"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.
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.
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.
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), Sense Motive (Wis), 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
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Invocations Known|
Arcane Surge, Invocation (least), Quick To Act +1
Lowered Guard -1
Arcane Fission, Quick To Act +2
New Invocation (least or lesser), Improved Two-Weapon Fighting
Trickster's Savvy, Evasion
Lowered Guard -2
Quick To Act +3
New Invocation (least, lesser, or greater), Greater Two-Weapon Fighting
Lowered Guard -3
Quick To Act +4
New Invocation (least, lesser, greater, or dark), Lowered Guard -4
Perfect Two-Weapon Fighting
Limit Break, Lowered Guard -5
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.
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 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.
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.
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 (see barbarian PHB p26). If you have Rogue levels, they stack for the purpose of this ability.
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.
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.
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).
You can check it out here.
Tips And Tricks:
- The feats Indigo Aptitude (new feat) and Extra Invocation (Complete Arcane) can greatly boost your versatility
- At the beginning of combat, enemies are flat-footed until their turn, so if you're before your target's initiative you can Indigo Jaunt
- Phantom Assailant
only disappears when it successfully attacks, so you can choose for it not to attack immediately for different results
- Invocations like Bait n' Switch
and Arcane Detonation
(and combinations thereof) are begging to be used creatively for great results!
- Arcane Detonation
can explode any figment you create, including Silent Image