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!Level
!Level
!Description
!Description
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|'''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.
|-
|'''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.
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|'''Blinding Speed'''
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| {{:Blinding Speed}}


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|-

Revision as of 20:05, 31 January 2022

Characters

Character Creation

Characters on Arelith:
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Deity - Class
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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: +7

Feats: Lightning Reflexes

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, 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.
  • 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 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.
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.
Note: The weapon must be a finesse weapon, please note that there are a number of custom weapon changes including adding finesse to weapons.
Blinding Speed -
Invisible Blade
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Notes

  • None

References

  • None


Bleeding Wound 1 On a successful melee attack the target will receive a bleeding wound stack.
  • Bleeding wound will cause Slashing 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.
  • 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.
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.
  • 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 melee attack:
  • Converts and consumes up to 5 Bleeding Wound stacks into level scaled Slashing 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

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

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. Not working currently

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.