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.
If you like the idea of playing a dual-wielding roguish fighter with a synergistic arsenal of sneaky illusion magic, then the Indigo Trickster is for you.
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: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Points at Each Level: 6 + Int modifier
Level
BAB
Fort
Ref
Will
Special
Invocations 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
Perfect Two-Weapon Fighting
14
18th
+18/+13/+8/+3
+6
+11
+6
Unseen Steps
15
19th
+19/+14/+9/+4
+6
+11
+6
Arcane Alarcity
16
20th
+20/+15/+10/+5
+6
+12
+6
Limit Break, 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. Invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity (unless the invocation lists a different cast time). An invocation can be disrupted, just as a spell can be ruined during casting. An Indigo Trickster is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while casting, just as a spellcaster would be. You can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless an invocation’s description specifically states otherwise.
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 below.
At any level when you learn a new tier of invocations, 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. In addition, all invocations can be cast without provoking an attack of opportunity by spending 1 surge point.
You acquire a surge point with each successful attack that you make against a creature with a melee or thrown weapon in combat, 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, whichever comes first. The maximum number of surge points that you can store at a time is one per class level.
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 Trickster 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 combat feat as a 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.
At 17th level, you gain Perfect Two-Weapon Fighting as a bonus feat even if you do not qualify for the feat.
The benefits of these bonus feats apply only when you wear light or no armor. You lose all benefits of these bonus feats when wearing medium or heavy armor.
Lowered Guard (Ex): Cracks in your enemies' defences appear when you surprise them, which you and your allies can further exploit. Starting at level 4, when you actively deny an opponent of its Dexterity bonus or strike an opponent currently denied its Dexterity bonus, it takes a -1 penalty to its AC until the beginning of your next turn. This penalty takes effect before resolving your attack and is not cumulative. 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 melee or ranged weapon you are competent with 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 or material properties. 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 Indigo Trickster level is equivalent to a rogue's for determining whether or not you can flank a creature with the Improved Uncanny Dodge ability. If you have Rogue levels, they stack for the purpose of this ability.
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. This additional immediate action does not count against your swift actions on your next turn. 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.
Unseen Steps (Ex): As you near the end of your path, your arcane magics become so seamlessly tied to your fighting style that the mundane has become magic. Starting at 18th level, for every two successful attacks that you make in a round, you may teleport yourself 5 feet in any direction as by greater teleport at the end of the attack.
Arcane Alarcity (Su): Beginning at 19th level, you learn that energy and speed are one in the same, and apply that knowledge to your invocations. By spending an amount of surge points based on the invocation's grade, you may change the invocation's casting time to a free action. Least cost 4, Lesser 8, Greater 12, and Dark 16.
Limit Break (Ex): At 20th level, you can supercharge your nerves with arcane power, allowing you to react at unthinkable speed. You may activate this ability 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.). This additional immediate action does not count against your swift actions on your next turn. You may only use this ability once per encounter.
Multiclass Characters and Prestige Classes:
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.
Invocations:
Invocation List
Invocations marked I are found in this document.
Invocations marked N are new invocations found below.
Least Invocations
All-Seeing EyesI - As Comprehend Languages on written material, plus bonus on Perception checks.
Aquatic AdaptationI (as Swimming the Styx) - Breathe underwater; gain swim speed.
Arcane KnowledgeI (as Eldritch Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
Arcane SurpriseN - Detonate an attacked figment, anyone caught in radius is denied Dexterity bonus.
Beguiling InfluenceI - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
BlurN - Gain Blur, as the spell.
Cat BurglarN - Use Dispel Ward, Instant Locksmith, Instant Search, and Spontaneous Search, as the spells.
DistractionN - Use Distract, Distract Assailant, and Distracting Ray, as the spells.
Go When I Tell YouN - Use Incite, Inhibit, and Shock and Awe, as the spells.
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 BoundsI - Gain bonus on Acrobatics and Athletics checks.
Magic InsightI - Use Identify as the spell.
Make Your Own LuckI (as Dark One's Own Luck) - Gain a luck bonus equal to Intelligence on one type of saves.
MisleadN - Use Cloak Pool, Discolor Pool, Dead End, and Remove Scent, as the spells.
Rogue's CunningN - Permanently gain Trapfinding ability and Disable Device as a class skill.
Rogue's GuileN - Use Accelerated Movement, Cheat, Insightful Feint, and Sticky Fingers, as the spells.
See the UnseenI - Gain See Invisibility, as the spell, and darkvision.
Silent ImageN - Use Silent Image, as the spell.
Stop Hitting YourselfN - Use Backbiter, Backlash, and Slapping Hand, as the spells.
Sudden OpportunityN - Gain Intelligence bonus to attacks against foes denied Dexterity bonus.
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.
CharmI - Cause a single creature to regard you as a friend.
Cheat GravityN - Use False Gravity as the spell.
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 SceneI - 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.
Mask of FleshI - Steal a target's appearance and deal Charisma damage.
Master of DisguiseN - Use Disguise Self and Tongues, as the spells.
Mind TrickeryN - Use Delusions of Grandeur, Mindless Rage, Entice Gift, and Miser's Envy, as the spells.
Phantom DuoN - Two illusory doubles appear, target denied Dexterity bonus if successfully attacked.
Rogue's PrecisionN - Gain +1d6 sneak attack dice.
Thieves' BaneI - Use Hold Portal that explodes when opened.
VoidsenseI - Gain blindsense 60 feet.
Greater Invocations
Dispelling VeilN - Use Wall of Dispel Magic as the spell.
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 RealI - Create illusory terrain that damages foes and allows you to hide.
PhantasmsN - Use Phantasmal Assailant, Phantasmal Decoy, Phantasmal Disorientation, and Phantom Foe, as the spells.
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 - Use Translocation Trick as the spell, silence the target.
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 swiftversion.
Dark Invocations
Akashic ShroudI - Gain concealment and defensive bonuses with invested essence.
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.
Path of ShadowI - Use Shadow Walk as the spell and heal faster.
Perilous VeilI - 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.
PolyscientI (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.
Supreme InvisibilityN - Use Superior Invisibility as the spell.
Ten-Place TricksterN - Nine illusory doubles appear, target denied Dexterity bonus if successfully attacked.
The Greatest IllusionN - Use Solipsism as the spell.
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 your next turn. 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: 24 hours
This invocation works as blur, except the range is personal and the duration is 24 hours.
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 per half your class level (minimum +1). This damage is not multiplied on a critical hit.
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 your 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: Instantaneous Range: Personal Target: You Duration: 24 hours
When you use this invocation, you 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.
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.
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 your next turn. 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 1: The initiation action is instead 1 immediate action.
Cheat Gravity Initiation Action: 1 standard action Range: Personal Target: You Duration: 1min/lvl
This invocation grants you False Gravity, as the spell, except as noted above.
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 your 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 +3 shield bonus to AC against a single attack, regardless of the source (physical, magical, psionic, etc.), that is targeting you. This bonus applies even against touch attacks or if you're denied dexterity. 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 1: The initiation action is instead a swift action and the duration is instead 1 round.
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 grants you explosive runes, illusory script, magic aura, and misdirection, as the spells, with the following exception: illusory script does not require a material component. You can only have a number of explosive runes active at one time equal to your Intelligence modifier.
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)
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 1: The initiation action is instead a swift action.
Rogue's Precision Initiation Action: Instantaneous Range: Personal Target: You Duration: 24 hours
When you use this invocation, you gain +1d6 sneak attack dice. This is an extraordinary ability.
Unlike other invocations, you cannot replace this invocation once you have learned it.
Dispelling Veil
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level
Duration: 1 minute/level
Saving Throw: None
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 two class levels (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 1: 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 +6 shield bonus to AC and a +3 luck bonus to your Fortitude, Reflex, and Will saves 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 denied dexterity. 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.
Trickster's Delight Initiation Action: 1 standard action Range: 100 ft. + 10 ft./lvl Target: You and target creature Duration: 10min/lvl Saving Throw: Will negates
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 2: 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.
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 +4 bonus to your ranged touch attack and the saving throw DC is increased by 4.
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, spell-like 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 +12 shield bonus to AC and a +6 luck bonus to Fortitude, Reflex, and Will saves 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 denied dexterity. 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.
Supreme Invisibility
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This invocation allows you to use Superior Invisibility, as the spell except that it can only be used on yourself..
Surge 2: The initiation action is instead a swift action.
Ten-Place Trickster
Initiation Action: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/lvl
Nine duplicates of you exits your body. With a grin, they charge at the enemy.
This invocation works as Phantom Mob, except nine figments are produced and the duration for the figments are increased to 1 round per class level.
Surge 1: You may swap places with any of your figments as a free action.
The Greatest Illusion Initiation Action: 1 standard action Range: 100 ft. + 10 ft./lvl Target: One creature Duration: 1round/level Saving Throw: Will negates
This invocation allows you to use Solipsism, as the spell.