"Who is this fool who dares to challenge you in the arena? You brandish a greatsword, and he whips out a dagger. You unsheathe your longsword, and he throws off his armor. You advance menacingly, and he only smiles at you - a big, maniacal grin. Is he mad? Does he have a death wish? No, he is an invisible blade, and you have made the classic mistake of underestimating his prowess. As you fight, he seems almost relaxed, stepping lightly to the side, dodging your blows easily. His eyes note your every move, as though taking mental notes about your style. Then, in the split second when you lower your guard, he exploits your error, plunging his weapon into your heart."

Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal. Thus, invisible blades are rarely impressed by how mighty their opponents appear.

Familar to many players of NWN2, Invisible Blade was introduced in Obsidian's 'Mask of the Betrayer' and now developer Zaphiel has brought it to NWN 1. Introduced alongside a new skill 'Sleight-of-hand', and a new weapon type, the class has been community reviewed over the last weeks, and is now being launched in its final version on the live server.


Alignment restrictions: None

Skills: Sleight of Hand 6

Feats: Weapon Focus: One Handed Edged, Dodge

Class Features

Hit die: d8

Proficiencies: No additional proficiencies are gained

Skill points: 4+ int modifier

Class Skills: climb, concentration, craft mastery, heal, hide, listen, lore, move silently, parry, ride, sleight of hand, spot, tumble

Unavailable feats: scribe scroll, craft wand, weapon specialization

Primary saving throw(s): Reflex

Base attack bonus: +1/level

Special: Class abilities require wearing clothing or light armor. Additionally, class abilities require dual-wielding class weapons (kukri, shortsword, or dagger), a combination of those weapons (like dual-wielding shortsword and dagger), or wielding a class weapon with an empty off-hand.

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Reflex Will Feats HP
1st 1 0 2 0 Invisible Strike I, Unfettered Defense 8
2nd 2 0 3 0 Bleeding Wound 16
3rd 3 1 3 1 Invisible Strike II, Crippling Throw 24
4th 4 1 4 1
5th 5 1 4 1 Invisible Strike III, Uncanny Feint, Improved Bleeding Wound 40

Arelith Changes

Invisible Strike

Level 1

Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. +1d6 sneak attack per feat level.

Note: This feat itself will not grant sneak attacks. Other class appropriate sneak attack feats will be added instead. This is due to engine limitations.

Unfettered Defense

Level 1

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

Bleeding Wound

Level 2

Activate to deal one stack of bleeding wound for 1 turn, sacrificing 1d6 extra damage that comes from Invisible Strike. Requires a sneak attack.

Note: This is not a Combat Mode and will not deactivate an active Combat Mode

  • Bleeding wound will cause 1 magical damage per stack every round.
  • Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1.
  • Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 25 + (Stack size / 2).

Crippling Throw

Level 3

Throw a hidden blade at target's leg. This ability has a 2 turn cooldown.

  • Applies 3 bleeding wound stacks and 25% movement speed decrease without reflex save.
  • Additionally, a Reflex Save is made to avoid further effects. DC is (Invisible Blade levels * 2) + INT modifier + (Sleight of Hand / 3).
    • Failed reflex extends duration to 2 rounds and also slow effect is applied.

Uncanny Feint

Level 5

A quick Jab, a thrown pocket of sand, a flash of a knife which seeks no flesh. All to distract and misdirect ones opponent. Whilst usually weaved in with ones offense one truly skilled in misdirection can use this to determine where a foe will swing. An Invisible blade's attempts to feint and misdirect become uncannily impressive and almost supernatural in origin.

  • Every two rounds Invisible Blade will make a sleight of hand skill check vs current opponent's discipline.
  • Upon success, opponent will lose 2 AC.
  • If invisible blade changes his opponent, old opponent will gain his AC back.
  • If invisible blade fails a check after a successful check, opponent will regain his lost AC.
  • Multiple Invisible Blades cannot stack the effect against a single target.

Improved Bleeding Wound

Level 5

Activate to deal three stacks of bleeding wound for 1 turn, sacrificing 3d6 extra damage that comes from invisible strike. Requires a sneak attack.

Note: This is not a Combat Mode and will not deactivate an active Combat Mode

  • Bleeding wound will cause 1 magical damage per stack every round.
  • Dealing more bleeding wounds will refresh the duration of this effect and increase the stack by 1.
  • Restoration, Greater Restoration or Healing Kits clears this effect. DC for healing kit is 25 + (Stack size / 2).
  • Critical hits leaves 1 stack of bleeding wound. (Combat mode and sneak does not have to be active for a critical hit stack of bleeding wound.)

New Skill - Sleight-of-Hand

Sleight-of-hand (also known as prestidigitation) refers to fine motoric skills of the wrist, hand and fingers, when used by performing artists in different art forms to entertain or manipulate. It is closely associated with card magic, grifting, and stealing.

A character developing ranks in this skill may use it to pick pockets, steal from NPC shops, cheat at card and dice games (With "Loaded Die" or "Spare Deck" Items) and unlock certain conversation options..

* Vanilla pickpocket is completely disabled. New pickpocket ability can be found under class radial. You still need to be trained to use it.

* It is no longer possible to pickpocket items from players only exception of keys. (Keys in keyrings cannot be pickpocket.) Golds can still be pickpocketed. Gold gain is increased and uses following calculation to determine gold amount: D(victim's level * 100). So pickpocketing a 30 level character will result in D3000 gold. If victim doesn't have enough coins, remaining gold will be reduced from victim's bank account. NOTE: This isn't actually intended as gold being lost from the bank account, but rather a representation of having lost expensive scarves, lockets, etc, all those things you're character might be carrying that aren't actual valued, and often irreplaceable inventory items, which was previously the case with this ability.

* Pickpocketed players will receive a notification that they have been pickpocketed after a 60-120s delay.

* Pickpocket is made against the target's Spot skill, if the thief is detected making an attempt, he cannot steal.

* It is no longer possible to pickpocket same character in 24 hour. This means if you pickpocketed Billy, you cannot pickpocket again for 24 hours. This is now enforced with code as well.

* Successful pickpockets against the same character will reduce the gold stolen for successive pickpockets. Eventually, the victim character will not provide any reward to pickpocketers. Every in-game day will gradually increase the gold available.

* You now only need to carry a single blade orb for a (low, but reasonable) base chance of intercepting any successful pickpocket attempt. However, carrying additional blade orbs (even stacked) will further increase this chance.

* Nearby players can now detect any pickpocket attempt from distance with a penalty. It is a spot of observer vs Sleight-of-hand of pickpocketer check. Observer character needs to be within 20 meters of pickpocket victim. Or cannot attempt to detect a pickpocket attempt.

* Pickpocketing hostile NPCs remains same, there is no change done to it.

* Pickpocketing non-hostile NPCs is completely changed and will result in good rewards compared to old system. A pickpocketed NPC cannot be pickpocketed by anyone again for 1 game day. (You will still need to do pickpocket attempt to determine whether NPC was pickpocketed by someone else with the chance of being detected.) Failing a pickpocket attempt will make NPC shout about they being pickpocketed and will put them into wary state. Every failed pickpocket attempt will increase the wariness level of NPC. DC for Sleight-of-hand check will increase based on current wariness level of NPC. Wariness of a NPC will decrease every 1 game day.

Also, failing a pickpocket attempt means pickpocketer is detected by the NPC (same for players).

* If the pickpocket target NPC has a shop, the pickpocketer will attempt to steal an item from shop with a delay between 1 - 10 rounds, continuously (while in this action, you cannot enter to stealth. And moving will cancel the theft process). Upon successful check and stealing the first item, DC for further Sleight-of-hand checks will increase and pickpocketer will receive a random item from the shop.

On any failure, the NPC will shout an alarm. If the NPC belongs to a nation, the pickpocketer will lose access to all merchants of that nation until next reset. Also, if the pickpocketer comes near the merchant that he failed the steal attempt against, NPC will shout about the thief again. Bluff or stealth can help to bypass this.

(It is still pickpocket attempt, I just worded it as steal attempt because it made more sense to me since you are dealing with merchant.)

* New command -observe added. It allows you to observe a character. While observing a character, you get +20 to your spot check for detecting your observation target's pickpocket attempt. Only one character can be observed at any time. Entering this command will put you into targeting mode. Then you just need to select the target you want to observe.

* Characters with 15 base Sleight-of-hand ranks can decide to use loaded die in dice table. They need to have "Loaded Dice" item in their inventory of course. Each ranks in Sleight-of-hand skill gives you 1% chance to swap regular die with loaded ones. This chance cannot exceed 95%. If success, you will able to set desired rolls for two die. In case of success, everyone that is in your 5 meters will roll a spot check against your Sleight-of-hand ranks to detect the dice swap. -observe command will work for this spot check as well and there is no distance penalty.

* Characters will able to cheat on card game with "Spare Deck" item. This is not implemented yet.

New Item - Throwing Dagger

* Due to current limitations on NWN it is not possible to add in a new throwing weapon type, even with HAKs. On other servers this has only be done by overwriting (and thus losing) an existing ranged weapon. However due to how we structure weapon proficiencies into groups on Arelith this is not necessary for us to introduce throwing daggers. Until such time as the base game is updated to allow custom content of this kind, we will be adding throwing daggers as an ALTERNATIVE APPEARANCE for darts. They will still show up on their own recipes, loot item, and in shops. They will have the same base stats as darts, but any bonus damage applied from weapon tier (steel, damask etc) will be slashing damage. They may also appear in thematic loot drops.