Knight Phantom
Crest%20-%20Kingdom%20of%20Aundair%2001.png

Nature: Prestige Class
.

Prerequisites

Race:
Skills: Ride 3 ranks
Feats: Still Spell
Magic: Abiliy to cast ''3.Phantom Steed''.
Special: Citizen of Aundair, member of the Order of the Knights Arcane.
.

Class Traits

Hit Dice: d8. Skill Ranks: 2 + Int mod.
BaB: Good. High Saves: Fortitude.

Level Progression

lvl Class Features Magic
1 ●Phantom Steed ●Somatic Prowess -
2 - +1 arcane lvl
3 - +1 arcane lvl
4 ●Aspect of the Phantom +1 arcane lvl
5 - +1 arcane lvl
6 - +1 arcane lvl
7 ●Countenance of the Phantom +1 arcane lvl
8 - +1 arcane lvl
9 - +1 arcane lvl
10 ●Blade of the Phantom +1 arcane lvl

.

Class Features

1.Somatic Prowess (Ex): You can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, you incur a chance of arcane spell failure if you cast a spell with a somatic component while wearing medium or heavy armor, or while using a shield.

1.Phantom Steed (Sp): Once per day per knight phantom level, you can conjure a "phantom steed" to act as a mount for you or someone else you designate. It takes a standard action to will the steed into existence.

Add your levels in knight phantom and your highest-level arcane spellcasting class to determine the CL of this effect — particularly important because it sets the duration on your steeds and determines whether they can ride over difficult ground or even into the air.

4.Aspect of the Phantom (Su): For a number of rounds per day equal to your knight phantom level, you take on the gray, semi-insubstantial appearance of your steed. You hover just above the ground and can ignore swampy ground, difficult terrain, and other impediments that don’t extend more than a few inches above the ground. You can even walk across water or other liquids safely. You can activate or deactivate your aspect of the phantom ability as a free action once per round, and you can divide up your available rounds as you wish.

7.Countenance of the Phantom (Su): For a number of rounds equal to your knight phantom level, you can take on a ghostly pallor, where gray tendrils of mist cling to your form. This lets you you gain the concealment of a "blur" spell (20% miss chance) as the misty tendrils envelop you in a protective cloak.

Your eyes glow a baleful red when you take on the countenance of the phantom. At the beginning of your turn, each creature within 10 feet of you must succeed on a Will save (DC 10 +PrC lvl + your Cha mod) or be "shaken" for 1 round.

This ability does not stack with other fear effects, and it has no effect on a creature that is already shaken. This ability works only while your countenance of the phantom ability is in effect. You are immune to the fear effect of other knight phantoms.

You can activate or deactivate your countenance of the phantom ability as a free action once per round, and you can divide up your available rounds as you wish.

10.Blade of the Phantom (Su): You are now able to extend your phantom powers into the weapon you carry. For a number of rounds equal to your knight phantom level, you can bestow upon a melee weapon you wield the "brilliant energy" quality. Your weapon turns gray and semi-insubstantial, however, rather than glowing brightly, but the effect is otherwise the same: You ignore armor bonuses to AC, although other bonuses due to Dexterity, deflection, dodge, natural armor, and so on still apply.

Undead, constructs, and objects are unharmed by your blade when it is in phantom form. Your weapon otherwise functions normally, including any magic enhancements bestowed upon it.

You can activate or deactivate your blade of the phantom ability as a free action, and you can divide up your available rounds as you wish.
.

Phantom Characters

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License