The Siberys Operative
Base Attack Bonus: +12
Feats: Combat expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Feint.
Skills: Stealth 11 ranks, and Bluff 11 ranks.
Hit points: d8
Skills per Level: 6+ Int Modifier
|1st||+0||+2||+2||+0||Fast Movement +10ft, Sneak attack +1d6|
|2nd||+1||+3||+3||+0||Hide in Plain Site, Careful Step +5ft|
|3rd||+2||+3||+3||+1||Improved Evasion, Sneak Attack +2d6|
|4th||+3||+4||+4||+1||Fast Movement +20ft, Careful Step +10ft|
|5th||+4||+4||+4||+1||Improved Whirlwind Attack, Improved Wandwind Attack, Sneak Attack +3d6|
Fast Movement +10ft (Ex):
At first level a Siberys Operative base speed increases by 10ft and by another 10ft for a total of 20ft at level 4.
Sneak Attack :
A Siberys Operative gains the ability to sneak attack, like the rogue ability.
Hide in Plain Site (Ex):
At second level a Siberys Operative gains the ability to use the hide skill even when being watched or in the open.
Improved Evasion (Ex):
This ability, gained at third level, works like evasion. A Siberys Operative takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
Careful Step (Ex):
At second level and at fourth level, the Siberys Operative can weave in and out of combat with little difficulty, allowing them to move an extra 5ft without an attack of opportunity at second level and an additional 5ft at fourth level.
Improved Whirlwind Attack (Ex):
At fifth level a Siberys Operative is so comfortable with their Whirlwind attack that it no long takes them a full round action, instead it is treated as a standard action.
This allows the Siberys Operative to use a move action in order to either move or use improved feint; only one bluff check is used for all enemies.
*Edited* Improved Wandwind Attack:
The Improved Whirlwind Attack ability can be used in conjunction with a wand that uses a touch attack and Use Magic Device check.
The Siberys operative must make a Use Magic Device check of 20+opponents Base attack bonus or incur an attack of opportunity. The target must be in adjacent scare and must still pass the normal save. Each attack is treated separately and therefore uses a separate charge from the wand even if the attack fails.