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Knight Phantom

(Five Nations variant, p. 41)

The knight phantom prestige class takes capable wizards and gradually turns them into capable melee fighters, without slowing their spellcasting too much.

Requirements

Skills: Ride 4 ranks

Feats: Still Spell

Special: Proficiency in all martial weapons.
Special: Ability to cast phantom steed.
Special: Citizen of Aundair, member of the Order of the Knights Arcane.


Hit die

d8

Skill points

2 + Int

Class Features

Phantom Steed (Sp): Once per knight phantom level per day, 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 highestlevel arcane spellcasting class to determine the caster level 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.

Somatic Prowess (Ex): The Knights Arcane has taught you techniques for simplifying the gestures you use when you cast a spell. 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.

Spellcasting: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a knight phantom, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

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 once you reach 4th level. 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, and you can divide up your available rounds as you wish.

Countenance of the Phantom (Su): For a number of rounds equal to your knight phantom level, you take on a ghostly pallor, and gray tendrils of mist cling to your form. Starting at 7th level, 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 + your knight phantom level + your Cha modifier) 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, and you can divide up your available rounds as you wish.

Blade of the Phantom (Su): At 10th level, you are 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, def lection, 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.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +0 Phantom steed, somatic prowess
2nd +2 +3 +0 +0 +1 level of existing arcane spellcasting class
3rd +3 +3 +1 +1 +1 level of existing arcane spellcasting class
4th +4 +4 +1 +1 Aspect of the phantom +1 level of existing arcane spellcasting class
5th +5 +4 +1 +1 +1 level of existing arcane spellcasting class
6th +6 +5 +2 +2 +1 level of existing arcane spellcasting class
7th +7 +5 +2 +2 Countenance of the phantom +1 level of existing arcane spellcasting class
8th +8 +6 +2 +2 +1 level of existing arcane spellcasting class
9th +9 +6 +3 +3 +1 level of existing arcane spellcasting class
10th +10 +7 +3 +3 Blade of the phantom +1 level of existing arcane spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (geography) INT yes no
Ride DEX no no
Spellcraft INT yes no
Spot WIS no no

Spells for Knight Phantom

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