View Full Version : [3.5 Base Class, Incarnum]Night Blade[PEACH?]

2011-07-27, 07:12 AM
Yeah, I don't have much experience designing classes and material for roleplaying games, so I'm liable to make a lot of mistakes. Still, I've got an image in my head for this class which is what I'm basing this off of. I'm still unsure of stuff (like if it should use at-will abilities like a warlock, or have an inspiration/ki pool it pulls from, refreshed either by day or encounter).

Needless to say, this is a work in process, but any advice/suggestions would be appreciated! ^^;

I'll be there... around every corner... in every empty room... as inevitable as your guilty conscience...

-The Shadow-

Abilities: Dexterity is the most important ability for a Night Blade, as it increases their combat capability and many of their skills. Intelligence increases a Night Blade's skills per level, and also their capacity to control and use many of their abilities. Constitution increases the Night Blade's hit points making them less fragile, while wisdom and charisma is important for some of the Night Blade's skills.

Role: A Night Blade is a skilled melee fighter and skirmisher, while his wide range of skills and large amount of skill points and stealth abilities make it an effective scout. However, a Night Blade lacks the hit points and armor proficiency to be a primary melee, and typically requires a sturdier party member to fight with.

Background: Night Blades come from a myriad of backgrounds, from street urchins, trained assassins, and sometimes even nobles. However, one thing is always a constant among every Night Blade, they have all had some confrontation or experience with the Plane of Shadow that has permanently suffused their soul with its essence. Whether it be through a deliberate dark ritual, prolonged exposure to the Plane of Shadows, or a near death experience at the hands of a dark creature, all Night Blades have lost a portion of their humanity to it.

Whether through training or natural talent, the Night Blade soon learns to draw upon the dark essence inside of them to suffuse and enhance their mortal bodies, and even extend this essence outside of their shadows and bodies in displays of supernatural power.

Organization: There is no official organization among Night Blades, although they tend to congregate in assassin or thief guilds. Such guilds sometimes offer to induct their members into the Night Blades via use of shadow caster rituals, either by purposely infusing their soul with a shard from the Plane of Shadow - or in the more martial guilds, by summoning forth a creature from the plane to fight the inductee one on one.

Alignment: Any. A Night Blade can can come from any walk of life, and thus isn't limited to an alignment. However, certain alignments might prevent someone from becoming a Night Blade in a certain way (for example, a Lawful Good character might not be willing to undergo a shadow caster ritual to infuse his soul with shadowstuff, but he might be the unfortunate victim of planar exposure). Because of this, most Night Blades tend to be chaotic or non-good in alignment.

Races: Any.

Religion: A Night Blade is prone to worship of gods of shadow or deceit due to their use of shadows for their abilities, although the worship of Gods that favor rogues is equally as common.

Other Classes:


Hit Die: D6

Starting Gold: 4d4x10 gp

Class Features

Class Skills: The Night Blade's class skills (and the key ability for each skill) are; Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Intelligence Modifier) x 4
Skill Points Per Level After First: 6 + Intelligence Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features

+2|Child of the Night, Weapon Finesse, Trapfinding, Sneak Attack +1d6

+3|Shadow Pocket, Night Blade Mystery (Least)

+3|Evasion, Weapon Style (Least)

+4|Sneak Attack +2d6

+4|Improved Darkvision, Night Blade Mystery (Least)


+5|Sneak Attack +3d6

+6|Hide In Plain Sight, Night Blade Mystery (Least)

+6|Weapon Style (Least)

+7|Sneak Attack +4d6

+7|Night Blade Mystery (Lesser)


+8|Sneak Attack +5d6

+9|Night Blade Mystery (Lesser)

+9|Weapon Style (Major)

+10|Sneak Attack +6d6

+5|Night Blade Mystery (Lesser)


+11|Sneak Attack +7d6

+12|Night Blade Mystery (Major)[/table]

Weapon and Armor Proficiency
Night Blades are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Night Blades are proficient with light armor, but not with shields.

Child of the Night:
Regardless of whether the Night Blade was willing or not, he has been permanently altered from his exposure to the Plane of Shadow. The physical manifestation of this change is seen in the Night Blade's shadow, which stands out crisp and dark even in low lighting. The benefits and costs of this affliction are listed below.

Darkvision (Ex): The Night Blade gains darkvision out to 60ft.

Superior Low-Light Vision (Ex)

Resistance to Cold (Ex) The Night Blade increases his resistance to cold by 1 per Night Blade level.

Vulnerability to Dismissial (Su) Even if the Night Blade is not an extraplanar creature, the shadowstuff within his being is other planar in nature, rendering him targettable by the spell. If he fails his will save against dismissal, rather than being dismissed from the plane, the Night Blade instead takes 1d6 damage for every two caster levels of the caster, and all of his Night Blade supernatural class abilities are supressed for 1d4 rounds.

Weapon Finesse:
Night Blade's gain Weapon Finesse as a bonus feat at 1st level, regardless of whether he meets the prerequisites or not.

Trap Finding:
Night Blade's can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Night Blade's can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Night Blade who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Sneak Attack:
If a Night Blade can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

The Night Blade’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Night Blade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Night Blade levels thereafter. Should the Night Blade score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Night Blade can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A Night Blade can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Night Blade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Night Blade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Shadow Pocket (Su):
Starting at 2nd level, a Night Blade begins to learn to tap into his shadow essence to start to affect the material world. The Night Blade gains the capacity to store and retrieve items from within his own shadow (or any shadows connected to his person, such as the shadows within a cloak he's wearing). The Night Blade can store 10 pounds of nonliving objects within his shadows per Night Blade class level, this weight doesn't count against the Night Blade’s encumbrance weight limit. While in an anti-magic field, or while his supernatural abilities have been supressed by a dissmissal spell, any stored items remain within the Night Blade's shadow but simply can't be accessed until he leaves the Anti-Magic Field or his supernatural abilities return.

At second level, a Night Blade can retrieve or store an object within his shadows as a move action (or as part of a move action). At level 5 he can retrieve or store items within his shadows as a swift action (This ability counts as Quick Draw for any feat, ability, or skill trick that requires it). And at level 8 he can do so as a free action and doesn’t need to reach into his shadows to retrieve the item - it pops into his hands ready for use (he must still place items within his shadow as a swift action, however).

Night Blade Mysteries (Su)
Starting at second level, the Night Blade can start to learn unique mysteries, similar to those of shadowcasters. He learns one least Night Blade mystery at levels 2, 5, and 8. One Lesser mystery at 11, 14, and 17, and finally one major mystery at level 20.

At 3nd level and higher, a Night Blade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Night Blade is wearing light armor or no armor. A helpless Night Blade does not gain the benefit of evasion.

Weapon Style (Least):
At third level, a Night Blade begins to hone himself with a particular category of weapons, taking advantage of the speed and dexterity offered to him by the shadowstuff within his body to pull off remarkable feats with his chosen weapon. He selects one group of weapons from the following list, and gains the benefit of his chosen weapon group below. A weapon which themantically fits with one of these categories may be counted as part of its category, with DM permission. Daggers (Dagger, Kukri, Punching Dagger, Barbed Dagger), Light Blades (Shortswords, Rapiers), Curved Blades (Sickles, Scythes), and Spiked Chains.

Dagger Style, Least (Ex): Add your dexterity modifier to damage rather than your strength modifier (if higher) with weapons of this group. Additionally, you add your full ability modifier to damage with a weapon of this group in your off hand, rather than one-half your ability modifier.

Light Blade Style, Least (Ex): While wielding a weapon from this category with one hand, and not holding anything in your off hand, you add your dexterity modifier to damage with your main hand weapon. Additionally, you add your intelligence modifier as a dodge bonus to AC whenever you're wielding a weapon from this category in your main hand, aren't holding anything in your off hand, and are wearing light or no armor.

Curved Blade Style, Least (Ex): When you deal damage with a weapon from this group, the target takes ongoing bleed damage equal to your dexterity modifier at the start of its turn until it receives a DC 15 heal check or is healed by at least one point of health by magical healing. This damage doesn't stack from multiple hits.

Spiked Chain Style, Least (Ex): You gain proficiency with the spiked chain. When wielding a spiked chain, you can use your dexterity modifier rather than strength modifier for trip, grapple, and disarm attempts. Additionally, you may make grapple attempts with a spiked chain. Doing so does not provoke an attack of opportunity, and you do not have to move into the targets square to maintain the grapple (you only need to be in reach of the target with your spiked chain). Instead of dealing unarmed damage when you manage to maintain a grapple, you instead deal your normal weapon damage as if you had just hit with an attack (minus precision damage such as sneak attack). You cannot pin opponents you grapple with a spiked chain.

Improved Darkvision (Ex):
At 5th level a Night Blade's darkvision improves. He can now see in all darkness, even magical or supernatural darkness.

Hide In Plain Sight (Su):
At 8th level, a Night Blade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, the Night Blade can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

2011-07-27, 07:13 AM
Shadow Mysteries

As a Night Blade grows in experience, he learns to better harness and control the shadowstuff which has been permanately infused within his body and soul. While these abilities are similar to the mysteries of a shadowcaster, the Night Blade pulls upon the shadow essence housed within his being to fuel his capabilities, giving him long lasting longevity and capabilities with his limited pool of mysteries compared to a shadow caster's harder earned powers.

A Night Blade learns mysteries from two different schools or paths. The Internal (or Subtle) path, and the External (or Overt) path. To learn a lesser mystery from either path, the Night Blade must first know two least mysteries from the same path. To learn a Major mystery, he must once again know two lesser mysteries from the same path. The Internal path focuses on utilizing the Night Blade's shadowstuff internally, fortifying his body and mind, while the External path focuses on conjuring forth shadows to beguile and attack his foes, and also to defend himself.

A Night Blade's mysteries can be used at-will, and are considered a supernatural effect (and thus cannot be dispelled, however they don't function within an anti-magic field, or if the Night Blade has been successfully dissmissed and had all of his supernatural class abilities suppressed). Any Mystery that requires a save has a DC of 10 + 1/2 the Night Blade's level + his Intelligence modifier. Unless otherwise specified, Night Blade mysteries require a standard action to activate. A Night Blade may also dismiss any or all of his currently active mysteries as a swift action.

Internal Mysteries
Fortifying Shadows
Unlike other mysteries, the Fortifying Shadows mystery is always functioning, except in anti-magic fields or while his supernatural abilities are supressed. The Night Blade adds his intelligence modifier to his hit points. For every four Night Blade levels, he adds his intelligence modifier again (2 times his intelligence modifier at level 4, 3 at 8, 4 at 12, 5 at 16, and 6 times at 20).



External Mysteries
Shield of Darkness
A field of supernatural darkness hovers over your arm, acting as a weightless, hands free shield that protects you from harm. This mystery grants you a +1 shield bonus to AC per four Night Blade levels and lasts for one round per Night Blade level.

Blade of Darkness
A simple, aura of darkness settles into your hand, taking the vague shape of a dagger. The conjured weapon is a dagger with a +1 enhancement bonus per four Night Blade levels and lasts for one round per Night Blade level, or until the weapon is let go as a free action.

Shadow Blast
You point a free hand towards a target and focus your shadowstuff into your palm, causing a gout of shadow to burst forth towards your target. You may make a ranged touch attack against any target within 30', dealing 1d6 cold damage for every three Night blade levels you possess. If you have the Light Blade weapon style, you do not provoke attacks of opportunity when using this power.

Umbral Blade
You conjure forth a weapon of physical shadows into your hand (if you have the two-weapon fighting feat, you may conjure a blade in each hand with one standard action). The weapon is of any type you are proficient in, and possesses that weapon's damage die, critical threat range, and critical hit multiplier, as well as any other special abilities of that weapon, and is also a +1 Shadow Striking weapon. If the Night Blade holds a magical weapon with at least a +1 enhancement bonus, this mystery instead causes an aura of shadows to cloud the blade of the weapon and grant his held weapons the shadow striking enhancement. This mystery lasts for as long as the Night Blade holds his weapons or for one round per Night Blade level.

2011-07-27, 07:15 AM
I have no clue what to put here! Maybe a questions/work in progress/musings post. o.o

Update, 8/6. So I just now started to actually read Magic of Incarnum and... I rather like it. The soulmeld and essentia system really fits what I was thinking of (a flexible pool of 'power' the Night Blade can draw from to enhance his capabilities depending on the situation). So, whereas the Totemist can draw upon the powers of the wild, the Night Blade can draw upon the powers of Shadow. For all intents and purposes, this will work like Incarnum magic - except that soulmelds won't appear (whether they're binded or not). Any physical indication of a soulmeld being used will probably just be the affected area having shadows swirling around it, or appear darker.

I plan to make a list of soulmelds that fit the class from the list in Magic of Incarnum, and will list just the names (so as not to reveal copy righted material and all that), and perhaps make up some new Soulmelds for the Night Blade to use. I'm pondering if the 'stance' abilities I have put down already should just become soul melds as well, but that'll be a decision for later!

Update, 8/7. I decided it probably wasn't a good idea to keep the stance mechanic with the new Incarnum mechanic, as it might make the class unduly complicated. I might roll some of the stance abilities I had in mind into possible soulmelds for the Night Blade, while also giving it the Darkstalker feat effectively free at level 10. One soulmeld option will be able to give the Night Blade Hide in Plain Sight by around that level as well.

Update 6/18/2012. Actually returned to this, and started work on it anew! Decided to remove the incarnum abilities, since it was trying to force a different mechanic into a new one for purposes of this class. Instead, I think I'll use something similar to the warlocks invocations, flavored (and likely based off of) the mysteries that shadowcasters get as supernatural abilities. An idea in the works is to have these (su) shadow abilities split into two trees, internal (effects that increase the Night Blade's body or work internally, bonuses to hit points, speed, skills, etc, will be in here), and external (things that focus shadowstuff outside of the Night Blade's body. Conjuring weapons of shadow, blasts of shadow, illusions (maybe), and other 'overt' uses here). Perhaps with a requirement that to improve in tiers of either type you need to have so much 'lesser' powers from the same type.

Started work on the above thoughts. Also removed Appraise, Perform, and Profession from the Night Blade skill list as it didn't fit with the class, and added Knowledge (The Planes) to the class skill list due to the class' connection to the plane of shadow. Evasion was also delayed to 3rd level (to make it a bit less strong in the rogue burrowed aspects, and make it a bit less dip heavy). Child of the Night was also dramatically changed, taking after the Dark creature template rather than the Shadow-walker template. Also added dissmissal vulnerability.

2011-07-27, 07:22 AM
You have too many dead levels, heres what I suggest. Put poison use at level 5, it makes the class less dippable.

My suggestion for a class feature would be this:

Arcane Blood:A Night Blade receives mysteries known and mysteries per day as a Shadowcaster on the table below..

If it multiclasses as a Shadowcaster it counts as already having sorceror casting depending on it's Nightblade level, as shown on the following table.

{table]Night Blade level | Virtual shadowcaster casting

2011-07-27, 07:32 AM
I'm actually still in the process of actually putting everything down, and I have a ton of ideas to do with it. It's just working out all the ideas and hopefully not making it to powerful!

I suppose if I had to base this on tiers, I wanted to make the class 'decent' (tier 3?) at a base, but more powerful within shadows or darkness (tier 2).

2011-07-27, 05:14 PM
That's it for now... Far to tired to come up with any more ideas or to put them down... Particularly in the need for stance ideas for level 15 and 20 (although I don't know if the current stance set up I've got written down is exactly balanced...). I think keeping stances to maneuverability/utility might work best, as it'd prevent the Night Blade from having too much of it at one time.

Also have to come up with ideas for uses for Shadow Essence, if that system would work out... Although I kind of like the set up for how the Essence points recharge (even though it's just a wand of darkness away from restoring points quickly). Anyway, more ideas for shadowy/mystical abilities to flesh out the shadow part of this class would be appreciated...

Anyway, I'm going to head to bed now (or rather, soon). I'll have a bit more worked on later. And yes, I know the class is rather dip-insane at the moment (2d6 sneak attack, weapon finesse, dex replacing str, all in 3 levels), but then again Factotum essentially get the same for Intelligence. I just thought it'd be important to get those two abilities out quickly to make the Night Blade a competent melee fighter early on...

Realms of Chaos
2011-07-27, 06:18 PM
II suppose if I had to base this on tiers, I wanted to make the class 'decent' (tier 3?) at a base, but more powerful within shadows or darkness (tier 2).

From my understanding, tiers are a measure of over-all capability and adjustability of an entire class rather than a measure of raw power in a given situation. As such, I doubt this class could be tier 2 in shadows/darkness because they are only tier 3 in the light.

On another note, I really don't see any significant difference between this guy in bright light and this guy in darkness. Within areas of darkness, the night blade doesn't suffer from light sensitivity, gains more use from darkvision, gains essence faster, and... that's all. None of the night blade's class features require it to be in darkness and unless you're in magical darkness (which this class can't create) or on the plane of shadow (which this class can't travel to), improved rates of essence recovery won't make any difference in an encounter.
Edit: I now see that the hide in plain sight that the darkstalker stance grants requires the night blade to be near shadow. Even so, not much of a difference.

2011-08-09, 06:40 PM
Alright, somewhat of a bump and update. I've been somewhat inspired by reading through Magic of Incarnum, and I'm thinking that sort of system might work for this class... Or not, who knows. I might end up changing it later on to something else, but like I said above I think it sorta fits. I wanted a flexible system, and the essentia system works great for that. Perhaps I might change it so that it doesn't use soulmelds and chakra binds though, and just has class features it can invest that essentia for what it needs at the time.

Either way, suggestions for soulmelds and/or class features that utilize essentia and would fit into this class would be appreciated! I think I might just scrap bringing soulmelds from MoI into this class and just make up similar ones that fit it more though. So far the only custom soulmeld I have written down was meant to be a sort of variant to the Incarnum weapon soulmeld... Not sure how well it works though.

2011-08-09, 07:17 PM
I'm a big fan of shadow-oriented classes and I think this class does it well. I've never played an incarnum class before, but from what I understand it looks pretty good. On a whole though, I'm not sure how powerful soul melds are. But I think you would probably be fine putting in a class ability on all the blank levels and maybe even a few on levels you already are gaining sneak attack but nothing else.
Some of my suggestions for abilities would be a minor at-will teleport (maybe its distance is determined by how much essentia you allocate to it), hide in plain sight (shadow version), and, even though you were worried about it being complicated, I might even add back in a stance mechanic (maybe give access to shadow hand stances). Stances aren't that complicated, because really your just switching between a constant ability as a swift action (unless you had a different stance mechanic before (but I didn't see it)). Some of the shadowhand stuff is pretty cool.

2011-08-10, 09:04 AM
Well, the stance idea was essentially copying Shadow Hand stances with a few differences (my plan was for that stance to 'improve' five levels later when the next stance was gained). I had Island of Blades (or whatever the flank with adjacent allies) for a level one stance, spider climb for a level 5 stance (with the difference that you could 'walk' on ceilings or walls, and didn't need a free hand), and then a custom stance which gave the Darkstalker feat and Hide in Plain Sight with shadows...

I do plan to incorporate those into new 'shadowmelds' for the Night Blade though. Spider climb will come with a foot soulmeld, probably when a chakra is bound to it (...eh?), hide in plain sight I'm thinking of a shoulder soulmeld called cloak of shadows or what not. Either give concealment and either HiPS from a certain essentia investment or chakra bind, or perhaps a modifier to hide and move silently with essentia and HiPS from chakra binding it.

Perhaps I should also put in an item down the line which allows the Night Blade to wear an item in the same slot he's got a chakra bound? That might be a bit too much, since I'm already thinking of building up the Night Blade's soulmeld mechanic from the ground up rather than throwing class abilities to enhance it at later levels (for example, allowing a Night Blade to change his soulmelds with five minutes of meditation at any time at level 4 when he starts using them, rather than giving the Rapid shadowmeld ability at level 11).

2012-06-17, 07:37 AM
So, after a loooooong time forgetting about this, I think I'm going to return to it with my spare time and creative energy. I think I'm going to drop the incarnum aspects, as its trying to make a square beg fit into a round hole, and switch to utilizing supernatural abilities to give it a more shadowy and mystical feel. At low levels its class abilities will be dominated with (ex) abilities to get its intended role as a melee skirmisher solidly underway, and these will slowly be replaced by (su) ones later to suppliment its melee role and keep it effective, and too also give it some utility outside of combat (or in combat). I'm also going to include a weapon training/mastery grouping at certain levels, so Night Blades can 'specialize' in different weapon types and thus play differently. So far ideas are with daggers (mastery of two-weapon fighting), shortswords/rapiers (not entirely sure what to give these as a boon, but likely making them the 'tankiest' of the types?), sickles/curved blades (I'm thinking bleed damage, make them the most mobile, slinking from target to target and debilitate them with bleeds and conditions), and finally spiked chain (grapple and control).

A small little blurp of intents and goals for this class listed here;

Role: An effective melee skirmisher and damage dealer, who has a modest subset of skills to fall back on as well as useful utility for noncombat situations; without outshining specialists in either field.
Intended Tier: T3-4, effective at what it does, and can contribute to areas outside of its field, without being overpowering and breaking the game.
Intended Mechanics: Designed to fulfil its role mostly in class without being reliant on feats, possesses class abilities that scale with its level and thus keep it from being overshadowed by spellcasters.

2012-06-17, 08:48 AM
Heading to sleep now, but here is what I have so far for the weapon style groups. I've decided to make the shortsword/rapier style function as an effective duelist, utilizing only a one handed weapon while holding nothing in the off hand. To this purpose, I've given it some bonuses to tanking (intelligence to AC as a dodge bonus, as well as being treated as taking the defense, and full defense actions for free for an additional +3/6 to AC at later styles), damage (a snap kick like ability, where the Night Blade makes an additional attack whenever they attack with the main hand weapon), and finally, a kick ass awesome major power to make holding nothing in their off hand really worth it. I'm also contemplating that one of the supernatural abilities the class has, or can be chosen (leaning towards a warlock-like pool of abilities to choose from), be a shadow-blast like power that can only be used with an empty hand, to give them another advantage.

Oh, also hopefully the spiked chain benefits will be loved.

Least Weapon Style (Ex)

Daggers (Dagger, Kukri, Punching Dagger): You add your dexterity modifier instead of your strength modifier to damage with weapons of this group, and also add your full modifier to damage with your off hand weapon, rather than one-half your ability modifier to damage with an off-hand weapon.

Light Blades (Shortsword, Rapier): While wielding a weapon from this category with one hand, and not wielding a weapon in your off hand, you add your dexterity modifier to damage. Additionally, you add your intelligence modifier as a dodge bonus to AC whenever you're wielding a weapon from this category in your main hand, aren't holding a weapon or shield in your off hand, and are wearing light or no armor.

Curved Blades (Sickles, Scythe): When you deal damage with a weapon from this group, the target takes ongoing bleed damage equal to your dexterity modifier at the start of its turn until it receives a DC 15 heal check or is healed by at least one point of health by magical healing. This damage doesn't stack from multiple hits.

Spiked Chain: You gain proficiency with the spiked chain. When wielding a spiked chain, you can use your dexterity modifier rather than strength modifier for trip, grapple, and disarm attempts. Additionally, you may make grapple attempts with a spiked chain. Doing so does not provoke an attack of opportunity, and you do not have to move into the targets square to maintain the grapple (he only needs to be in reach of your spiked chain). Instead of dealing unarmed damage when you manage to maintain a grapple, you instead deal your normal weapon damage as if you had just hit with an attack (minus precision damage such as sneak attack). You cannot pin opponents you grapple with a spiked chain.

Medium Weapon Style (Ex)

Daggers: Whenever you take a standard action, or other action that only allows you to make a single attack with your main hand weapon (ex: when using the spring attack feat) and while wielding a pair of weapons from this group, you can choose to attack with both your main hand and off hand weapon with the standard two-weapon fighting penalties. Additionally, your penalty for attacking with two-weapons while wielding a pair of weapons from this group decrease by 1 (to -1 to hit if wielding a light weapon in your off hand).

Light Blades: While holding only a weapon from this category in your main hand, and nothing in your off hand, and you can make an additional attack at your highest attack bonus when you make a melee attack with your weapon (including a standard attack, full attack, or even a strike manoeuvre or attack of opportunity) by taking a -2 penalty to hit for the entire round. Additionally, while wielding only a weapon from this category in your main hand and holding nothing in your off hand, you are treated as fighting defensively without taking the penalty to hit, and can still make attacks of opportunity.

Curved Blades: Enemies suffering from the bleed damage from your Least Weapon Style become more difficult to heal. They cannot be healed through magical means unless the caster makes a spellcaster level check, with a DC of 15 + your levels in Night Blade, and the bleed can no longer be treated via use of the heal skill.

Spiked Chain: While wielding a spiked chain you threaten any square you can reach with your weapon. Additionally, whenever you successfully attack an opponent you may make a free disarm check without risk of an attack of opportunity. You may only attempt this against one enemy per turn, but can try to disarm as many different opponents as you can hit.

Greatest Weapon Style (Ex)


Light Blades: While wielding a weapon from this category in your main hand, and holding nothing in your off hand, you may, as an immediate action, choose to catch and redirect an arrow or touch attack directed at you. To do so, make an attack roll against your opponents attack (using your base attack bonus, dexterity or strength modifier, and any other bonuses to attack independent of your weapon). If you succeed, you negate the enemies attack. If you succeed by five or more, you successfully redirect the attack, choosing to target any creature within thirty feet of you. The redirected attack utilises the attack score you rolled for this ability, but all other aspects of the attack (damage and effects, minus precision damage) are determined by the attack's originator, plus any precision damage (such as sneak attack) from you if you qualify for sneak attack against the attack's new target. Additionally, you receive the bonuses of the full defence action whenever holding a weapon from this category in your main hand, hold nothing in your off hand, and are wearing light or no armor. You do not take the penalty to attack, or any other penalties normally associated with taking a full defence action.

Curved Blades:

Spiked Chain: