Greyfeld85
2012-07-20, 11:24 PM
Invisible Guardian
http://3.bp.blogspot.com/_1AgA_BSRr40/TE70NYrdLRI/AAAAAAAAALA/HKvkABgbns4/s1600/assassins-creed-2.jpg
The silent protectors, the watchers from the shadows, these are the Invisible Guardians. Listening to the rhythm of the battlefield, they use their intuition and sharp reflexes to flit quickly between defending their allies and gutting their enemies. Where knights and soldiers rely on their heavy armor and miles of grit to win the day, the invisible guardian falls back on his mobility to be exactly where his enemy doesn't want him to be.
Notes:
I'm kinda feeling like this is missing something. A good one or two more combo breakers that I can't seem to compile in my mind right now.... and it really really needs a new ability some point after level 10, but I'm having a hard time coming up with anything.
Another note, some of my wording may leave a bit to be desired. If you're going to correct the wording I've chosen for the abilities, or ask for a clarification, please at least take the time to also give your thoughts on the rest of the class as well.
{table=head]Level|BAB|Fort|Ref|Will|Special
1th | +0 |+2 | +2 | +0 | Combo Points, Acrobatics (+1 AC)
2th | +1 |+3 | +3 | +0 | Instigate, Evasion
3th | +2 |+3 | +3 | +1 | Acrobatics (+1 AC, +1d6), Dextrous Armor +1/-1
4th | +3 |+4 | +4 | +1 | Combo Breaker, Uncanny Dodge
5th | +3 |+4 | +4 | +1 | Acrobatics (+2 AC, +1d6)
6th | +4 |+5 | +5 | +2 | Dimension Step, Dextrous Armor +2/-2
7th | +5 |+5 | +5 | +2 | Acrobatics (+2 AC, +2d6)
8th | +6/+1 | +6 | +6 | +2 | Combat Rhythm, Combo Breaker, Improved Uncanny Dodge
9th | +6/+1 | +6 | +6 | +3 | Acrobatics (+3 AC, +2d6), Dextrous Armor +3/-3, Improved Evasion
10th | +7/+2 | +7 | +7 | +3 | Dimension Guardian
11th | +8/+3 | +7 | +7 | +3 | Acrobatics (+3 AC, +3d6)
12th | +9/+4 | +8 | +8 | +4 | Combo Breaker, Dextrous Armor +4/-4
13th | +9/+4 | +8 | +8 | +4 | Acrobatics (+4 AC, +3d6)
14th | +10/+5 | +9 | +9 | +4 | Shadow Guardian
15th | +11/+6/+1 | +9 | +9 | +5 | Acrobatics (+4 AC, +4d6), Dextrous Armor +5/-5
16th | +12/+7/+2 | +10 | +10 | +5 | Combo Breaker
17th | +12/+7/+2 | +10 | +10 | +5 | Acrobatics (+5 AC, +4d6)
18th | +13/+8/+3 | +11 | +11 | +6 | Dextrous Armor +6/-6
19th | +14/+9/+4 | +11 | +11 | +6 | Acrobatics (+5 AC, +5d6)
20th | +15/+10/+5 | +12 | +12 | +6 | Combo Breaker
[/table]
Skills - Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points - (6 + Int) x 4 at first level
Hit Dice - D8
Weapons and Armor - Inivisible guardians are proficient in all simple and martial weapons. They are proficient with light and medium armor, and with buckler shields.
Combo Points - Invisible guardians develop a rhythm on the battlefield, creating openings as their tempo increases, and suddenly changing their rhythm at a second's notice to completely redirect the flow of combat. An invisible guardian builds up a pool of combo points while fighting. Every time an invisible guardian lands an attack, is missed by an attack, or makes a saving throw, he gains one combo point, up to a maximum of 5. Outside of combat, an invisible guardian may spend time doing various acrobatics to work up their rhythm, building 1 combo point per minute of uninterrupted exercise. Once an invisible guardian leaves combat or stops exercising, all unspent points are lost after 1 minute.
At the start of battle, the invisible guardian decides whether to focus on attack or defense. If he decides to focus on attack, every combo point in his pool grants him a +1 competence bonus to all his attack rolls. If he decides to focus on defense, every combo point in his pool grants him a +1 dodge bonus to his AC and Reflex saves. The invisible guardian may switch between offense and defense as a free action once per turn, but doing so removes all combo points he's stocked thusfar.
In addition, any time an invisible guardian makes an attack, he may expend 1 combo point and one of his attacks of opportunity to make an additional attack at a -2 penalty. He may do this any number of times per round as long as he has the combo points and attacks of opportunity available to do so, but each attack incurs an additional cumulative -2 penalty for any other attacks taken that round. These additional attacks do not grant combo points, even if they successfully hit their target.
Combo points are also used to perform exceptional feats of battle prowess called Combo Breakers, starting at level 4.
Acrobatics (Ex) - An invisible guardian relies on mobility to deal extra damage and improve his defenses. He gains a +1 dodge bonus to AC during any round in which he moves at least 10 feet. The bonus applies as soon as the invisible guardian has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 1st.
At 3rd level, an invisible guardian deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the invisible guardian's turn. This extra damage increases by 1d6 for every four levels gained above 3rd level.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The invisible guardian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Invisible guardians can apply this extra damage to ranged attacks made while performing acrobatics, but only if the target is within 30 feet.
An invisible guardian loses this ability when wearing heavy armor, when carrying a heavy load, or if he loses his dexterity to AC. Acrobatics may be treated as the Skirmish class feature for the sake of meeting feat and prestige class prerequisites. Any feats or prestige classes that require the Skirmish class ability may substitute the invisible guardian class for the scout class in any of their descriptions (such as the Swift Ambusher feat).
Instigate (Ex) - At level 2, an invisible guardian knows that an enraged enemy is a sloppy enemy. As a standard action, the invisible guardian attempts to taunt a target within 30 feet. A failed Will save (10 + 1/2 class level + Charisma modifier) puts the target into a single-minded fury, imparting a penalty to the target's AC and Reflex saves equal to 1/2 the invisible guardian's Charisma modifier, and causes the target to focus all attacks and spells against the invisible guardian for a number of rounds equal to 1/2 his class level. This may include area spells and attacks, as long as the invisible guardian is included in the area of the attack.
A target who is taunted can attempt to save again at the beginning of his turn if anybody other than the invisible guardian has attacked him since his last turn.
Evasion - At level 2, an invisible guardian 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 invisible guardian is wearing medium, light armor or no armor. A helpless invisible guardian does not gain the benefit of evasion.
Dextrous Armor (Ex) - At level 3, an invisible guardian trains to improve his mobility while armored. Any armor he wears has its maximum dex bonus increased by +1 and its armor check penalty reduced by -1. These changes increase by 1 again at level 6, and every three levels thereafter.
Uncanny Dodge (Ex) - Starting at 4th level, an invisible guardian can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If an invisible guardian already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Combo Breaker - Starting at level 4, an invisible guardian learns to completely switch up his combat rhythm to fit any combat situation. At level 4, and every four levels thereafter, the invisible guardian chooses to learn one combo breaker from the list below.
An invisible guardian may activate any combo breaker he knows as a swift action by expending all current combo points. Once a combo breaker has been activated, it remains active until the invisible guardian activates a different combo breaker, is rendered helpless, dies, dismisses it as a free action, or when his combo points are lost due to the end of combat or inactivity. He must have at least 1 combo point in order to activate a combo breaker.
Debilitate (Ex) - The invisible guardian focuses his strikes on the vital areas, tearing muscle and slicing tendon. When using this combo breaker, every successful attack applies a penalty to the target's movement and AC for 1 round. Per combo point expended this way, the target is penalized 5 feet of all mundane movement types and 1 point of AC. This penalty is not cumulative.
Distraction (Ex) - The invisible guardian focuses on flashy, dangerous-looking attacks that fray the nerves and distract the senses. When using this combo breaker, every successful attack applies a -1 penalty to the target's saving throws for every combo point expended this way, for 1 round. This penalty is not cumulative. In addition, if an invisible guardian strikes a creature who can cast spells or spell-like abilities while using this combo breaker, that creature must roll a concentration check (10 + 1/2 class level + Charisma modifier + combo points expended) if he decides to cast a spell or spell-like ability on his next turn.
Eviscerate (Ex) - The invisible guardian sacrifices his maneuverability to ensure every attack bites deep into his enemies. When using this combo breaker, the invisible guardian loses the dodge bonus granted by his Acrobatic ability and increases the damage he deals with each attack by 1d6 per combo point expended this way (to a maximum of 5d6). He may not increase his damage by more dice than the amount of dodge bonus lost. (For example, if he loses +2 dodge bonus, he may only increase his damage by up to 2d6.)
Guarding Steel (Ex) - The invisible guardian drops back into a defensive stance, using his blades to ward off incoming blows. When using this combo breaker, an invisible guardian and all adjacent allies gain 1/2 his dexterity modifier as a deflection bonus to their AC, in addition to an extra +1 bonus for every combo point expended in this way (to a maximum of 1/2 dexterity modifier + 5). While this combo breaker is active, the invisible guardian is reduced to one move or standard action per turn.
Shadow Sneak (Su) - The invisible guardian wraps the shadows around him, bringing his mastery of deceipt and trickery to the battlefield. When using this combo breaker, any attacks against the invisible guardian have a 10% chance to miss for every combo point expended this way (to a maximum of 50% miss chance). The miss chance granted by this combo breaker is a supernatural ability, but since it uses shadows to conceal its user, it is mundane in nature and cannot by seen through by the likes of True Sight and similar spells. If an invisible guardian expends 5 combo points when activating this combo breaker, he is treated as having total concealment.
Shadow Split (Su) - The invisible guardian wraps shadows around himself, then divides those shadows, making it impossible to determine the true target. This combo breaker creates a number of shadows equal to the combo points expended in this way. These shadows separate from the invisible guarian and remain in a cluster, each within 5 feet of at least one other shadow or the invisible guardian. He can move into and through the shadow. When the invisible guardian and the shadow separate, observers can't use vision or hearing to tell which one is him and which is the shadow. The shadows may also move through each other. The shadows mimic the invisible guardian's actions, pretending to attack when he attacks, drink potions when he drinks a potion, and so on.
Because one shadow is indistinguishable from another, the invisible guardian and any of his allies may flank with the shadows created with Shadow Split.
Enemies attempting to attack the invisible guardian or cast spells at him must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a shadow. Any successful attack or spell against a shadow passes right through it, dealing no damage to it. A shadow's AC is 10 + the invisible guardian's size modifier + his dex modifier + his dodge bonus.
While moving, the invisible guardian can merge with and split off from shadows so that enemies who have learned which shadow is real are again confounded.
An attacker must be able to see the shadows to be fooled. If the invisible guardian is invisible or an attacker shuts his eyes, this combo breaker has no effect.
Spell Turning (Ex) - The invisible guardian prepares to combat a magical onslaught, using his keen insight and quick reflexes to protect his allies. Once per turn, while using this combo breaker, an invisible guardian may aid a failed saving throw of any adjacent ally, granting a competence bonus to their roll equal to the number of combo points expended this way. If an ally succeeds in a Reflex save due to this combo breaker, he is treated as having the Evasion ability for that saving throw.
Dimension Step (Su) - At level 6, an invisible guardian's training and intuition come together to allow him to pre-empt any movement on the battlefield. Any time an enemy takes an action that would normally provoke an attack of opportunity if he were adjacent to the invisible guardian or his allies (movement, casting a spell, firing a projectile, etc), the invisible guardian may use an attack of opportunity and an immidiate action to teleport into any square adjacent to the target and make an attack against that target. This attack is treated as an attack of opportunity. Dimension Step can only target enemies within the distance of the invisible guardian's primary mode of movement (usually walking).
Improved Uncanny Dodge (Ex) - At 8th level and higher, an invisible guardian can no longer be flanked. This defense denies a rogue the ability to sneak attack the invisible guardian by flanking him, unless the attacker has at least four more rogue levels than the target has invisible guardian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Combat Rhythm (Ex) - At level 8, an invisible guardian takes his mobile combat style to the next level, allowing him to slash furiously at his enemies without losing his momentum. An invisible guardian may move and take a full attack during the same turn, as long as he moves at least 5 feet between each attack. He may not move more than his normal movement speed during any turn he uses Combat Rhythm.
Improved Evasion (Ex) - At level 9, an invisible guardian upgrades to improved evasion. Improved evasion works like evasion, except that while the invisible guardian still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless invisible guardian does not gain the benefit of improved evasion.
Dimension Guardian (Su) - At level 10, an invisible guardian can react to the danger of his allies before it happens. Any time an ally is attacked or makes a saving throw, an invisible guardian may teleport adjacent to that ally, following the same rules as Dimensional Step. When he does so, he may take the attack instead of his ally. The attack directed at the invisible guardian's ally is directed at the invisible guardian instead. Using this ability cannot protect creatures from the effects of an area attack.
Shadow Guardian (Su) - A 14th level Invisible Guardian can direct its own shadow in battle. As long as the guardian is neither invisible nor in total darkness, he can cause he shadow to extend and strike at foes or defend his allies. In effect, the Invisible Guardian's reach is extended by 5' per four points of his Dexterity Modifier. Any abilities that apply to adjacent allies now apply to any allies within the Invisible Guardian's extended reach. The invisible guardian cannot flank with the extended reach granted by this ability.
http://3.bp.blogspot.com/_1AgA_BSRr40/TE70NYrdLRI/AAAAAAAAALA/HKvkABgbns4/s1600/assassins-creed-2.jpg
The silent protectors, the watchers from the shadows, these are the Invisible Guardians. Listening to the rhythm of the battlefield, they use their intuition and sharp reflexes to flit quickly between defending their allies and gutting their enemies. Where knights and soldiers rely on their heavy armor and miles of grit to win the day, the invisible guardian falls back on his mobility to be exactly where his enemy doesn't want him to be.
Notes:
I'm kinda feeling like this is missing something. A good one or two more combo breakers that I can't seem to compile in my mind right now.... and it really really needs a new ability some point after level 10, but I'm having a hard time coming up with anything.
Another note, some of my wording may leave a bit to be desired. If you're going to correct the wording I've chosen for the abilities, or ask for a clarification, please at least take the time to also give your thoughts on the rest of the class as well.
{table=head]Level|BAB|Fort|Ref|Will|Special
1th | +0 |+2 | +2 | +0 | Combo Points, Acrobatics (+1 AC)
2th | +1 |+3 | +3 | +0 | Instigate, Evasion
3th | +2 |+3 | +3 | +1 | Acrobatics (+1 AC, +1d6), Dextrous Armor +1/-1
4th | +3 |+4 | +4 | +1 | Combo Breaker, Uncanny Dodge
5th | +3 |+4 | +4 | +1 | Acrobatics (+2 AC, +1d6)
6th | +4 |+5 | +5 | +2 | Dimension Step, Dextrous Armor +2/-2
7th | +5 |+5 | +5 | +2 | Acrobatics (+2 AC, +2d6)
8th | +6/+1 | +6 | +6 | +2 | Combat Rhythm, Combo Breaker, Improved Uncanny Dodge
9th | +6/+1 | +6 | +6 | +3 | Acrobatics (+3 AC, +2d6), Dextrous Armor +3/-3, Improved Evasion
10th | +7/+2 | +7 | +7 | +3 | Dimension Guardian
11th | +8/+3 | +7 | +7 | +3 | Acrobatics (+3 AC, +3d6)
12th | +9/+4 | +8 | +8 | +4 | Combo Breaker, Dextrous Armor +4/-4
13th | +9/+4 | +8 | +8 | +4 | Acrobatics (+4 AC, +3d6)
14th | +10/+5 | +9 | +9 | +4 | Shadow Guardian
15th | +11/+6/+1 | +9 | +9 | +5 | Acrobatics (+4 AC, +4d6), Dextrous Armor +5/-5
16th | +12/+7/+2 | +10 | +10 | +5 | Combo Breaker
17th | +12/+7/+2 | +10 | +10 | +5 | Acrobatics (+5 AC, +4d6)
18th | +13/+8/+3 | +11 | +11 | +6 | Dextrous Armor +6/-6
19th | +14/+9/+4 | +11 | +11 | +6 | Acrobatics (+5 AC, +5d6)
20th | +15/+10/+5 | +12 | +12 | +6 | Combo Breaker
[/table]
Skills - Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points - (6 + Int) x 4 at first level
Hit Dice - D8
Weapons and Armor - Inivisible guardians are proficient in all simple and martial weapons. They are proficient with light and medium armor, and with buckler shields.
Combo Points - Invisible guardians develop a rhythm on the battlefield, creating openings as their tempo increases, and suddenly changing their rhythm at a second's notice to completely redirect the flow of combat. An invisible guardian builds up a pool of combo points while fighting. Every time an invisible guardian lands an attack, is missed by an attack, or makes a saving throw, he gains one combo point, up to a maximum of 5. Outside of combat, an invisible guardian may spend time doing various acrobatics to work up their rhythm, building 1 combo point per minute of uninterrupted exercise. Once an invisible guardian leaves combat or stops exercising, all unspent points are lost after 1 minute.
At the start of battle, the invisible guardian decides whether to focus on attack or defense. If he decides to focus on attack, every combo point in his pool grants him a +1 competence bonus to all his attack rolls. If he decides to focus on defense, every combo point in his pool grants him a +1 dodge bonus to his AC and Reflex saves. The invisible guardian may switch between offense and defense as a free action once per turn, but doing so removes all combo points he's stocked thusfar.
In addition, any time an invisible guardian makes an attack, he may expend 1 combo point and one of his attacks of opportunity to make an additional attack at a -2 penalty. He may do this any number of times per round as long as he has the combo points and attacks of opportunity available to do so, but each attack incurs an additional cumulative -2 penalty for any other attacks taken that round. These additional attacks do not grant combo points, even if they successfully hit their target.
Combo points are also used to perform exceptional feats of battle prowess called Combo Breakers, starting at level 4.
Acrobatics (Ex) - An invisible guardian relies on mobility to deal extra damage and improve his defenses. He gains a +1 dodge bonus to AC during any round in which he moves at least 10 feet. The bonus applies as soon as the invisible guardian has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 1st.
At 3rd level, an invisible guardian deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the invisible guardian's turn. This extra damage increases by 1d6 for every four levels gained above 3rd level.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The invisible guardian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Invisible guardians can apply this extra damage to ranged attacks made while performing acrobatics, but only if the target is within 30 feet.
An invisible guardian loses this ability when wearing heavy armor, when carrying a heavy load, or if he loses his dexterity to AC. Acrobatics may be treated as the Skirmish class feature for the sake of meeting feat and prestige class prerequisites. Any feats or prestige classes that require the Skirmish class ability may substitute the invisible guardian class for the scout class in any of their descriptions (such as the Swift Ambusher feat).
Instigate (Ex) - At level 2, an invisible guardian knows that an enraged enemy is a sloppy enemy. As a standard action, the invisible guardian attempts to taunt a target within 30 feet. A failed Will save (10 + 1/2 class level + Charisma modifier) puts the target into a single-minded fury, imparting a penalty to the target's AC and Reflex saves equal to 1/2 the invisible guardian's Charisma modifier, and causes the target to focus all attacks and spells against the invisible guardian for a number of rounds equal to 1/2 his class level. This may include area spells and attacks, as long as the invisible guardian is included in the area of the attack.
A target who is taunted can attempt to save again at the beginning of his turn if anybody other than the invisible guardian has attacked him since his last turn.
Evasion - At level 2, an invisible guardian 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 invisible guardian is wearing medium, light armor or no armor. A helpless invisible guardian does not gain the benefit of evasion.
Dextrous Armor (Ex) - At level 3, an invisible guardian trains to improve his mobility while armored. Any armor he wears has its maximum dex bonus increased by +1 and its armor check penalty reduced by -1. These changes increase by 1 again at level 6, and every three levels thereafter.
Uncanny Dodge (Ex) - Starting at 4th level, an invisible guardian can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If an invisible guardian already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Combo Breaker - Starting at level 4, an invisible guardian learns to completely switch up his combat rhythm to fit any combat situation. At level 4, and every four levels thereafter, the invisible guardian chooses to learn one combo breaker from the list below.
An invisible guardian may activate any combo breaker he knows as a swift action by expending all current combo points. Once a combo breaker has been activated, it remains active until the invisible guardian activates a different combo breaker, is rendered helpless, dies, dismisses it as a free action, or when his combo points are lost due to the end of combat or inactivity. He must have at least 1 combo point in order to activate a combo breaker.
Debilitate (Ex) - The invisible guardian focuses his strikes on the vital areas, tearing muscle and slicing tendon. When using this combo breaker, every successful attack applies a penalty to the target's movement and AC for 1 round. Per combo point expended this way, the target is penalized 5 feet of all mundane movement types and 1 point of AC. This penalty is not cumulative.
Distraction (Ex) - The invisible guardian focuses on flashy, dangerous-looking attacks that fray the nerves and distract the senses. When using this combo breaker, every successful attack applies a -1 penalty to the target's saving throws for every combo point expended this way, for 1 round. This penalty is not cumulative. In addition, if an invisible guardian strikes a creature who can cast spells or spell-like abilities while using this combo breaker, that creature must roll a concentration check (10 + 1/2 class level + Charisma modifier + combo points expended) if he decides to cast a spell or spell-like ability on his next turn.
Eviscerate (Ex) - The invisible guardian sacrifices his maneuverability to ensure every attack bites deep into his enemies. When using this combo breaker, the invisible guardian loses the dodge bonus granted by his Acrobatic ability and increases the damage he deals with each attack by 1d6 per combo point expended this way (to a maximum of 5d6). He may not increase his damage by more dice than the amount of dodge bonus lost. (For example, if he loses +2 dodge bonus, he may only increase his damage by up to 2d6.)
Guarding Steel (Ex) - The invisible guardian drops back into a defensive stance, using his blades to ward off incoming blows. When using this combo breaker, an invisible guardian and all adjacent allies gain 1/2 his dexterity modifier as a deflection bonus to their AC, in addition to an extra +1 bonus for every combo point expended in this way (to a maximum of 1/2 dexterity modifier + 5). While this combo breaker is active, the invisible guardian is reduced to one move or standard action per turn.
Shadow Sneak (Su) - The invisible guardian wraps the shadows around him, bringing his mastery of deceipt and trickery to the battlefield. When using this combo breaker, any attacks against the invisible guardian have a 10% chance to miss for every combo point expended this way (to a maximum of 50% miss chance). The miss chance granted by this combo breaker is a supernatural ability, but since it uses shadows to conceal its user, it is mundane in nature and cannot by seen through by the likes of True Sight and similar spells. If an invisible guardian expends 5 combo points when activating this combo breaker, he is treated as having total concealment.
Shadow Split (Su) - The invisible guardian wraps shadows around himself, then divides those shadows, making it impossible to determine the true target. This combo breaker creates a number of shadows equal to the combo points expended in this way. These shadows separate from the invisible guarian and remain in a cluster, each within 5 feet of at least one other shadow or the invisible guardian. He can move into and through the shadow. When the invisible guardian and the shadow separate, observers can't use vision or hearing to tell which one is him and which is the shadow. The shadows may also move through each other. The shadows mimic the invisible guardian's actions, pretending to attack when he attacks, drink potions when he drinks a potion, and so on.
Because one shadow is indistinguishable from another, the invisible guardian and any of his allies may flank with the shadows created with Shadow Split.
Enemies attempting to attack the invisible guardian or cast spells at him must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a shadow. Any successful attack or spell against a shadow passes right through it, dealing no damage to it. A shadow's AC is 10 + the invisible guardian's size modifier + his dex modifier + his dodge bonus.
While moving, the invisible guardian can merge with and split off from shadows so that enemies who have learned which shadow is real are again confounded.
An attacker must be able to see the shadows to be fooled. If the invisible guardian is invisible or an attacker shuts his eyes, this combo breaker has no effect.
Spell Turning (Ex) - The invisible guardian prepares to combat a magical onslaught, using his keen insight and quick reflexes to protect his allies. Once per turn, while using this combo breaker, an invisible guardian may aid a failed saving throw of any adjacent ally, granting a competence bonus to their roll equal to the number of combo points expended this way. If an ally succeeds in a Reflex save due to this combo breaker, he is treated as having the Evasion ability for that saving throw.
Dimension Step (Su) - At level 6, an invisible guardian's training and intuition come together to allow him to pre-empt any movement on the battlefield. Any time an enemy takes an action that would normally provoke an attack of opportunity if he were adjacent to the invisible guardian or his allies (movement, casting a spell, firing a projectile, etc), the invisible guardian may use an attack of opportunity and an immidiate action to teleport into any square adjacent to the target and make an attack against that target. This attack is treated as an attack of opportunity. Dimension Step can only target enemies within the distance of the invisible guardian's primary mode of movement (usually walking).
Improved Uncanny Dodge (Ex) - At 8th level and higher, an invisible guardian can no longer be flanked. This defense denies a rogue the ability to sneak attack the invisible guardian by flanking him, unless the attacker has at least four more rogue levels than the target has invisible guardian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Combat Rhythm (Ex) - At level 8, an invisible guardian takes his mobile combat style to the next level, allowing him to slash furiously at his enemies without losing his momentum. An invisible guardian may move and take a full attack during the same turn, as long as he moves at least 5 feet between each attack. He may not move more than his normal movement speed during any turn he uses Combat Rhythm.
Improved Evasion (Ex) - At level 9, an invisible guardian upgrades to improved evasion. Improved evasion works like evasion, except that while the invisible guardian still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless invisible guardian does not gain the benefit of improved evasion.
Dimension Guardian (Su) - At level 10, an invisible guardian can react to the danger of his allies before it happens. Any time an ally is attacked or makes a saving throw, an invisible guardian may teleport adjacent to that ally, following the same rules as Dimensional Step. When he does so, he may take the attack instead of his ally. The attack directed at the invisible guardian's ally is directed at the invisible guardian instead. Using this ability cannot protect creatures from the effects of an area attack.
Shadow Guardian (Su) - A 14th level Invisible Guardian can direct its own shadow in battle. As long as the guardian is neither invisible nor in total darkness, he can cause he shadow to extend and strike at foes or defend his allies. In effect, the Invisible Guardian's reach is extended by 5' per four points of his Dexterity Modifier. Any abilities that apply to adjacent allies now apply to any allies within the Invisible Guardian's extended reach. The invisible guardian cannot flank with the extended reach granted by this ability.