Illusion Walker (Ninja/Sorcerer)

The Illusion walkers are an order of assassins that are rumored to draw their power from the very blood within their veins, to power their abilities. (Original Concept by Browman)

Primary: Ninja.

Secondary: Sorcerer.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The illusion walker selects three sorcerer skills to add to his class skills in addition to the normal ninja class skills, once of which must be Spellcraft. The illusion walker gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The illusion walker is proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short bow, short sword, shuriken, siangham, and wakizashi. An illusion walker is proficient with light armor, but not with shields. An illusion walker can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an illusion walker wearing medium, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass illusion walker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: An illusion walker casts arcane spells drawn from the illusion school of the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an illusion walker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against an illusion walker’s spell is 10 + the spell level + the illusion walker’s Charisma modifier.

Like other spellcasters, an illusion walker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Illusion Walker. In addition, he receives bonus spells per day if she has a high Charisma score.

The illusion walker’s selection of spells is extremely limited. An illusion walker begins play knowing four 0-level spells and two 1st-level spells of the illusion walker’s choice. At each new illusion walker level, she gains one or more new spells, as indicated on Table: Illusion Walker Spells Known. (Unlike spells per day, the number of spells an illusion walker knows is not affected by her Charisma score.

Upon reaching 5th level, and at every third illusion walker level after that (8th, 11th, and so on), an illusion walker can choose to learn a new illusion spell in place of one she already knows. In effect, the illusion walker “loses” the old illusion spell in exchange for the new one. The new illusion spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level illusion walker spell the illusion walker can cast. An illusion walker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An illusion walker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up his allotment of spells per day for the spell’s level. This ability replaces sneak attack +2d6, +5d6, +8d6, and ninja tricks gained at 4th and 12th level.