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Invisible Blade: Difference between revisions

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Level Progression: update level and feat progession
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Arelith Changes: updated Invisible Blade Feat definitions.
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|'''Invisible Strike'''
|'''Bleeding Wound'''
| 1
| 1
| Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. +1d6 sneak attack per feat level.
| On a successful melee attack the target will receive a bleeding wound stack.
* Bleeding wound will cause 3 magical damage per stack every round.
* 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.
* Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 55.


''Note: This feat itself will not grant sneak attacks. Other class appropriate sneak attack feats will be added instead. This is due to engine limitations.''


|-
|-
|'''Unfettered Defense'''
|'''Crippling Throw'''
| 1
| 2
| Grants +1 deflection AC bonus per base int modifier + 1. Cannot exceed class level. Capped at 4.
| 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.
* Upon a failed reflex save, the target will be slowed by 50% for 5 rounds.
* The target does not benefit from spellcraft bonus to the save.  
* This ability has a 2 turn cooldown.


|-
|-
|'''Bleeding Wound'''
|'''Arcane Bleed'''
| 2
| 2
| Activate to deal one stack of bleeding wound for 1 turn, sacrificing 1d6 extra damage that comes from Invisible Strike. Requires a sneak attack.
| Upon a successful melee touch attack the target:
''Note: This is not a Combat Mode and will not deactivate an active Combat Mode''
* Is breached of up to 4 spell effects.
* Bleeding wound will cause 1 magical damage per stack every round.  
* Sustains 20% spell failure
* Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1.
* Receives a -5 penalty to Lore and Use Magic Device skills for 5 rounds.
* Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 25 + (Stack size / 2).
* This ability has a 3 minute cooldown.
 


|-
|-
|'''Crippling Throw'''
|'''Eviscerate'''
| 3
| 3
| Throw a hidden blade at target's leg. This ability has a 2 turn cooldown.
| Upon a successful touch melee attack:
* Wound effect is multiplied by 3 and DC is increased by 3 if attack was a sneak attack.
* All Bleeding Wound stacks are removed from the target.
* Applies 3 bleeding wound stacks and 25% movement speed decrease without reflex save.  
* For each stack removed, the target receives 3d6 magical damage.
* Additionally, a Reflex Save is made to avoid further effects. DC is (Invisible Blade levels * 2) + INT modifier + (Sleight of Hand / 3).
** Failed reflex extends duration to 2 rounds and also slow effect is applied.
|-
|'''Uncanny Feint'''
| 5
| A quick Jab, a thrown pocket of sand, a flash of a knife which seeks no flesh. All to distract and misdirect ones opponent. Whilst usually weaved in with ones offense one truly skilled in misdirection can use this to determine where a foe will swing. An Invisible blade's attempts to feint and misdirect become uncannily impressive and almost supernatural in origin.
* Every two rounds Invisible Blade will make a sleight of hand skill check vs current opponent's discipline.
* Upon success, opponent will lose 2 AC.
* If invisible blade changes his opponent, old opponent will gain his AC back.
* If invisible blade fails a check after a successful check, opponent will regain his lost AC.
* Multiple Invisible Blades cannot stack the effect against a single target.


|-
|'''Improved Bleeding Wound'''
| 5
| Activate to deal three stacks of bleeding wound for 1 turn, sacrificing 3d6 extra damage that comes from invisible strike. Requires a sneak attack.
''Note: This is not a Combat Mode and will not deactivate an active Combat Mode''
* Bleeding wound will cause 1 magical damage per stack every round.
* 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 25 + (Stack size / 2).
* Critical hits leaves 1 stack of bleeding wound. (Combat mode and sneak does not have to be active for a critical hit stack of bleeding wound.)
|}
|}



Revision as of 12:47, 16 May 2021

Characters

Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List


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: +7

Class Features

Invisible Blade

Hit die: d8

Proficiencies: No additional proficiencies are gained

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

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 dual-wielding class weapons (kukri, shortsword, or dagger), a combination of those weapons (like dual-wielding shortsword and dagger), or wielding a class weapon with an empty off-hand.

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

Arelith Changes

Change Level Description
Bleeding Wound 1 On a successful melee attack the target will receive a bleeding wound stack.
  • Bleeding wound will cause 3 magical damage per stack every round.
  • 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.
  • Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 55.


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.
  • Upon a failed reflex save, the target will be slowed by 50% for 5 rounds.
  • The target does not benefit from spellcraft bonus to the save.
  • This ability has a 2 turn cooldown.
Arcane Bleed 2 Upon a successful melee touch attack the target:
  • Is breached of up to 4 spell effects.
  • Sustains 20% spell failure
  • Receives a -5 penalty to Lore and Use Magic Device skills for 5 rounds.
  • This ability has a 3 minute cooldown.
Eviscerate 3 Upon a successful touch melee attack:
  • All Bleeding Wound stacks are removed from the target.
  • For each stack removed, the target receives 3d6 magical damage.

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.