): At 3rd 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 3rd 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): 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.

Quick Draw At 5th level the invisible blade gains the Quick Draw feat.

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 6th 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 character is treated as having the Greater Feint feat even without the normal prerequisite for that feat. The invisible blade can also 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.

Far Shot At 9th level, an invisible blade gets Far Shot as a bonus feat.

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.

Opportunist (Ex): At 11th level the invisible blade gains Opportunist. This works just as the Rogue talent.

Improved Evasion (Ex): At 12th 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.

Bonus Feat (Ex): An invisible blade gains a bonus feat at 14th, 16, and 18th level.

Greater Uncanny Feint (Su): At 15th 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.