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BelGareth
2012-09-25, 12:39 PM
The Phantom Knight
"No. He doesn't eat carrots!"
A Phantom Knight to a peasant boy, regarding his mount.


{{image scrubbed}}

Class skills (6 + Int Modifier per level): The class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Info (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), knowledge (Arcana)(Int), knowledge (history)(Int), knowledge (planes)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str).

4 * (6 + Int Modifier) for first level

Alignment: Any

Starting Age: As Rogue

Starting Wealth: As Rogue

Hit Dice: d8

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Invocations known|Maximum Enhancement Bonus

1st| +1 | +0 | +2 | +2 | Invocation (least), Armored Mage (Light), Detect Magic, Phantom Steed|1|-

2nd| +2 | +0 | +3 | +3 | Mounted Combat, Ghost Lance|2|-

3rd| +3 | +1 | +3 | +3 | Swift Steed, Enhanced Ghost Lance (+1)|3|+1

4th| +4 | +1 | +4 | +4 | Armored Mage (Medium), Bonus Feat, Personal Nightmare +1|4|+1

5th| +5 | +1 | +4 | +4 | Enhanced Ghost Lance (+2), Fear Incarnate|4|+1

6th| +6/+1 | +2 | +5 | +5 | New Invocation (least or lesser)|5|+2

7th| +7/+2 | +2 | +5 | +5 | Enhanced Ghost Lance (+3)|6|+2

8th| +8/+3 | +2 | +6 | +6 | Bonus Feat, Personal Nightmare +2|7|+2

9th| +9/+4 | +3 | +6 | +6 | Enhanced Ghost Lance (+4)|8|+3

10th| +10/+5 | +3 | +7 | +7 | Ghost Steel (Silver) |8|+3

11th| +11/+6/+1 | +3 | +7 | +7 | New Invocation (least, lesser, or greater), Enhanced Ghost Lance (+5)|9|+3

12th| +12/+7/+2 | +4 | +8 | +8 | Bonus Feat, Personal Nightmare +3|10|+4

13th| +13/+8/+3 | +4 | +8 | +8 | Enhanced Ghost Lance (+6) |11|+4

14th| +14/+9/+4 | +4 | +9 | +9 | Ghost Steel (Cold Iron) |12|+4

15th| +15/+10/+5 | +5 | +9 | +9 | Enhanced Ghost Lance (+7)|12|+5

16th| +16/+11/+6/+1 | +5 | +10 | +10 | New Invocation (least, lesser, greater, or dark), Bonus Feat, Personal Nightmare +4|13|+5

17th| +17/+12/+7/+2 | +5 | +10 | +10 | Loyal Steed, Enhanced Ghost Lance (+8)|14|+5

18th| +18/+13/+8/+3 | +6 | +11 | +11 | Enduring Spirit |15|+5

19th| +19/+14/+9/+4 | +6 | +11 | +11 | Enhanced Ghost Lance (+9)|16|+5

20th| +20/+15/+10/+5 | +6 | +12 | +12 | Bonus Feat, Ghost Steel (Adamantine), Phantom Lord, Personal Nightmare +5|16|+5
[/table]

Proficiencies: A Phantom Knight is proficient with all simple and martial weapons and with Light and Medium armor and shields (Except tower shields).

Invocations: You do not prepare or cast spells as other wielders of arcane magic do. Instead, you possess a repertoire of arcane-based attacks, defenses, and abilities known as invocations. You can use any invocation that you know at will. Unlike the invocations wielded by the warlock or dragonfire adept, your Phantom Knight invocations are considered supernatural abilities unless otherwise noted in their description. They are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

The save DC for an invocation (if it allows a save) is 10 + half your class level + your Charisma modifier. Your caster level with invocations is equal to your class level. Each invocation has a spell level equal to half your class level.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. You begin with knowledge of one invocation, which must be of the lowest grade (least). As you gain levels in this class, you learn new invocations, as summarized on the Table and described below. A list of available invocations, along with their complete descriptions, can be found in the post following this class description.

At any level when you learn a new invocation, you can also replace an invocation you already know with another invocation of the same or a lower grade. At 6th level, you can replace a least invocation you know with a different least invocation. At 11th level, you can replace a least or lesser invocation you know with another invocation of the same or a lower grade. At 16th level, a you can replace a least, lesser, or greater invocation you know with another invocation of the same or a lower grade.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells and invocations to fail if those spells have a somatic component. An Phantom Knights's limited focus and specialized training, however, allows her to avoid arcane spell failure so long as she wears only light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells or invocations gained from a different class.

At 4th level, the Phantom Knight learns to use medium armor with no chance of arcane spell failure.

Detect Magic (Sp): Beginning at 1st level, a Phantom Knight can use detect magic as the spell at will. Her caster level equals her class level.

Phantom Steed (Sp): Beginning at 1st level, a Phantom Knight gains access to the Phantom Steed Invocation.

Phantom Steed

Phantom Steed [Shadow]
Action: 1 Standard action
Range: Personal
Target: You
Duration: 24 hours
A shadowy horse materializes below you and lifts you into its saddle, it neighs quietly and seems unhappy to be still.

You summon the quintessential steed of your order, the Phantom steed always appears underneath you, with you saddled and has the following basic statistics:

AC: 18 (-1 size, +4 natural armor, +5 Dex)
Speed: 40ft.
Statistics: 18 Str, Dex 20
HP's: 12 + (2 + Cha mod) per caster level

Additionally whenever you cast a spell on yourself, you may choose to affect you phantom steed for free. (in affect, you cast it on both of you)

The Phantom steed gains +1 Str & Dex every 4 caster levels, it also gains +2 Natural armor for every 4 caster levels.

At 5th level, 6th level and every even level thereafter the Phantom steed gains an additional ability.

5th level
The mount gains a +10ft bonus to speed per level above 4th.

6th Level
The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

8th Level
The mount can use Water walk at will (as the spell, no action required to activate this ability).

10th Level
The mount can use Air walk at will (as the spell, no action required to activate this ability).

12th Level
The mount can Fly at its speed (average maneuverability).

14th Level
The Mount can Teleport as the spell (including the rider), a number of times per day/4 caster levels.

16th Level
The Mount can Plane Shift as the spell (including the rider), a number of times per day/4 caster levels.

18th Level
The Mount can Ethereal jaunt (including the rider) a number of rounds equal to your level per day. These rounds do not need to be consequetive.

20th Level
The Mount can Gate (including the rider) as the spell (Planar Travel only), a number of times per day/4 caster levels.
Special
The Limited use abilities do not reset if you recast Phantom Steed. They are a limited use per day, based off your caster level.


Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat even if you do not meet the requirements.

Ghost Lance (Su): At 2nd level, you gain the ability to summon a ghostly lance of smoke as a free action. The Ghost lance acts and counts as a lance of the appropriate size for the wielder. The lance turns into harmless smoke upon impact, it still deals damage but the weapon is gone.

A Phantom Knight's Ghost Lance improves as the character gains higher levels. At 3rd level and every odd level thereafter, the Phantom Knight gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A Phantom Knight's level determines her maximum enhancement bonus (see Table below). Your ghost lance's enhancement bonus must be at least +1 before you add special abilities.

The special abilities of the Phantom Knights Ghost Lance is chosen everyday after resting for 8 hours and cannot be changed for 24 hours.


{table=head]Weapon Special ability|Enhancement bonus|Minimum Level
Acidic Burst|+1 bonus|7
Bane|+1 bonus|5
Brutal Surge|+1 bonus|5
Charging|+1 bonus|5
Corrosive|+1 bonus|5
Defending|+1 bonus|5
Flaming|+1 bonus|5
Frost|+1 bonus|5
Shock|+1 bonus|5
Ghost touch|+1 bonus|5
Holy Surge[synergy]|+1 bonus|7
Illusion Bane|+1 bonus|5
Impaling|+1 bonus|5
Keen|+1 bonus|5
Ki Focus|+1 bonus|5
Lucky|+1 bonus|5
Magebane|+1 bonus|5
Maiming|+1 bonus|5
Merciful|+1 bonus|5
Screaming|+1 bonus|5
Screaming Burst[synergy]|+1 bonus|7
Shattermantle|+1 bonus|5
Soulbreaker[synergy]|+1 bonus|7
Souldrinking[synergy]|+1 bonus|7
Spell storing|+1 bonus|5
Stunning surge|+1 bonus|5
Thundering|+1 bonus|5
Unholy surge[synergy]|+1 bonus|7
Vicious|+1 bonus|5
Weakening|+1 bonus|5
Anarchic|+2 bonus|7
Axiomatic|+2 bonus|7
Blurstrike|+2 bonus|7
Collision|+2 bonus|7
Disarming|+2 bonus|7
Doom Burst|+2 bonus|7
Enervating|+2 bonus|7
Flaming burst|+2 bonus|7
Icy burst|+2 bonus|7
Holy|+2 bonus|7
Shocking burst|+2 bonus|7
Unholy|+2 bonus|7
Vampiric|+2 bonus|7
Wounding|+2 bonus|7
Ethereal Reaver|+3 bonus|9
Implacable|+3 bonus|9
Brilliant energy|+4 bonus|12
Vorpal|+5 bonus|15
[/table]


Swift Steed (Su): At 3rd level, your ability to summon upon the great Phantom steed has grown to such an extent you are capable of casting Phantom steed as a swift action.

Bonus Feat: At 4th level, you gain a bonus feat chosen from the following list: Ride-By Attack, Trample, Spirited Charge, Cavalry Charger, Mounted Archery, Trample, Saddleback, Tremendous Charge, Power Attack, Improved Overrun, Improved Bull Rush, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 8th level and again every 4 levels beyond 4th.

Personal Nightmare (Su): At 4th level the Phantom Knight has learned to customize her Fear Invocations, catering special affects for each target. The DC for her Invocations with the Fear Subtype gain a +1DC. This bonus increases by +1 every for 4 levels.

Fear Incarnate (Ex): At 5th level, the Phantom Knight has learned his deepest fears and conquered them in turn, the Phantom knight gains Immunity to Fear Effects of all kinds.

Ghost Steel (Su): At 10th level, the Phantom Knight's ability to summon phantasms has grown to such an extent that is extends to his iconic weapon, the Ghost Lance. When she summons the Ghost lance she it is now treated as being Silver for purposes of overcoming damage reduction, at 15th this improves to include Cold Iron and at 20th the Phantom Knights Ghost Lance counts as Silver, Cold Iron and Adamantium.

Loyal Steed (Ex): At 17th level, the Phantom Knight has mastered the Phantom Steed invocation, whenever an Phantom Knight casts the Phantom Steed invocation it is considered to be an Extraordinary ability instead of a spell like ability allowing it to work inside an anti-magic field and similar affects.

Enduring Spirit (Ex): At 18th level, the Phantom Knight has mastered the art of conjuring her Ghost Lance, she is now able to manifest the Ghost Lance as an Extraordinary ability instead of a spell like ability allowing it to work inside an anti-magic field and similar affects.

Phantom Lord (Su): The Phantom Knight has reached the pinnacle of his mortal career of seeding fear and terror on his legendary Phantom steed. The Phantom Knight's mind affecting Invocations are now capable of piercing the protections upon his enemies. All of his Invocations of the Mind affecting subtype are capable of affecting those creatures who are immune to them, whether the immunity stems from magical augmentation or a natural immunity.

Notes

This is a spinoff from Dralnu's Indigo Trickster (http://www.giantitp.com/forums/showthread.php?t=199905), for which I pulled a lot of Inspiration from.

I had recently seen the Knight Phantom PRC (http://www.wizards.com/default.asp?x=dnd/ex/20050706a&page=4) and wasn't too impressed, and I thought it could be much better. So here is my attempt.

[S]I'm missing, a capstone, and need to do several invocations.
Several abilities and glaring issues will be utilized with invocations, for example I plan on an invocation that allows the steed/rider to reduce person, allowing them inside small dungeons etc... and some more stuff.

Still a WIP at this point.
Done


Change Log

9/25/12 - Posted the Class.
9/25/12 - Added invocation list, still need to write up new Invocations and do Capstone.
9/25/12 - Changed Ghost Steel to include previous materials as it progresses.
9/26/12 - Added Detect magic and Phantom steed to 1st level. added some clarifying text to Phantom steed regarding daily use abilities and inserted "at 3rd level" for swift steed.
9/26/12 - Changed the Ghost lance Enhancement description.
10/10/12 - Finished the New Invocations. Added Immunity to Fear at 5th. Added Capstone. Added Planar Travel only to gate ability. Added Personal Nightmare

BelGareth
2012-09-25, 12:41 PM
Invocations

Invocation List
1 Originally printed as a Warlock Invocation in Complete Arcane.
2 Originally printed as a Warlock Invocation in Complete Mage.
3 Originally printed as a Warlock Invocation in Dragon Magic.
4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
5 Originally detailed as an Indigo Trickster (http://www.giantitp.com/forums/showthread.php?t=199905) Invocation by Dralnu.
N New Invocation described below.

Least

All-seeing eyes2 - As comprehend languages on written material, bonus on Search and Spot checks.
Baleful Utterance1 - Speak word of the Dark Speech and shatter objects as the shatter spell.
Beguiling Influence1 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Blur (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Blur as the spell.
Breath of the Night1 - Create a fog cloud as the spell.
Darkness1 - Use darkness as the spell.
Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
FearN - Cause Fear in your enemies.
Miasmic Cloud1 - Create a cloud of mist that grants concealment and fatigues those who enter.
Reflective DisguiseN - Reflective Disguise, as the spell.
See the Unseen1 - Gain see invisibility as the spell and darkvision.
Shadow Sight1 - (Devils Sight) See normally in darkness and magical darkness.
Shadow SprayN - Shadow Spray, as the spell.
Whispering shadows3 - ( Draconic Knowledge) bonus on Knowledge and Spellcraft checks.


Lesser

Major Image (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Major Image, as the spell.
Chilling tentacles1 - Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
Claws of DarknessN - Claws of Darkness, as the spell.
Curse of Despair1 - Curse one creature as the bestow curse spell, or hinder their attacks.
Dark WayN - Dark Way, as the spell.
Decoys (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Mirror Image, as the spell, except shorter duration and fewer figments.
Flee the scene1 - Use short-range dimension door as the spell, and leave behind a major image.
Fleeting Target (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Displacement as the spell
Greater FearN - Cause Fear in your enemies, as the spell Fear.
Hungry Darkness1 - Create shadows filled with a swarm of bats.
Voidsense1 - Gain blindsense 30 feet.
Voracious dispelling1 - Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen1 - Use invisibility (self only) as the spell.
Wall of Gloom1 - Use wall of gloom as the spell.
Phantom HerdN - Summon Multiple Phantom Steeds



Greater

Aura of Flame3 - Gain an aura of flames that deals damage to unarmed strikes and natural attacks.
Baleful Geas3 - Place a Geas as the spell on a creature that slowly harms them.
Caustic Mire2 - Acidic sludge slows progress, deals damage.
Chilling Fog3 - Use Solid Fog as the spell and deal cold damage
Crushing DespairN - Crushing Despair, as the spell.
Devour Magic1 - Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Enervating shadow1 - Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Falling Dream (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Illusory Pit, as the spell.
NightmareN - Nightmare, as the spell.
Nightmares Made real2 - Create illusory terrain that damages foes and allows you to hide.
Painful slumber of Ages2 - Creature falls asleep, takes damage when awakened.
Phantasms (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Phantasmal Assailant, Phantasmal Decoy, Phantasmal Disorientation, and Phantom Foe, as the spells.
Shadowy GrapplerN - Shadowy Grappler, as the spell.
Unseen Assailant (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Greater Invisibility, as the spell, or its swift version.
Wall of Perilous flame 1 - Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
TerrorN - Cause your enemies to be paralyzed with fear.


Dark

Casters Lament2 - Your touch can break enchantment, and you can counterspell.
Dark Discorporation1 - Become a swarm of batlike shadows, gaining many benefi ts of the swarm subtype.
Dark Foresight1 - Use foresight as the spell, and communicate telepathically with a close target of the effect.
Path of Shadow1 - Use shadow walk as the spell and speed up natural healing.
Perilous Veil3 - Use Veil as the spell and creatures who disbelieve take damage.
Supreme Invisibility (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Superior Invisibility as the spell.
The Greatest Illusion (http://www.giantitp.com/forums/showpost.php?p=11029598&postcount=2)5 - Use Solipsism as the spell.
WeirdN - Weird, as the spell.
PhobusN - As Terror but with many targets.


New Least Invocations

Fear [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with HD less than or equal to your Level
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

Pulling from the deepest and darkest pits of your targets minds you force them to face what they fear most.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with more Hit Dice than your caster level are immune to this effect.

Fear counters and dispels remove fear.

Reflective Disguise

This invocation grants you Reflective Disguise, as the spell. SpC p171

Shadow Spray

This invocation grants you Shadow Spray, as the spell. SpC p186


New Lesser Invocations

Dark Way

This invocation grants you Dark Way, as the spell. SpC p58, you may only have 1 Dark Way active at a time.

Claws of Darkness

This invocation grants you Claws of Darkness, as the spell. SpC p47

Greater Fear [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone Shaped Burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

You are able to focus the power of the targets deepest fears and make them so intense they cannot think of anything else.

The affected creature becomes panicked. If the subject succeeds on a Will save, it is shaken for 1 round.

Phantom Herd [Shadow]
Action: 1 Standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 hour/2 level
A shadowy horse materializes below each of your allies, lifting them into the saddles, it neighs quietly and seems unhappy to be still.

This Invocation works exactly like the Phantom Steed spell except affects multiple allies.

These Phantom Steeds do not have the same abilities as your own, but duplicate the spell Phantom Steed (http://www.d20srd.org/srd/spells/phantomSteed.htm).


New Greatest Invocations

Crushing Despair

This invocation grants you Crushing Despair (http://www.d20srd.org/srd/spells/crushingDespair.htm), as the spell.

Nightmare

This invocation grants you Nightmare (http://www.d20srd.org/srd/spells/nightmare.htm), as the spell.

Shadowy Grappler

This invocation grants you Shadowy Grappler SpC p186 as the spell, you may only have 1 Shadowy Grappler active at a time.

Terror [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

By drawing on the targets subconcious fears, you are able to freeze them in place with the realization of their most intense fears.

The affected creature becomes paralyzed. If the subject succeeds on a Will save, it is panicked for 1d4 rounds.



New Dark Invocations

Weird

This invocation grants you Weird (http://www.d20srd.org/srd/spells/weird.htm), as the spell.

Phobus [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Any number of creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

You are able to turn a mass of people into gibbering idiots with a flick of your hand.

The affected creatures becomes paralyzed. If the subject succeeds on a Will save, it is panicked for 1d6 rounds.


Credits
I used Dralnu's formatting for the Invocations from his Indigo Trickster (http://www.giantitp.com/forums/showthread.php?t=199905) (who in turn used it from DragoonWrath's Invoker (http://www.giantitp.com/forums/showthread.php?t=153863)). I also Used Dralnu's formatting for several other things and some of his invocations. Praise be to Dralnu!

I also used some soulknife stuff from 20pfsrd.com

BelGareth
2012-09-25, 12:42 PM
Maybe some feats

and class/encounter example

guiltl3ss
2012-09-25, 04:15 PM
Wow, I really like the sound of this class. Can't wait to see some of the feats and such!

Keep up the good work.

BelGareth
2012-09-25, 06:35 PM
Wow, I really like the sound of this class. Can't wait to see some of the feats and such!

Keep up the good work.

Thanks! Hopefully I can get some more peeps to comment!

Trodon
2012-09-25, 07:49 PM
Wow. I like this class, a lot. I can't say one way or another on balance, but good job. I'll be keeping an eye on this for the new invocations.

Sypher667
2012-09-25, 10:18 PM
It says that your ghost lance "improves" to cold iron. Does it remain silver, or does it transfer? The question occurs again when adamantine is brought up. Is it treated as the most recent, or all of these at once?

BelGareth
2012-09-25, 10:24 PM
Wow. I like this class, a lot. I can't say one way or another on balance, but good job. I'll be keeping an eye on this for the new invocations.
Thanks! I'm working on them throughout this week


It says that your ghost lance "improves" to cold iron. Does it remain silver, or does it transfer? The question occurs again when adamantine is brought up. Is it treated as the most recent, or all of these at once?
Great point, I'll amend the text. It retains all the properties as it improves.

Garryl
2012-09-25, 11:53 PM
Is there any point to the limited uses per day of Phantom Steed abilities? Can't you just summon a new one when the first's abilities run out?

Phantom Steed and Detect Magic aren't on the table.

Unlike the rest of the abilities in the class, Swift Steed does not indicate the level it is gained at (3rd) in the text.

Looks interesting. I'm particularly looking forward to seeing new invocations (they're always fun).

BelGareth
2012-09-26, 12:23 PM
Is there any point to the limited uses per day of Phantom Steed abilities? Can't you just summon a new one when the first's abilities run out?

Phantom Steed and Detect Magic aren't on the table.

Unlike the rest of the abilities in the class, Swift Steed does not indicate the level it is gained at (3rd) in the text.

Looks interesting. I'm particularly looking forward to seeing new invocations (they're always fun).

Thanks for those, added detect magic and phantom steed at 1st level on the table, added some clarifying text in Phantom steed making the static daily uses not change after recasting the invocation and put "At 3rd level" for swift steed.

Garryl
2012-09-26, 01:36 PM
If you're looking for more invocations, you can raid some of the ones I've made. Offhand, the following feel appropriate:

http://www.minmaxboards.com/index.php?topic=888.0;msg=5346
Blessed Steed
Unholy Radiance
Divine Steed

http://www.minmaxboards.com/index.php?topic=1128
Speed of Thought
Blademaster's Will
Bladewind
Dimension Spring Attack
Infinite Prowess
Perfect Warrior
Shed Body
... and probably a few more.

Dralnu
2012-09-26, 02:17 PM
Good stuff! I'm a little confused by this though:


The Phantom Knight may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements.

What exactly does this mean?

I would suggest you'd model this like the soulknife. Every X levels you get a cumulative +1 enchancement bonus to your lance, flat bonus that you can't change. Every Y levels you get access a cumulative +1 enchancement bonus that you can use towards special abilities.

The rest looks really nice.

EDIT: Modeling anything after the soulknife might be bad. Just make more specifications, like "your ghost lance's enhancement bonus must be at least +1 before you add special abilities," keeps it consistent with regular magic weapons.

BelGareth
2012-09-26, 09:20 PM
If you're looking for more invocations, you can raid some of the ones I've made. Offhand, the following feel appropriate:

http://www.minmaxboards.com/index.php?topic=888.0;msg=5346
Blessed Steed
Unholy Radiance
Divine Steed

http://www.minmaxboards.com/index.php?topic=1128
Speed of Thought
Blademaster's Will
Bladewind
Dimension Spring Attack
Infinite Prowess
Perfect Warrior
Shed Body
... and probably a few more.

Sweet, I'll take a looksee, thanks!


Good stuff! I'm a little confused by this though:



What exactly does this mean?

I would suggest you'd model this like the soulknife. Every X levels you get a cumulative +1 enchancement bonus to your lance, flat bonus that you can't change. Every Y levels you get access a cumulative +1 enchancement bonus that you can use towards special abilities.

The rest looks really nice.

EDIT: Modeling anything after the soulknife might be bad. Just make more specifications, like "your ghost lance's enhancement bonus must be at least +1 before you add special abilities," keeps it consistent with regular magic weapons.

It means the Phantom Knight can use any of the listed weapon enhancements in the table, instead of an enhancement bonus. As long as she meets the level requirements and total bonus to do so.

Good point though...

Alabenson
2012-09-26, 09:41 PM
One issue I see is the fact that the class’s invocations are explicitly tagged as Su rather than Sp. Something that you should consider is the fact that this also means that the Armored Mage feature is pointless, as Su abilities aren’t subject to spell failure, period. I’d either make the invocations spell-like abilities, or drop Armored Mage.

I also have a question about the 20th level Phantom Steed ability; is the gate only the transport function, or can it be used for calling as well? I’m assuming you meant the former, in which case you should probably indicate as such.

Garryl
2012-09-26, 11:25 PM
One issue I see is the fact that the class’s invocations are explicitly tagged as Su rather than Sp. Something that you should consider is the fact that this also means that the Armored Mage feature is pointless, as Su abilities aren’t subject to spell failure, period. I’d either make the invocations spell-like abilities, or drop Armored Mage.


As Invocations are explicitly called out as having ASF despite being SLAs normally (which don't normally have ASF either), I see no reason that SU invocations would suddenly lose the ASF.

ThiagoMartell
2012-09-26, 11:29 PM
Too narrow a concept for a base class.

Dralnu
2012-09-26, 11:36 PM
One issue I see is the fact that the class’s invocations are explicitly tagged as Su rather than Sp. Something that you should consider is the fact that this also means that the Armored Mage feature is pointless, as Su abilities aren’t subject to spell failure, period. I’d either make the invocations spell-like abilities, or drop Armored Mage.

Actually, spell-like abilities aren't subject to arcane spell failure either. The warlock class makes an exception to say that their abilities do. Su abilities don't provoke AoO's, Sp do.

It really depends which class you want to keep in line with and/or what you want the power level to be.

BelGareth
2012-10-10, 07:30 PM
Alright, Finished the New Invocations:

New Least Invocations

Fear [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with HD less than or equal to your Level
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

Pulling from the deepest and darkest pits of your targets minds you force them to face what they fear most.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with more Hit Dice than your caster level are immune to this effect.

Fear counters and dispels remove fear.

Reflective Disguise

This invocation grants you Reflective Disguise, as the spell. SpC p171

Shadow Spray

This invocation grants you Shadow Spray, as the spell. SpC p186


New Lesser Invocations

Dark Way

This invocation grants you Dark Way, as the spell. SpC p58, you may only have 1 Dark Way active at a time.

Claws of Darkness

This invocation grants you Claws of Darkness, as the spell. SpC p47

Greater Fear [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: 30 ft.
Area: Cone Shaped Burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

You are able to focus the power of the targets deepest fears and make them so intense they cannot think of anything else.

The affected creature becomes panicked. If the subject succeeds on a Will save, it is shaken for 1 round.

Phantom Herd [Shadow]
Action: 1 Standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 hour/2 level
A shadowy horse materializes below each of your allies, lifting them into the saddles, it neighs quietly and seems unhappy to be still.

This Invocation works exactly like the Phantom Steed spell except affects multiple allies.

These Phantom Steeds do not have the same abilities as your own, but duplicate the spell Phantom Steed (http://www.d20srd.org/srd/spells/phantomSteed.htm).


New Greatest Invocations

Crushing Despair

This invocation grants you Crushing Despair (http://www.d20srd.org/srd/spells/crushingDespair.htm), as the spell.

Nightmare

This invocation grants you Nightmare (http://www.d20srd.org/srd/spells/nightmare.htm), as the spell.

Shadowy Grappler

This invocation grants you Shadowy Grappler SpC p186 as the spell, you may only have 1 Shadowy Grappler active at a time.

Terror [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

By drawing on the targets subconcious fears, you are able to freeze them in place with the realization of their most intense fears.

The affected creature becomes paralyzed. If the subject succeeds on a Will save, it is panicked for 1d4 rounds.


New Dark Invocations

Weird

This invocation grants you Weird (http://www.d20srd.org/srd/spells/weird.htm), as the spell.

Phobus [Fear, Mind-Affecting]
Initiation Action: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Any number of creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

You are able to turn a mass of people into gibbering idiots with a flick of your hand.

The affected creatures becomes paralyzed. If the subject succeeds on a Will save, it is panicked for 1d6 rounds.


Working on the Capstone.
Finished.

ArkenBrony
2012-10-10, 07:52 PM
really cool class, great work, now hears the PEACH

Proficiencies: could you explain why a knight doesn't get heavy armor proficiency

Invocations: i think you should scale down the number of invocations they get, its more than the warlock itself gets

Armored Mage: i like it

Detect Magic: understandable

Phantom Steed: i don't think you need to make this an invocation, and you might want to specify that gate is only the travel form, and maybe improve teleport and plane shift to their greater versions.

Mounted Combat: good

Ghost Lance: good, i like it, but why make it disappear after impact, if you can recreate it as a free action?

Swift Steed: good

Bonus Feat: like the knight, good

Fear Incarnate: good

Ghost Steel: i like that, good

Loyal Steed: great, cause anti-magic can be a pain to many classes, but does this extend to the abilities the mount can access

Enduring Spirit: good

Phantom Lord: that is cool, but it's also the first support received for invocations, and just seems out of place. i would spice it up by adding different invocation buffers earlier on, so its not a random ability received at 20th level

great class :smallsmile:

BelGareth
2012-10-10, 09:02 PM
really cool class, great work, now hears the PEACH

Proficiencies: could you explain why a knight doesn't get heavy armor proficiency This has more to do with the Invocation type casting, This could be an option...

Invocations: i think you should scale down the number of invocations they get, its more than the warlock itself gets This is based of the Indigo Trickster, coming from the angle that the warlock does not get enough Invocations (I would suggest any DM's not liking the amount, reduce it)

Armored Mage: i like it

Detect Magic: understandable

Phantom Steed: i don't think you need to make this an invocation, and you might want to specify that gate is only the travel form, and maybe improve teleport and plane shift to their greater versions. I added the Gate planar travel caveat, I'm dubious about the Teleport and Planar shift improvements, and was debating whether or not to improve them later on...a possibility seeing as the class has a general lack of combat effectiveness later on.

Mounted Combat: good

Ghost Lance: good, i like it, but why make it disappear after impact, if you can recreate it as a free action? This is more for Fluff than anything, and allows you to summon it, the mount and charge in one turn.

Swift Steed: good

Bonus Feat: like the knight, good

Fear Incarnate: good

Ghost Steel: i like that, good

Loyal Steed: great, cause anti-magic can be a pain to many classes, but does this extend to the abilities the mount can access This is specifically is for the Phantom steed ability, other class abilities are affected.

Enduring Spirit: good

Phantom Lord: that is cool, but it's also the first support received for invocations, and just seems out of place. i would spice it up by adding different invocation buffers earlier on, so its not a random ability received at 20th level Agreed, Thought this moments after I added, I have added 'Personal Nightmare that increases Fear subtype invocations DC +1 every 4 levels.

great class :smallsmile:

Thanks for the feedback, I appreciate it. See comment replies above.

Winds
2012-10-10, 09:38 PM
I like it a lot. This is the second homebrew class I've seen on these forums I'd be interested in playing. I've preferred invocation magic to spell slots since first trying the warlock, and it's nice to have a class that can focus on mayhem instead of ending up as mainly artillery.

BelGareth
2012-10-10, 11:44 PM
I like it a lot. This is the second homebrew class I've seen on these forums I'd be interested in playing. I've preferred invocation magic to spell slots since first trying the warlock, and it's nice to have a class that can focus on mayhem instead of ending up as mainly artillery.

Thanks!

I'm making one as we speak for a game, hopefully I'll get picked and I'll be able to see how it works in a game.