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TheOOB
2006-10-15, 03:39 AM
Phantom Warrior

Many warriors have died at the hands of incorporeal foes, ghosts, wraiths, allips, even the strongest warrior has no hope against these beings without magical aid, and even with a magical blade one still finds it near impossible to lay their incorporal foes to rest.
There is, however, a little known fighting style in which a warrior learns how to emulate their phantom foes, temporarily abandoning their physical body to fight in the same way as one of these creatures. The first phantom warriors guarded the secrets of this style carefully, using it's powers only to fight phantoms on their own terms. Over time the members learned that the skills of the phantom warrior can also be used to fight corporeal foes to great effect, enjoying the same immunity to normal weapons that the phantoms they emulate have. While phantom warriors are still rare, anyone who has studied the ways of phantom can learn this style, and use it for whatever ends they wish.

Hit Die: 1d10

Requirements
To qualify to become a phantom warrior a character must fulfill the following criteria
Base Attack Bonus: +6
Skills: Knowledge(the planes) 5 ranks
Feats: Blind-Fight, Skill Focus<Knowledge(the planes)>
Special: Must either spend a full week on the ethereal plane or spend at least a month in the company of a non-hostile ghost.

{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +1 +0 +0 +2 Phantom Form 1/day, Phantom Wielding

2nd +2 +0 +0 +3 Ghost Sight

3rd +3 +1 +1 +3 Phantom Form 2/day, Sneak Attack +1d6

4th +4 +1 +1 +4 Phantom Form(Fly)

5th +5 +1 +1 +4 Phantom Form 3/day

6th +6 +2 +2 +5 Phantom Form(Greater Invisibility), Sneak Attack +2d6

7th +7 +2 +2 +5 Phantom Form 4/day

8th +8 +2 +2 +6 Ethereal Jaunt 1/day, Phantom Form(Telekinesis)

9th +9 +3 +3 +6 Ethereal Jaunt 2/day, Phantom Form 5/day, Sneak Attack +3d6

10th +10 +3 +3 +7 Ethereal Jaunt 3/day, Phantom Touch
[/table]

Class Skills
The phantom warriors class skills(and the key ability for each) are Climb(Str), Craft(Int), Intimidate(Cha), Jump(Str), Knowledge(religion), Knowledge(the planes), Listen(Wis), Profession(Wis), Spot(Wis), Swim(Str)

Class Features
All of the following are class features of the phantom warrior prestige class.
Weapon and Armor Proficiency: Phantom warriors gain no additional weapon or armor proficiency.
Phantom Form(Su): A phantom warrior can assume a phantom form during combat. While in phantom form she becomes incorporeal, gaining the incorporeal subtype and all benefits and abilities associated with it. Unlike a normal incorporeal creature a phantom warrior in phantom form retains her base land speed and cannot fly unless she could already otherwise fly. Phantom form lasts a number of rounds equal to 3 + the phantom warriors Charisma modifier.
At first level a phantom warrior may enter phantom form once per a day. Thereafter she gains one additional use of phantom form for every two phantom warrior for every two phantom warrior levels she acquires. A phantom warrior can enter phantom form as a free action. Even though this takes no time she can only do so on her own turn and not in response to somebody else's action. When a phantom warrior assumes phantom form all of her equipment (up to her maximum load) also becomes incorporeal for the duration of the effect(but see phantom wielding below).
Starting at 4th level a phantom warrior gains the benefits of the Fly spell while in phantom form. At 6th level she gains the benefits of the Greater Invisibility spell while in phantom form. At 8th level a phantom warrior may use the spell-like ability Telekinesis at will while in phantom form. A phantom warriors Telekinesis can affect corporeal targets normally as if the phantom warror was corporeal. The caster level for these effects is equal to the phantom warrior's class levels
Phantom Wielding(Su): A phantom warriors treats all armor she wears and all weapons she wields(including unarmed strike and natural weapons) as having the ghost touch quality. An incorporeal phantom warrior retains her full Str score for the purposes of striking corporal targets with a ghost touch weapon.
Ghost Sight(Su): Starting at 2nd level a phantom warrior can see invisible and ethereal creatures as if she was affected by a See Invisibility spell with a caster level equal to her class level. She may suppress or resume this ability as a free action.
Sneak Attack(Ex): This ability, gained at 3rd level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 3rd (6th and 9th). If a phantom warrior gets a sneak attack bonus from another source the bonuses on damage stack.
Ethereal Jaunt(Sp): At 8th level a phantom warrior may use Ethereal Jaunt as a spell like ability once per day. The caster level of this effect is equal to the phantom warriors class level. At 9th level a phantom warrior may use this ability twice per day, and at 10th level she can use it three times per day.
Phantom Touch(Su): At 10th level a phantom warriors gains one of the most fearsome abilities of the undead they emulate. Once per day as a standard action, a phantom warrior may touch an enemy and drain the life energy from them. This effect is identical to a Enervation spell with a caster level equal to the phantom warriors class level except that the range is touch and the phantom warrior gains 15 temporary hit points for every level drained in this way. These temporary hit points last one minute. A phantom warrior may only use this ability while in phantom form.