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Invisible Blade

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Invisible Blade

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

Skills: Sleight of Hand 6

Feats: Weapon Focus: One Handed Edged, Dodge

Class Features

Hit die: d8

Proficiencies: No additional proficiencies are gained

Skill points: 4+ int modifier

Class Skills: 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 Sneak
1st 1 0 2 0 Invisible Strike I, Unfettered Defense 8 1d6
2nd 2 0 3 0 Bleeding Wound 16 1d6
3rd 3 1 3 1 Invisible Strike II, Crippling Throw 24 2d6
4th 4 1 4 1 32 2d6
5th 5 1 4 1 Invisible Strike III, Uncanny Feint, Improved Bleeding Wound 40 3d6

Arelith Changes

Change Level Description
Invisible Strike 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.

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 1 Grants +1 deflection AC bonus per base int modifier + 1. Cannot exceed class level. Capped at 4.
Bleeding Wound 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.

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).


Crippling Throw 3 Throw a hidden blade at target's leg. This ability has a 2 turn cooldown.
  • Wound effect is multiplied by 3 and DC is increased by 3 if attack was a sneak attack.
  • Applies 3 bleeding wound stacks and 25% movement speed decrease without reflex save.
  • 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.)

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.