So, bugs and stuff first:
The actual class on the radial is a white square.
Bleeding Wound (indeed, anything that adds bleed damage) doesn't appear to actually work.
The Abilities As They Are:
1. full bab sneak attacker hit good
2. The extra AC is a nice pull for non-monk, non-divs, I guess, but the buyin is big enough that you'd not bother for almost all cases.
3. WF, Dodge, Mobil, ambidex, twf, and ITWF is more feats to get your class running at level 1 than anything other than WM. WM this isn't.
4. It's hard to judge bleeding wound without seeing it work, but my gut is that it might need reducing if it works the way I suspect it does. (maybe it doesn't!)
5. Crippling throw: At 53 sleight of hand and 20 int, the DC for this was, like, 27. I could've geared for sleight of hand, I suppose, but similar to gearing a swashbuckler for social skill x for the intentions, it doesn't feel worth it right now.
6. Uncanny Feint: How often is this supposed to trigger? I feel like I saw it go off once, maybe twice, total, and the DC is, as mentioned above, fairly low for both what it does and how often it does it.
Other stuff:
What's the niche, here? It's a full BaB class seemingly intended for rogue dippage, but it neither gives disc (which would probably be too much with its power set), advances rogue anything, or gives any bonus feats to make up for what's essentially a six feat buyin: WF, dodge, mobil, and then you need amb/twf/itwf to make it actually function. That's approaching WM-levels of investment, not to mention the skill points, one of which is dubiously useful for anything but this class and griefing, but can't really be judged until we know what the rework looks like.
In fact, it actually inhibits rogues, as it encourages being unarmored, and rogue encourages running your choice of light armor options.
It wont work with assassins, spellswords, or swashbucklers, the other obvious 'dexer-type' chassi, due to competing on-hit abilities.
Which leaves rangers and weird niche monk-dips that want to use kukris but also love having wis AC and being 4 to 5-stat builds, I guess.
I'd actually really love to know what the intended 'class usage' of this is, I guess, to give further feedback on tweaks, but at a guess I'd suggest:
1. Look at the DC on these abilities a bit
2. Reduce the pre-reqs somehow (it has six prereq feats, realistically), but maybe also take a sneak attack die or some of the AC away to compensate 1 and 2.
3. I'll probably have something on the bleed damage once it's working.
Final thought: In its current state, it's too niche, too pre-req heavy, but has some cool ideas behind it. The issue with judging this class is partially in the hands of the sleight of hand rework: If sleight of hand ends up doing some wild stuff (shady sands shuffle, some sort of feint-effect to land sneaks, other combat tricks), the DCs and prereqs might be alright. If it stays as 'basically pickpocket,' a class that encourages its use and gearing is a full yikes.
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Archnon wrote: I like the idea of slaves and slavery.
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Fix is coming for the broken bleed.
Edited for grammar to make it worse, probably.
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I meant to delete this thread! Woops! Somebody fix this!
Archnon wrote: I like the idea of slaves and slavery.