Illusionary Blade
In a world dedicated to melee combat as a measure of a man's strength and toughness, the illusionary blade depends instead on wit and agility to keep him alive, casting aside all the trappings normally associated with warriors. Eschewing armor completely, relying on relatively weak weapons like daggers or rapiers, they instead arm themselves with precise, flawless strikes and insurmountable battle awareness that slower, more heavily armed opponents simply cannot keep up with.
Insightful Defense: At 1st level, you add your Int bonus (if any) to your AC. In addition, you gain a +1 bonus to AC at 4th level. This bonus increases by 1 for every four illusionary blade levels thereafter. These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when immobilized or helpless, when wearing any armor, or when you carry a medium or heavy load. This ability replaces Trapfinding.
Steady Stance: At 2nd level, you are no longer considered flat-footed while balancing or climbing and can add half your illusionary blade level to Acrobatics and Climb checks. You lose this ability if wearing armor or carrying a medium or heavy load. This ability replaces your 2nd-level Rogue Talent.
Precise Strike: At 3rd level, whenever you wield a weapon to which Weapon Finesse can be applied, you inflict an extra +1d6 points of precision damage. Should you score a critical hit with a precise strike, this extra damage is not multiplied. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you can make a precise strike that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage with a precise strike, not even with the usual –4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use precise strike while attacking a creature with concealment. Every 4 levels, this damage increases by 1d6. You can use Rogue Talents and Advanced Rogue Talents that apply to Sneak Attack such as Bleeding Attack and Deadly Sneak with your Precise Strike ability, but they apply only when a target would normally be denied their Dexterity bonus to AC, when flanking a target, or when you successfully inflict a critical strike. This ability replaces Sneak Attack.
Fast Movement: At 3rd level, you gains a +10' enhancement bonus to your land speed. This bonus increases by 10' every 3 levels. If you are wearing armor or carrying a medium or heavy load , you lose this extra speed. This ability replaces Trap Sense.
Agile Fighting: At 4th level, you take no penalty to your armor class or attack rolls when kneeling, sitting, or prone. You lose this ability if wearing armor or carrying a medium or heavy load. This ability replaces your 4th-level Rogue Talent.
Masterful Precision: At 20th level, your precision knows no bounds. You ignore any quality or effect that normally negates critical hits (such as a natural immunity or armor of fortification), which allows you to apply your Precise Strike damage and inflict criticals normally on such targets. Additionally, the threat range for any weapon you wield is doubled, even if it is keen or you already have Improved Critical (though remember that doubling twice in Pathfinder results in tripling). You lose this ability if wearing armor or carrying a medium or heavy load. This ability replaces Master Strike.