Note: This archetype makes use of rules from Path of War by Dreamscarred Press.
Some rogues specialize in wielding weapons that their
enemies will never see, striking from behind veils of
shadow and illusion.
Maneuvers
A hidden blade begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Mithral Current, Thrashing Dragon,
and Veiled Moon.
Once the hidden blade knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by hidden blades
is considered an extraordinary ability unless otherwise
noted in it or its discipline’s description. A hidden
blade’s maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The hidden blade learns additional maneuvers at
higher levels, as indicated on Table: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through hidden blade levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A hidden
blade must meet a maneuver’s prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
hidden blade can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highest-
level maneuvers she knows; the hidden blade need not
replace the old maneuver with a maneuver of the same
level. She can swap only a single maneuver at any given
level. A hidden blade’s initiation modifier is Intelligence,
and each hidden blade level is counted as a full initiator
level.
Maneuvers Readied
A hidden blade can ready all
three of her maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she is able
to ready more, but must still choose which maneuvers to
ready. A hidden blade must always ready her maximum
number of maneuvers readied. She readies her
maneuvers by meditating or performing martial katas
for ten minutes. The maneuvers she chooses remain
readied until she decides to meditate again and change
them. The hidden blade does not need to sleep or rest for
any long period of time in order to ready her maneuvers;
any time she spends ten minutes in meditating, she can
change her readied maneuvers.
A hidden blade begins an encounter with all her
readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the hidden blade to recover maneuvers,
she must play a gambit (see below). Alternately, the
hidden blade may take a moment to reposition,
recovering a single maneuver as a standard action.
Stances
A hidden blade begins play with
knowledge of one stance from any discipline open to
hidden blades. At 4th, 7th, 11th, and 13th levels, she
can select an additional stance to learn. The maximum
level of stances gained through hidden blade levels
is limited by those listed in Table: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the hidden blade does not have
to ready them. All the stances she knows are available
to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a hidden blade cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces the rogue talents gained at 4th,
8th, 12th, 16th and 20th levels. This ability does not
cause the hidden blade archetype to be incompatible
with other archetypes that alter the rogue talents class
feature, so long as it still has a rogue talent at each of
these levels to give up.
Hidden Specialization (Ex)
At 1st level, a hidden
blade adds Broken Blade, Shattered Mirror, or Tempest
Gale to her list of available disciplines. If the hidden
blade does not have that discipline’s associated skill as a
class skill, she gains it as a class skill.
Hidden Weapons (Ex)
A hidden blade is adept at
storing and retrieving weapons from places that no one
would expect to find them. At 1st level, she gains Quick
Draw as a bonus feat, even if she does not meet the
prerequisites. In addition, she can draw hidden weapons
as a free action, rather than a move action.
Portable Hole Specialist (Ex)
Starting at 1st level, a
hidden blade becomes adept at smuggling and storing
objects into and out of extradimensional spaces, and can
retrieve items from bags of holding or portable holes as
a move action, regardless of how full or unorganized the
bag is.
Gambits (Ex)
A hidden blade is a cunning warrior
who seizes opportunities as they present themselves
to put his enemies in untenable positions. At 1st level,
a hidden blade selects two gambits from the gambits
available to warlords (see the warlord base class in
Path of War) or the hidden blade gambits listed below.
At 4th level and every four levels thereafter, a hidden
blade selects an additional gambit to learn. Any gambit
that would normally use the hidden blade’s Charisma
modifier to determine its effects instead uses her hidden
blade initiation modifier. These gambits allow the hidden
blade to recover maneuvers. Due to their reliance on the
stresses of combat to bring out the best of the hidden
blade, gambits cannot be used outside combat.
A gambit has two aspects: a risk and a reward. A
gambit’s risk describes an action the hidden blade must
take in order to play the gambit. The hidden blade begin
a gambit as a swift action, then performs the gambit’s
risk action. She may add her hidden blade initiation
modifier as a luck bonus on any d20 rolls made while
performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit).
The hidden blade only gets this bonus if she used a swift
action to begin the gambit; if taking the actions normally,
she gains no additional benefits. If the hidden blade
initiates a maneuver as part of a gambit, she cannot
recover that maneuver when the gambit is completed
(even if it’s her only expended maneuver).
If the hidden blade succeeds at her gambit’s risk, she
recovers a number of expended maneuvers equal to her
hidden blade initiation modifier (minimum 2) and gains
the reward listed in the gambit’s description. Allies who
would gain a benefit from the gambit’s reward must be
within 60 feet of the hidden blade and able to see her
perform the gambit’s risk.
If the hidden blade fails her gambit (such as missing
the charge attack of a brave gambit, or failing the saving
throw of an unbreakable gambit), she suffers the gambit’s
rake, recovering only a single expended maneuver and
taking a –2 penalty on all d20 rolls for one round.
Hidden Blade Gambits
Hidden blades can select these gambits in addition to the gambits normally available to warlords. Some
of these gambits are supernatural abilities, and do not
function in an anti-magic field or similar effect.
STEALTH GAMBIT (SU)
Risk: The hidden blade makes a Stealth check to hide. Reward: The hidden blade becomes invisible for a number of rounds equal to her initiation modifier, as if
under the effect of an invisibility spell.
FLANKER’S GAMBIT
Risk: The hidden blade attacks an opponent adjacent to one of the hidden blade’s other allies.
Reward: The hidden blade is considered to be flanking that opponent until the end of her next turn, even if the
hidden blade is not in a position that would allow her to
flank them.
COWARD’S GAMBIT
Risk: The hidden blade attacks a flat-footed opponent or an opponent she is flanking.
Reward: The hidden blade’s allies gain a bonus on damage rolls against that opponent equal to the hidden
blade’s Intelligence modifier for one round.