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Perfect Wight

(Epic Level Handbook variant, p. 34)

The perfect wight is a master of skulking, the ultimate prowler and thief. She has transcended the extraordinary, honing her talents to supernatural levels. She can bypass any protection and slip through any defense. Few see her coming, and she does not leave evidence of her passing. She quite literally is a shadow in the night.

Requirements

Skills: Hide 24 ranks , Move Silently 24 ranks

Feats: Self-Concealment

Special: Sneak attack +10d6.


Hit die

d6

Skill points

8 + Int

Class Features

Weapon and Armor Proficiency: A perfect wight gains no proficiency with any weapons, armor, or shields.

Improved Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit of improved invisibility once per day, plus one additional time per day every five levels thereafter (6th, 11th, 16th, and so on). The improved invisibility is as the spell cast by a 20th-level caster.

Improved Legerdemain (Su): A perfect wight can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Pick Pocket, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the perfect wight and her weapon do not physically cross the intervening distance. A perfect wight can use improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th, and so on).

Incorporeal (Su): At 3rd level, the perfect wight can become incorporeal once per day, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). A perfect wight can remain incorporeal for a number of rounds equal to 20 + her perfect wight level. As an incorporeal creature, the perfect wight can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. She is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the perfect wight has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). An incorporeal perfect wight has no natural armor but has a deflection bonus equal to her Charisma modifier (always at least +1, even if her Charisma score does not normally provide a bonus).

An incorporeal perfect wight can pass through solid objects at will, but not force effects. Her attack passes through (ignores) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. An incorporeal perfect wight moves silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, the perfect wight has no Strength score, so her Dexterity modifier applies to both her melee and her ranged attacks.

Shadow Form (Su): At 4th level, the perfect wight can take shadow form once per day, plus one additional time per day every five levels thereafter (9th, 14th, 19th, and so on). The perfect wight's shadow form lasts 1 minute per level of the prestige class. The shadow form is the ultimate expression of the perfect wight's power. She is incorporeal (see above), she is immune to critical hits, and she can fly at a speed of 100 feet (good).

The perfect wight can also use the substance of her own shadow to enhance her effective level on any attack roll, check, or saving throw. Drawing power from her own shadow form deals the perfect wight 7 points of damage for each + 1 bonus on a single roll or +1 effective level for any other single use. For example, a perfect wight could add a +5 bonus on her next attack roll or saving throw, but in doing so she takes 35 points of damage.

Bonus Feats: The perfect wight gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th, and so on). These bonus feats must be selected from the following list: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, "Uncanny Accuracy"feats/epic-level-handbook—41/uncanny-accuracy—3008/.

Advancement

Perfect Wight Level Special
1st Improved invisibility 1/day
2nd Improved legerdemain 1/day
3rd Incorporeal 1/day
4th Shadow form 1/day
5th Bonus feat
6th Improved invisibility 2/day
7th Improved legerdemain 2/day
8th Incorporeal 2/day
9th Shadow form 2/day
10th Bonus feat

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Craft INT no no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Gather Information CHA no no
Heal WIS no no
Innuendo Wis yes no
Intuit Direction Wis yes no
Jump STR no yes
Knowledge Int yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Search INT no no
Spot WIS no no
Tumble DEX yes yes
Use Rope DEX no no

Spells for Perfect Wight

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