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Indigo Trickster [3.5 Invocation Fighter] (PEACH)

Game design for the d20 system

Indigo Trickster [3.5 Invocation Fighter] (PEACH)

Postby Dralnu » Fri Jun 24, 2011 7:24 pm

Indigo Trickster


Image
"Are you sure you want to attack me, and not the 'me' over there?" - An illusory duplicate of Ezreal Drillun, an indigo trickster.


Indigo Tricksters combine skill, arcane magic, and deadly fighting technique to catch their opponents off-balance and capitalize their foes' lapse in defense to deliver a deadly flurry of blows. Indigo Tricksters love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Their cunning use of illusion magic sets their opponents up, only to knock them down with a devastating onslaught of steel and arcane might.

GAME RULE INFORMATION
Indigo Tricksters have the following game statistics.
Abilities: High Dexterity is most important for an indigo trickster, as the AC, Initiative, and Reflex boosts all greatly synergize with class abilities. A high Strength is also important for indigo tricksters that rely on the stat to hit and deal damage. A good Intelligence makes your invocations harder to resist and also improves your AC. As usual, good Constitution greatly helps an otherwise squishy melee class.
Alignment: Any
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As rogue.

Class Skills
The Indigo Trickster's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

INDIGO TRICKSTER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialInvocations Known
1st
+1
+0
+2
+0
Arcane Surge, Invocation (least), Quick To Act +1
1
2nd
+2
+0
+3
+0
AC Bonus
2
3rd
+3
+1
+3
+1
Two-Weapon Fighting
3
4th
+4
+1
+4
+1
Lowered Guard -1
4
5th
+5
+1
+4
+1
Arcane Fission, Quick To Act +2
4
6th
+6/+1
+2
+5
+2
New Invocation (least or lesser), Improved Two-Weapon Fighting
5
7th
+7/+2
+2
+5
+2
Trickster's Savvy, Evasion
6
8th
+8/+3
+2
+6
+2
Lowered Guard -2
7
9th
+9/+4
+3
+6
+3
Uncanny Agility
8
10th
+10/+5
+3
+7
+3
Quick To Act +3
8
11th
+11/+6/+1
+3
+7
+3
New Invocation (least, lesser, or greater), Greater Two-Weapon Fighting
9
12th
+12/+7/+2
+4
+8
+4
Lowered Guard -3
10
13th
+13/+8/+3
+4
+8
+4
Impenetrable Illusions
11
14th
+14/+9/+4
+4
+9
+4
Improved Evasion
12
15th
+15/+10/+5
+5
+9
+5
Quick To Act +4
12
16th
+16/+11/+6/+1
+5
+10
+5
New Invocation (least, lesser, greater, or dark), Lowered Guard -4
13
17th
+17/+12/+7/+2
+5
+10
+5
Supreme Two-Weapon Fighting
14
18th
+18/+13/+8/+3
+6
+11
+6
15
19th
+19/+14/+9/+4
+6
+11
+6
16
20th
+20/+15/+10/+5
+6
+12
+6
Arcane Alarcity, Lowered Guard -5
16


CLASS FEATURES
All of the following are class features of the Indigo Trickster:

Weapon and Armor Proficiencies: As an indigo trickster, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.

Invocations: You do not prepare or cast spells as other wielders of arcane magic do. Instead, you possess a repertoire of arcane-based attacks, defenses, and abilities known as invocations. You can use any invocation that you know at will. Unlike the invocations wielded by the warlock or dragonfire adept, your indigo trickster invocations are considered supernatural abilities unless otherwise noted in their description. They are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

The save DC for an invocation (if it allows a save) is 10 + half your class level + your Intelligence modifier. Your caster level with invocations is equal to your class level. Each invocation has a spell level equal to half your class level.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. You begin with knowledge of one invocation, which must be of the lowest grade (least). As you gain levels in this class, you learn new invocations, as summarized on the Table and described below. A list of available invocations, along with their complete descriptions, can be found in the post following this class description.

At any level when you learn a new invocation, you can also replace an invocation you already know with another invocation of the same or a lower grade. At 6th level, you can replace a least invocation you know with a different least invocation. At 11th level, you can replace a least or lesser invocation you know with another invocation of the same or a lower grade. At 16th level, a you can replace a least, lesser, or greater invocation you know with another invocation of the same or a lower grade.

Arcane Surge: The faint blue glow surrounding your weapons begin to grow larger and brighter with each successful strike. As your weapons become engulfed with arcane energy, you suck in the power from them to fuel your devastating attack.

Some of the invocations have two versions: a regular form and a stronger "surge" version. The surge version of an invocation costs a number of surge points to use and adds an extra effect to the invocation. Invocations with a surge cost of X require that you spend a minimum of 1 surge point to activate.

You acquire a surge point with each successful attack that you make with a melee or thrown weapon, which you can then use to fuel your surge invocations. These points are stored until you either expend them or until the end of the encounter. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.

Example: Ezreal is a level 6 indigo trickster and is fighting an orc. He is currently storing 4 surge points. He makes makes a full attack with two daggers against an orc. Three attacks hit, earning him 3 surge points, but he can only store up to 6 points at a time, so he only gains 2 to bring him to 6.

Quick To Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, and 15th level.

AC Bonus: Starting at 2nd level, you can add your Intelligence modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Two-Weapon Fighting (Ex): The path of the indigo tempest teaches how to effectively wield two weapons at once. At 3rd level, you gain Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat. If you already have Two-Weapon Fighting, you may take a feat listed as a fighter bonus feat, so long as you meet all the prerequisites for that feat.

At 6th level, you gain Improved Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat.

At 11th level, you gain Greater Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat.

Lowered Guard (Ex): Cracks in your enemies' defenses appear when you surprise them, which you and your allies can further exploit. Starting at level 4, Enemies that are denied their dexterity bonus by you take a -1 penalty to their AC until the beginning of your next turn. This penalty increases by 1 at level 8, 12, 16, and 20.

Arcane Fission (Su): Your battle-focused arcane abilities allow you to wield your favored weapon in both hands by splitting it into two identical weapons. At level 5, if you're holding a weapon in one hand and nothing in an empty hand, you may create a duplicate of the weapon that forms in your empty hand. This duplicate is made of pure arcane energy but otherwise acts identically like the original weapon, including any enchantments and effects the original weapon has except for any limited use abilities. The weapon is treated as a light weapon when wielded in your off hand. The duplicate weapon dissolves into nothing if it's not in your hand by the end of your round, or immediately if anyone else holds it. Creating a duplicate weapon is a free action.

Trickster's Savvy (Ex): Starting a 7th level, your class level is equivalent to a rogue's for determining whether or not you can flank a creature with the Improved Uncanny Dodge ability (see barbarian PHB p26).

Evasion (Ex): At 7th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Uncanny Agility (Ex): Beginning at 9th level, you may spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.

Impenetrable Illusions (Su): At 13th level, you've developed such skill with the arcane arts that it's nearly impossible to detect your invocations with divination magic. When anyone employs a divination spell, spell-like ability, or magic item (such as detect magic) that may detect the magical aura of one of your invocations, the wielder must make a character level check (DC 11 + your class level) to successfully detect your invocations. Similarly, anyone attempting to use a divination such as see invisibility to reveal the effects of one of your invocations must make a level check to reveal your spell's effects. The divination user can only check once for each diviniation spell used, no matter how many of your invocations are operating in an area.

Improved Evasion (Ex): From 14th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.

Supreme Two-Weapon Fighting (Ex): Beginning at 17th level, you've reached the pinnacle of two-weapon fighting. You get a fourth attack with your offhand weapon, albeit at a -15 penalty.

Arcane Alarcity (Ex): At 20th level, you can supercharge your nerves with arcane power, allowing you to react at unthinkable speed. You may activate this ability as a free action to take additional swift or immediate actions this round. The first additional swift or immediate action costs 2 surge points, with a cumulative cost of 1 surge point per further use of this ability (3 surge points for the second swift immediate action, 4 for the third, etc.). You may only use this ability once per encounter.


MULTICLASS CHARACTERS
You may benefit from prestige classes in the same manner as warlocks. Taking levels in a prestige class that have have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” grants new invocations known and an increased caster level when using your invocations as though you had gained a level in the indigo trickster class. You do not, however, gain any other indigo trickster class abilities.

You cannot qualify for prestige classes with spellcasting level requirements, as you never actually learns to cast spells. However, prestige classes with caster level requirements are well suited to you. Your caster level for your invocations fulfills this requirement.

Even when you gain levels in a different class, the amount of Arcane Surge points that you can hold grows larger. Determine the maximum number of Arcane Surge points that you can hold at a time by adding your indigo trickster levels + 1/2 your levels in all other classes.





Designer's Notes:
I'm aiming for low/mid tier 3 twf'ing base class. From the standard dual shortswords to the multiple dagger thrower, I feel dual-wielders shouldn't have to jump through so many hoops just to be somewhat comparable to the guy wielding a greatsword.

As it stands, Two Weapon Fighting is almost always a worse option than Two-Handed Weapons. I wanted to fix that by addressing what I feel are key problems with the fighting style:
1) Way too feat intensive. Power Attack > TWF + ITWF + GTWF and is less stat-intensive while doing it. So I made those feats free.
2) You have to pay double for magic weapons. You only invest in one two-handed weapon but you gotta pay for both of those one-handed weapons. So I made the second one free.
3) No incentive to go for two-weapon fighting. Almost nothing out there encourages it, aside from some sneak attack builds that end up being subpar anyway. So I added a mechanic that promotes hitting a lot.

My second goal was to make a fun, fluid class that had interesting abilities which synergized well with each other. A common theme that I've come up with is "Denied Dexterity bonus to AC." This element is keyed to many abilities of the class. The Indigo base classes are basically fighters wielding "blue magic" from Magic the Gathering. They specialize in trickery, and they gain power over opponents when they fall into their traps.

The classes that I mostly compared with were the Duskblade, Warlock, and ToB classes. I immediately knew that I wanted this class to have more invocations known than a warlock -- the base warlock class just has too few currently, as most would agree (though the warlock still has an overall better selection). I didn't want to outdamage a Duskblade, and indeed the Trickster will not do that, as any Duskblade with Power Attack and Arcane Strike will prove. Finally, ToB classes are, generally speaking, have more powerful tools at their disposal for pure combat. In addition, they all hold qualities that the Trickster cannot surpass: Crusader will always be the better tank, Warblade will always be the better damage dealer, and the Swordsage will always be more versatile. On the other hand, the Trickster brings utility abilities that ToB classes cannot replicate. In short, the Trickster is meant to be roughly on par with the ToB classes -- more on the low-end (Swordsage) than the high-end (Warblade) -- but not surpass them.


Credits:
The image for this class is adapted from Amaranth - Commission by shirotsuki. All credit goes to her for this excellent image.

I used DragoonWrath's excellent Invoker class invocation table for the formatting, and used his new invocation, Falling Dream (though I swapped it to Greater Invocation instead of Lesser).
Dralnu
 
Posts: 3
Joined: Fri Jun 24, 2011 6:56 pm

Re: Indigo Trickster [3.5 Invocation Fighter] (PEACH)

Postby Dralnu » Fri Jun 24, 2011 7:27 pm

Invocation List
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Warlock Invocation in Dragon Magic.
4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
N New Invocation described below.

Least Invocations
  • All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
  • Aquatic Adaptation4 - Breathe underwater; gain swim speed.
  • Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
  • Arcane SurpriseN - Detonate an attacked figment, anyone caught in radius is denied Dexterity bonus.
  • Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
  • BlurN - Gain Blur, as the spell.
  • Indigo JauntN - Appear adjacent to a target that is denied their Dexterity bonus as a swift action.
  • Indigo SparkN - Your attacks deal extra damage until end of turn.
  • Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
  • Magic Insight4 - Use Detect Magic and Identify as the spells.
  • Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
  • Phantom AssailantN - Illusory double appears, target denied Dexterity bonus if successfully attacked.
  • Rogue's CunningN - Permanently gain Trapfinding ability and Disable Device as a class skill.
  • See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
  • Silent ImageN - Use Silent Image, as the spell.
  • Trick of the EyeN - Instantly swap positions with ally or figment as standard or swift action.

Lesser Invocations
  • Arcane DetonationN - Detonate an attacked figment, anyone caught in radius is denied Dexterity bonus and dealt damage.
  • Bait n' SwitchN - Instantly swap positions with ally or figment as a swift or immediate action.
  • Charm1, 4 - Cause a single creature to regard you as a friend.
  • Crashing WaveN - Gain Pounce as part of a charge.
  • DecoysN - Use Mirror Image, as the spell, except shorter duration and fewer figments.
  • DeflectionN - Gain AC bonus against a single attack.
  • DisappearN - Use Invisibility, as the spell, or its swift version.
  • Find the GapN - Your attacks are resolved as touch attacks until end of turn.
  • Fleeting TargetN - Use Displacement, as the spell.
  • Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
  • Fool You TwiceN - Use Explosive Runes, Illusory Script, Magic Aura, and Misdirection, as the spells.
  • Indigo FlameN - Your attacks deal extra damage until end of turn.
  • Indigo StrideN - Appear adjacent to a target that is denied their Dexterity bonus as a swift action.
  • Major ImageN - Use Major Image, as the spell.
  • Master of DisguiseN - Use Disguise Self and Tongues, as the spells.
  • Phantom DuoN - Two illusory doubles appear, target denied Dexterity bonus if successfully attacked.
  • Voidsense1, 4 - Gain blindsense 30 feet.

Greater Invocations
  • Falling DreamN - Use Illusory Pit, as the spell.
  • Indigo BlinkN - Appear adjacent to a target that is denied their Dexterity bonus as a free action.
  • Indigo InfernoN - Your attacks deal extra damage until end of turn.
  • Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
  • Phantom MobN - Three illusory doubles appear, target denied Dexterity bonus if successfully attacked.
  • ReflectionN - Gain AC bonus against a single attack, send the attack back at foe.
  • Trickster's DelightN - Swap positions and appearances with target creature.
  • Wave of ConfusionN - Launch spectral daggers at targets that are denied their Dexterity bonus, they are affected by confusion, as the spell.
  • Unseen AssailantN - Use Greater Invisibility, as the spell, or its swift version.

Dark Invocations
  • Cloak and DaggerN - Use Dominate Person, as the spell, against target currently denied their Dexterity bonus.
  • Enemy Of My EnemyN - Create illusory duplicate of target that fights using the some of the original's statistics.
  • Fool's BaneN - Summon illusory duplicates of yourself to full attack foes that are currently denied their Dexterity bonus.
  • Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
  • Phantom FuelN - Three illusory duplicates appear, each of their successful attacks deny the target of their Dexterity bonus and award you with 1 surge point.
  • Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
  • RetaliationN - Gain AC bonus against a single attack, launch devastating wave that deals damage and stuns all in its path.




New Least Invocations
Arcane Surprise
Initiation Action: 1 immediate action
Range: 60ft.
Target: Your figment
Duration: Instantaneous

You charge your illusion with volatile arcane power just as your opponent destroys it, causing it to explode in a dazzling display of blue energy.

You may use this invocation when one of your figments have been attacked. The illusion creates an explosion with a radius of 10ft. Anyone within this radius is denied their Dexterity bonus to their AC until the beginning of their next round. You and your allies are immune to this effect.

Surge X: The blast radius is increased by X feet , where X is equal to ten times the number of surge points used.


Blur
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1min./level

This invocation works as blur, except the range is personal.


Indigo Jaunt
Initiation Action: 1 swift action
Range: 15ft.
Target: You
Duration: Instantaneous

Taking advantage of your opponent's moment of weakness, your image flickers and disappears, only to reappear directly beside him.

You instantly appear in a square adjacent to a creature that is currently denied its Dexterity bonus to AC. You cannot move into a space that is occupied by a creature or object. If you cannot move adjacent to the target, this invocation fails to function but is considered used.

Surge 1: The range is increased to 30ft.


Indigo Spark
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon bursts into blue arcane flames as it sweeps towards your foe in an elegant arc.

When you initiate this invocation, your weapon is engulfed in arcane flames. For the rest of your turn, your attacks deal an extra +1 point of damage.

Surge X: Your attacks deal an extra +1 points of damage, where X is equal to the number of surge points used.


Phantom Assailant
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

A duplicate of you exits your body. With a grin, it charges at the enemy.

An illusory duplicate of you springs into being, starting in a square adjacent to yours by "leaving" your body. It acts similarly to a summoned monster, acting immediately, on your turn. You can mentally command it as a free action. The figment can perform any number of basic actions that your character could perform during this round, such as attacking. It cannot, however, mimic any invocations or special class abilities that you may have.

The image uses your land speed for movement and uses your current total attack bonus when attacking. The figment can only make one attack against the target's touch AC. If it hits an opponent with an attack, the attack deals no damage but the opponent is denied its Dexterity bonus to its AC until the beginning of its next turn and the image immediately disappears.

Any successful attack against the image destroys it. The image’s AC is 10 + your size modifier + your Dex modifier. It seems to react normally to area spells (such as looking like it's burned or dead after being hit by a fireball).

Surge 1: The initiation action is instead a swift action.


Rogue's Cunning
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Permanent

When you use this invocation, you permanently gain the trapfinding ability and Disable Device as a class skill. This is an extraordinary ability.

Unlike other invocations, you cannot replace this invocation once you have learned it.


Silent Image
Initiation Action: 1 standard action
Range: 400ft. +40ft./level
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)

This invocation works as silent image.


Sudden Opportunity
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You time your strike just when the opponent is caught off-balance, easily piercing his defenses.

For the rest of your turn, you have a +Intelligence modifier attack bonus to attacks against opponents that are denied their Dexterity bonus to AC.

This invocation is an extraordinary ability.


Trick of the Eye
Initiation Action: 1 standard action
Range: 30ft.
Target: You and one other creature
Duration: Instantaneous
Saving Throw: None or Will negates (harmless)

In the blink of an eye, you and your ally seamlessly swap places.

You and a willing ally instantly switch positions. You may also switch positions with one of your figments. If you swap with a figment that is a duplicate of you, the swap is impossible for onlookers to detect.

Surge 1: The initiation action is instead 1 swift action.



New Lesser Invocations
Arcane Detonation
Initiation Action: 1 immediate action
Range: 60ft.
Target: Your figment
Duration: Instantaneous

You charge your illusion with volatile arcane power just as your opponent destroys it, causing it to explode in a dazzling display of blue energy.

You may use this invocation when one of your figments have been destroyed. The illusion creates an explosion with a radius of 10ft. Anyone within this radius take 3d6 damage and is denied their Dexterity bonus to their AC until the beginning of their next round. Reflex save halves this damage. You and your allies are immune to this effect.

Surge 2+: For every 2 surge points spent, the blast damage is increased by +1d6 and the radius is increased by +10ft.


Bait n' Switch
Initiation Action: 1 swift action
Range: 60ft.
Target: You and one other creature
Duration: Instantaneous
Saving Throw: None or Will negates (harmless)

In the blink of an eye, you and your ally seamlessly swap places.

This ability works as Trick of the Eye, except the range is 60ft. and the initiation action is 1 swift action.

Surge 2: The initiation action is instead 1 immediate action.


Crashing Wave
Initiation Action: 1 full round action
Range: Special
Target: You
Duration: Instantaneous

Arcane power engulfs and blurs your body as you charge forward in the form of a wave of blue energy crashing down on your opponent.

You initiate this invocation as part of a charge attack. Instead of making a single attack at the end of your charge, you can make a full attack. The bonus on your attack roll for making a charge attack applies to all your attacks.

You cannot use a swift action in the same turn that you use this invocation.

Surge X: Your charge is not impeded by difficult terrain, or even other creatures, as you crash through any opposition in your pure arcane form. Any creature whose square you enter during the charge are denied their Dexterity bonus to AC until the beginning of their next turn and take Xd6 damage, where X is equal to the number of surge points used. Reflex save DC halves this damage and negates the Dexterity loss.


Decoys
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 2rounds/level

This invocation works as the mirror image spell with the following differences: it creates images equal to one plus half your class level and the duration is 2 rounds/level.


Deflection
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You quickly summon a disc of arcane energy in front of you, knocking away the oncoming attack.

You gain a deflection bonus to AC equal to half your class level (minimum +1) against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks of if you're flat-footed. You can choose to use this invocation after an opponent resolves his attack but before he determines damage.


Disappear
Initiation Action: 1 standard action
Range: Personal
Duration: 1min./level

This invocation works as the invisibility spell, except that it can only be used on yourself.

Surge 2: The initiation action is instead a swift action and the duration is instead 1 round.


Find the Gap
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You time your strike just when the opponent is caught off-balance, easily piercing his defenses.

For the rest of your turn, you have a +Intelligence modifier attack bonus to attacks against opponents that are denied their Dexterity bonus to AC. In addition, these attacks are also resolved as touch attacks.

This invocation is an extraordinary ability.


Fleeting Target
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1round/level

You wink in and out of reality quickly at random, keeping your opponents guessing where you'll appear next.

This invocation works as displacement.


Fool You Twice

This invocation allows you to use explosive runes, illusory script, magic aura, and misdirection, as the spells, with the following exception: illusory script does not require a material component.


Indigo Flame
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon bursts into blue arcane flames as it sweeps towards your foe in an elegant arc.

When you initiate this invocation, your weapon is engulfed in arcane flames. For the rest of your turn, your attacks deal an extra +1 point of damage per half your class level (minimum +1).

Surge X: Your attacks deal an extra +1d4 points of damage, where X is equal to the number of surge points used.


Indigo Stride
Initiation Action: 1 swift action
Range: 50ft.
Target: You
Duration: Instantaneous

Taking advantage of your opponent's moment of weakness, your image flickers and disappears, only to reappear directly beside him.

You instantly appear in a square adjacent to a creature that is currently denied its Dexterity bonus to AC. You cannot move into a space that is occupied by a creature or object. If you cannot move adjacent to the target, this invocation fails to function but is considered used.

Surge 1: The range is increased to 100ft.


Major Image
Initiation Action: 1 standard action
Range: 400ft. +40ft./level
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration +3
Saving Throw: Will disbelief (if interacted with)

This invocation works as major image.


Master of Disguise
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 10min/level

This invocation works as disguise self. In addition, while under this effect you also gain tongues.


Phantom Duo
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

Two duplicates of you exit your body. With a grin, they charge at the enemy.

This invocation works as Phantom Assailant, except two figments are produced instead of one. These figments may also use your BAB to determine how many attacks they can make, instead of being limited to just one.

Surge 2: The initiation action is instead a swift action.



New Greater Invocations
Indigo Blink
Initiation Action: 1 free action
Range: 50ft.
Target: You
Duration: Instantaneous

Taking advantage of your opponent's moment of weakness, your image flickers and disappears, only to reappear directly beside him.

You instantly appear in a square adjacent to a creature that is currently denied its Dexterity bonus to AC. You cannot move into a space that is occupied by a creature or object. If you cannot move adjacent to the target, this invocation fails to function but is considered used. You may only use this invocation once per round.

Surge 1: The range is increased to 100ft.


Indigo Inferno
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your weapon bursts into blue arcane flames as it sweeps towards your foe in an elegant arc.

When you initiate this invocation, your weapon is engulfed in arcane flames. For the rest of your turn, your attacks deal an extra +1 points of damage per class level (minimum +1).

Surge X: Your attacks deal an extra +1d6 points of damage, where X is equal to the number of surge points used.


Phantom Mob
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

Three duplicates of you exits your body. With a grin, they charge at the enemy.

This invocation works as Phantom Duo, except three figments are produced.

Surge 3: The initiation action is instead a swift action.


Reflection
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You quickly summon a disc of arcane energy in front of you, knocking away the oncoming attack.

You gain a deflection bonus to AC equal to half your class level (minimum +1) against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks of if you're flat-footed. You can choose to use this invocation after an opponent resolves his attack but before he determines damage.

Surge 3: If you avoid the attack, you instead redirect the attack back at the opponent with an additional +4 attack bonus to hit. Use the same attack roll that was used against you to resolve this attack. Unlike the regular version of Deflection, if you use this surge ability you must announce the use of the invocation before the opponent resolves his attack.


Trickster's Delight
Initiation Action: 1 standard action
Range: 50ft. +5ft./lvl
Target: You and target creature
Duration: See text
Saving Throw: Will negates

You and target creature instantly swap positions. The movement is instantaneous and does not provoke attacks of opportunity. Furthermore, you and the target creature come under the effect of a glamer that makes you look exactly like the other person. The swap is impossible for onlookers to detect by sight alone. The invocation does not alter the perceived tactile (touch) or audible (sound) properties of either of you or your equipments.

A creature that ineracts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.

This glamer lasts for 10 minutes per class level, or until you dismiss it.

Surge 3: In addition, the target that you swapped with is silenced.


Unseen Assailant
Initiation Action: 1 standard action
Range: Personal
Duration: 1round/level

This invocation as greater invisibility, except that it can only be used on yourself.

Surge 3: The initiation action is instead a swift action.


Wave of Confusion
Initiation Action: 1 standard action
Range: 25ft. +5ft./lvl
Effect: One or more knives
Duration: See text
Saving Throw: Will negates

With one fluid sweep of your hands, you send spectral daggers hurtling towards your foes' minds and infecting them with madness.

An spectral dagger materializes in front of you before you send it flying at your off-balanced foes. You may only use this ability on targets that are currently denied their Dexterity bonus to AC.

The dagger requires a ranged touch attack to hit. If it hits, the target must make a Will save or be affected as the confusion spell.

Surge X: You may fire an additional spectral dagger per surge point used. Each dagger requires its own ranged touch attack. The daggers may be fired at the same or different targets, but all daggers must be aimed at targets within 30 feet of each other and fire simultaneously.



New Dark Invocations
Cloak and Dagger
Initiation Action: 1 standard action
Range: 25ft. +5ft./lvl
Effect: One knife
Duration: See text
Saving Throw: Will negates

With one fluid sweep of your hands, you send a spectral dagger hurtling towards your foe's mind, crushing his will with your own.

An spectral dagger materializes in front of you before you send it flying at your off-balanced foe. You may only use this ability on targets that are currently denied their Dexterity bonus to AC.

The dagger requires a ranged touch attack to hit. If it hits, the target must make a Will save or be affected as the dominate person spell.

Surge 2: You gain a +X bonus to both your ranged touch attack and the Will save DC of this invocation, where X is equal to you Intelligence modifier.


Enemy Of My Enemy
Initiation Action: 1 standard action
Range: 25ft. + 5ft. /2 levels
Target: One creature
Duration: 1 round / level

Your foe charges towards you, only to come face to face with its own image charging back at him.

You create a pseudo-real duplicate of your target. The illusion is an exact copy of the original (at the time of casting) in all regards except otherwise noted here: It does not retain any supernatural abilities or class abilities, though it does retain any extraordinary abilities that the original has. The illusion's AC is 10 + your size modifier + your Dex modifier. It has half the total HP of the original.

The illusion appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can mentally command it as a free action and, therefore, you can direct it not to attack, to attack particular enemies, or to perform other actions.

You can never have more than one figment created by this invocation at a time. If a second figment is created with his invocation, the first figment disappears.

Surge 4: The figment instead uses the same AC and HP as the original. In addition, it gains a bonus to its attack and damage rolls equal to your Intelligence modifier.


Fool's Bane
Initiation Action: 1 standard action
Range: see text
Target: One or more creatures
Duration: Instantaneous

An illusory duplicate of you appears beside each of your off-balanced foes, mercilessly cutting them down while they're vulnerable.

For each opponent currently affected by your Lowered Guard ability, a figment appears anywhere within a 20ft. radius of them and immediately makes a full attack against your target. The figment uses your gear and statistics to determine what weapons it uses for this attack, how many attacks are made, what attack bonus it uses, and how much damage is dealt. The damage is resolved as pure arcane damage, which is not subject to any resistances, immunities, or DR. The figments disappear immediately after completing their attack.

Surge 10: The initiation action is instead a swift action.


Phantom Fuel
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round

Three duplicates of you exits your body. With a grin, they charge at the enemy.

This invocation works as Phantom Mob, except the figments do not immediately disappear after successfully hitting a target

Surge 4: Until end of turn, for every successful attack your figments make, you gain 1 surge point. Only figments created with this invocation may grant surge points.


Retaliation
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You quickly summon a disc of arcane energy in front of you, knocking away the oncoming attack.

You gain a deflection bonus to AC equal to half your class level (minimum +1) against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks of if you're flat-footed. You also gain a luck bonus to your Reflex, Fortitude, and Will saves equal to half your class level (minimum +1). You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

Surge 4: If you avoid the attack, you retaliate against the assailant with an onslaught of arcane power. A downward slash through the air at your opponent sends a tidal wave of blue arcane energy towards him. This tidal wave is a line whose length reaches from you to the opponent. The target, along anything in the way of the line's path, takes 15d6 damage and is stunned for 1d4 rounds. A successful Reflex save halves this damage and negates the stun.
Dralnu
 
Posts: 3
Joined: Fri Jun 24, 2011 6:56 pm


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