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
"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