Invisible Blade: Difference between revisions
→Invisible Blade Weapons: removed the requirement for the weapon to be finessable |
Seeker cleric note about Lightly Armored |
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{{ | {{SystemsNav|title=Invisible Blade}}<br/> | ||
'''Invisible Blade''' is a custom prestige class with Arelith specific mechanics. | '''Invisible Blade''' is a custom prestige class with Arelith specific mechanics. | ||
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'''Alignment restrictions:''' None | '''Alignment restrictions:''' None | ||
'''Base attack bonus:''' + | '''Base attack bonus:''' +4 | ||
'''Feats:''' | '''Feats:''' [[Dirty Fighting]] | ||
=== Class Features === | === Class Features === | ||
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'''Skill points:''' 8 + int modifier | '''Skill points:''' 8 + int modifier | ||
'''Class Skills:''' bluff, climb, concentration, craft mastery, heal, hide, listen, lore, move silently, parry, ride, sleight of hand, spot, tumble | '''Class Skills:''' bluff, climb, concentration, craft mastery, discipline, heal, hide, listen, lore, move silently, parry, ride, sail, sleight of hand, spot, tumble | ||
'''Unavailable feats:''' scribe scroll, craft wand, weapon specialization | '''Unavailable feats:''' scribe scroll, craft wand, weapon specialization | ||
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'''Base attack bonus:''' +1/level | '''Base attack bonus:''' +1/level | ||
'''Special:''' Class abilities require wearing clothing or light armor. Additionally, class abilities require | '''Special:''' Class abilities require wearing clothing or light armor. Additionally, class abilities require wielding [[Invisible Blade#Invisible_Blade_Weapons|Invisible Blade Weapon]]s. | ||
=== Level Progression === | === Level Progression === | ||
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{| {{Table-Class}} | {| {{Table-Class}} | ||
!'''Level''' | |||
!'''BAB''' | |||
!'''Fort''' | |||
!'''Reflex''' | |||
!'''Will''' | |||
!'''Feats''' | |||
!'''HP''' | |||
|- | |- | ||
| 1st||1||0||2||0||'''''Bleeding Wound'''''||8 | | 1st||1||0||2||0||'''''Bleeding Wound'''''||8 | ||
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|- | |- | ||
| 3rd||3||1||3||1||'''''Eviscerate'''''||24 | | 3rd||3||1||3||1||'''''Eviscerate'''''||24 | ||
|- | |||
| 4th||4||1||4||1||||32 | |||
|- | |||
| 5th||5||1||4||1||||40 | |||
|} | |} | ||
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== Arelith Changes == | == Arelith Changes == | ||
{| | {| {{Table-Class}} | ||
|- | |- | ||
!Change | !Change | ||
!Level | !Level | ||
!Description | !Description | ||
|- | |||
|'''Stealth Bonuses''' | |||
| - | |||
| [[Assassin]], [[Harper#Harper Scout|Harper Scout]], [[Invisible Blade]], [[Rogue]], [[Shadowdancer]] and [[Zhentarim#Zhentarim_Operative|Zhentarim Operative]] levels stack with Rogue levels when qualifying for the in stealth rogue speed increase but only [[Rogue]], [[Harper#Harper Scout|Harper Scout]], and [[Zhentarim#Zhentarim_Operative|Zhentarim Operative]] levels count for the +AB bonus when leaving stealth. Rogue levels are required for this bonus to trigger. | |||
* At combined level 16, movement speed penalty in stealth is reduced by 10%. | |||
* At combined level 18, gain +1 AB for 1 round after leaving stealth. +AB has a 5 round cooldown. | |||
* At combined level 20, movement speed penalty in stealth is reduced by 20%. | |||
* At combined level 24, movement speed penalty in stealth is reduced by 30% and gain +2 AB for 1 round after leaving stealth. +AB has a 5 round cooldown. | |||
* If the character has monk levels 10% of the bonus speed is removed. | |||
|- | |||
|'''Lightly Armored''' | |||
| - | |||
| [[Assassin]], [[Harper#Harper Scout|Harper Scout]], [[Invisible Blade]], [[Rogue]], [[Shadowdancer]] and [[Zhentarim#Zhentarim_Operative|Zhentarim Operative]] levels stack with Rogue levels for the purpose of calculating how much lost DEX is regained as Dodge AC via the Lightly Armored feat. Rogue levels are required for this bonus to trigger. Light armor will receive all AC lost to the dex cap as Dodge AC, subject to a cap of AC/4 combined levels. For example, if you have 6 rogue and 3 assassin levels and 28 of dex (modifier 9), and you are using a Studded Leather Armor - which has a max dex modifier of 4 - then, you'd have 4 of normal dex AC, and 2 of extra Dodge AC, and lose 2 points of AC until combined level 15. | |||
'''NOTE:''' Taking the levels of Cleric and selecting the Seeker path will remove this feature. | |||
|- | |||
|'''Specialty Weapons''' | |||
| - | |||
| [[Assassin]], [[Harper#Harper Scout|Harper Scout]], [[Invisible Blade]], [[Rogue]], [[Shadowdancer]] and [[Zhentarim#Zhentarim_Operative|Zhentarim Operative]] levels stack with [[Rogue]] levels when qualifying for the +1 AB to any finessable weapon at levels 19 and 24. Rogue levels are required for this bonus to trigger. At 19 combined levels, gain +1 AB when using any finessable weapon. At 24 combined levels, gain +1 additional AB when using any finessable weapon. These bonuses add to a weapon's non-magical Attack Bonus and allow Damage Reduction penetration. For example, a +3 AB weapon will become +5, capable of bypassing Stoneskin or Premonition, with 16 rogue 5 shadowdancer and 3 assassin combined levels. | |||
:'''Note:''' The weapon must be a [https://nwn.fandom.com/wiki/Weapon_finesse finesse weapon], please note that there are a number of [[Weapons#Weapon_Changes|custom weapon changes]] including adding finesse to weapons. | |||
|- | |||
|'''Blinding Speed''' | |||
| - | |||
| {{:Blinding Speed/feat}} | |||
|- | |- | ||
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| 1 | | 1 | ||
| On a successful melee attack the target will receive a bleeding wound stack. | | On a successful melee attack the target will receive a bleeding wound stack. | ||
* Bleeding wound will cause | * Bleeding wound will cause Bleeding damage per stack every round scaled by level: | ||
:* Level 1: 1 Damage | |||
:* Level 2: 1 Damage | |||
:* Level 3: 2 Damage | |||
:* Level 4: 2 Damage | |||
:* Level 5: 3 Damage | |||
* Bleeding wound stacks expire after 1 minute after the last application of the effect. | * Bleeding wound stacks expire after 1 minute after the last application of the effect. | ||
* Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1. | * Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1. | ||
* Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 35. | * Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 35. | ||
|- | |- | ||
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|'''Eviscerate''' | |'''Eviscerate''' | ||
| 3 | | 3 | ||
| Upon a successful | | Upon a successful melee attack: | ||
* | * Converts and consumes up to 5 Bleeding Wound stacks into level scaled Bleeding damage: | ||
* | :* Level 1: 1d3 per stack | ||
:* Level 2: 1d3 per stack | |||
:* Level 3: 1d3 per stack | |||
:* Level 4: 1d3 per stack | |||
:* Level 5: 2d3 per stack | |||
* This damage is in addition to the normal attack damage | |||
* This damage is subject to criticals | |||
* Cooldown: 10 seconds | |||
:{| | |||
|{{:Instant Attack}} | |||
|} | |||
|} | |} | ||
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=== Invisible Blade Weapons === | === Invisible Blade Weapons === | ||
The [[Invisible Blade]] abilities, where noted above, can only be used when wielding a particular selection of [[Invisible Blade]] weapons. The weapon must meet the following criteria to be considered an [[Invisible Blade]] weapon: | The [[Invisible Blade]] abilities, where noted above, can only be used when wielding a particular selection of [[Invisible Blade]] weapons. The weapon must meet the following criteria to be considered an [[Invisible Blade]] weapon: | ||
:* | :* All concealable melee weapons, which are weapons one or more size categories smaller than the wielder | ||
::* Exceptions: Lance, Magic Staff, Spear and Shuriken. | |||
::* NOTE: Monkey Grip does not expand applicable weapons, it confers no mechanical change to these restrictions. | |||
Examples:<br/> | Examples:<br/> | ||
1. A human (medium sized race) [[Invisible Blade]] can wield Short | 1. A human (medium sized race) [[Invisible Blade]] can wield a single Short Sword (small sized weapons) and qualify for [[Invisible Blade]] class features.<br/> | ||
2. A halfling (small sized race) [[Invisible Blade]] can wield Kukris (tiny sized weapons) and qualify for [[Invisible Blade]] class features. | 2. A halfling (small sized race) [[Invisible Blade]] can dual wield Kukris (tiny sized weapons) and qualify for [[Invisible Blade]] class features.<br/> | ||
3. An Ogre (large sized race) [[Invisible Blade]] can wield a scimitars (medium sized weapon) and qualify for [[Invisible Blade]] class features. | |||
==Roleplay Tips== | ==Roleplay Tips== |
Latest revision as of 16:54, 21 February 2025
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Invisible Blade is a custom prestige class with Arelith specific mechanics.
Introduction
Arelith Invisible Blades are deadly rogues who prefer to use light blades in combat. Mechanical information is included in the #Class Mechanics on this page and explained in the #Arelith Changes section. The #Roleplay Tips section provides suggestions for character development.
Class Mechanics
Requirements
Alignment restrictions: None
Base attack bonus: +4
Feats: Dirty Fighting
Class Features
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Hit die: d8
Proficiencies: No additional proficiencies are gained
Skill points: 8 + int modifier
Class Skills: bluff, climb, concentration, craft mastery, discipline, heal, hide, listen, lore, move silently, parry, ride, sail, sleight of hand, spot, tumble
Unavailable feats: scribe scroll, craft wand, weapon specialization
Primary saving throw(s): Reflex
Base attack bonus: +1/level
Special: Class abilities require wearing clothing or light armor. Additionally, class abilities require wielding Invisible Blade Weapons.
Level Progression
Hit points rolls on Arelith are always maximum.
Level | BAB | Fort | Reflex | Will | Feats | HP |
---|---|---|---|---|---|---|
1st | 1 | 0 | 2 | 0 | Bleeding Wound | 8 |
2nd | 2 | 0 | 3 | 0 | Crippling Throw, Arcane Bleed | 16 |
3rd | 3 | 1 | 3 | 1 | Eviscerate | 24 |
4th | 4 | 1 | 4 | 1 | 32 | |
5th | 5 | 1 | 4 | 1 | 40 |
Arelith Changes
Change | Level | Description | |||||
---|---|---|---|---|---|---|---|
Stealth Bonuses | - | Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels when qualifying for the in stealth rogue speed increase but only Rogue, Harper Scout, and Zhentarim Operative levels count for the +AB bonus when leaving stealth. Rogue levels are required for this bonus to trigger.
| |||||
Lightly Armored | - | Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels for the purpose of calculating how much lost DEX is regained as Dodge AC via the Lightly Armored feat. Rogue levels are required for this bonus to trigger. Light armor will receive all AC lost to the dex cap as Dodge AC, subject to a cap of AC/4 combined levels. For example, if you have 6 rogue and 3 assassin levels and 28 of dex (modifier 9), and you are using a Studded Leather Armor - which has a max dex modifier of 4 - then, you'd have 4 of normal dex AC, and 2 of extra Dodge AC, and lose 2 points of AC until combined level 15.
NOTE: Taking the levels of Cleric and selecting the Seeker path will remove this feature. | |||||
Specialty Weapons | - | Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels when qualifying for the +1 AB to any finessable weapon at levels 19 and 24. Rogue levels are required for this bonus to trigger. At 19 combined levels, gain +1 AB when using any finessable weapon. At 24 combined levels, gain +1 additional AB when using any finessable weapon. These bonuses add to a weapon's non-magical Attack Bonus and allow Damage Reduction penetration. For example, a +3 AB weapon will become +5, capable of bypassing Stoneskin or Premonition, with 16 rogue 5 shadowdancer and 3 assassin combined levels.
| |||||
Blinding Speed | - |
| |||||
Bleeding Wound | 1 | On a successful melee attack the target will receive a bleeding wound stack.
| |||||
Crippling Throw | 2 | On a successful ranged touch attack the target will be inflicted by 2 Bleeding Wound stacks and must succeed against a reflex save with a DC equal to Character Level + 3 + Intelligence Modifier.
| |||||
Arcane Bleed | 2 | Upon a successful melee touch attack the target:
| |||||
Eviscerate | 3 | Upon a successful melee attack:
|
Invisible Blade Weapons
The Invisible Blade abilities, where noted above, can only be used when wielding a particular selection of Invisible Blade weapons. The weapon must meet the following criteria to be considered an Invisible Blade weapon:
- All concealable melee weapons, which are weapons one or more size categories smaller than the wielder
- Exceptions: Lance, Magic Staff, Spear and Shuriken.
- NOTE: Monkey Grip does not expand applicable weapons, it confers no mechanical change to these restrictions.
Examples:
1. A human (medium sized race) Invisible Blade can wield a single Short Sword (small sized weapons) and qualify for Invisible Blade class features.
2. A halfling (small sized race) Invisible Blade can dual wield Kukris (tiny sized weapons) and qualify for Invisible Blade class features.
3. An Ogre (large sized race) Invisible Blade can wield a scimitars (medium sized weapon) and qualify for Invisible Blade class features.
Roleplay Tips
- Visit the Forgotten Realms wiki for some class lore.
External Links
- Information about the NWN 2 class is available on NWNW 2 wiki.