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Quellian-dyrae
2013-05-16, 09:21 PM
Phase Knight

"Where you need them to be, in the nick of time, every time!" -The Phase Knight Guarantee

There are plenty of warriors out there who combine magical and martial arts. While the arts of war by necessity take some attention away from arcane studies, that doesn't mean they can't achieve impressive magical power. True, many only dabble, but some achieve great feats of magical skill in narrow fields, and more, they combine their magic with their swordplay in ways that allow them to improve the effects of both.

Phase Knights are a specialized set of these magical warriors, focusing their efforts entirely on the advanced art of teleportation. While initially limited to short jumps, as they advance, they gain full-range targeted teleportation effects, able to use their powers to attack, defend, and control the field. A high-level Phase Knight can easily control the tempo of a battle, forcing its opponents to fight at its pace and on its terms.

Adventures: Phase Knights tend towards wanderlust and...aren't exactly known for their attention spans. No few of them adventure simply to explore more of the world and have interesting experiences.

Characteristics: Phase Knights are skilled warriors, relying on teleportation to improve their offense, defense, and mobility. Top-notch skirmishers, they use their powers to move in quickly, strike, and fall back before the enemy can respond. At higher levels, their powers allow them to control the battlefield by placing their allies and opponents in ideal positions, and of course to provide long-range travel for their party.

Alignment: Phase Knights lean towards Chaotic alignments, many of them having a strong sense of freedom and whimsy, but this is only a general tendency. The class is open to people of any alignment.

Religion: Deities of freedom and travel often draw the worship of Phase Knights. Many also pay respect to gods of battle, particularly favoring more tactically-inclined deities.

Background: Phase Knights practice a complex form of magic, combining it with martial skills to form a comprehensive fighting style. Few arrive at this sort of capability through a natural gift. The great majority of Phase Knights get their training at magical colleges and martial schools. Many have a military background - the value of elite warriors armed with teleportation magic is not lost on those kingdoms with the resources to provide such training.

Races: Elves, long known for their tradition of combining magical and martial arts, are common Phase Knights. Humans, having their own vast array of magical traditions, are as likely as any to take up the class. The path of the Phase Knight is a fairly specific one, though, so race tends to take a backseat to personal intent and circumstance when determining who is cut out for the class.

Other Classes: Phase Knights receive the same disdain that any warrior/mage can expect from more dedicated practitioners of the arcane arts, treated as mere dabblers. Barbarians tend to find their tactical powers to be a sign of cowardice, but those who rely on speed and cunning to win their battles tend to see eye to eye with Phase Knights.

Role: The Phase Knight is a mobile skirmisher, able to cause substantial damage and impose several debilitating effects on its foes, while keeping away from easy reprisal. As they advance, they also gain some useful abilities to alter the battlefield, allowing for a very tactical approach to combat.

Adaptation: One could easily use the Phase Knight to represent a superhumanly fast fighter. In exchange for its abilities being considered Supernatural, it loses the ability to teleport to places it could not physically move to, or to use teleportation to escape mundane restraints.

GAME RULE INFORMATION
Phase Knight's have the following game statistics.
Abilities: Dexterity is the most important ability score for a Phase Knight, as it is used for most of their combat capabilities and powers. Constitution and Intelligence are both useful to improve durability and skills.
Alignment: Any.
Hit Die: d6.
Starting Age: As bard.
Starting Gold: As cleric.

Class Skills
The Phase Knight's class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Geography, Local, Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

PHASE KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Complexity, Finesse, Phase Step.

2nd|
+2|
+0|
+3|
+0|Evasion.

3rd|
+3|
+1|
+3|
+1|Phase Counter (Immediate, Escape).

4th|
+4|
+1|
+4|
+1|Phase Strike.

5th|
+5|
+1|
+4|
+1|Improved Phase Step.

6th|
+6|
+2|
+5|
+2|Targeted Teleportation.

7th|
+7|
+2|
+5|
+2|Baleful Teleport.

8th|
+8|
+2|
+6|
+2|Phase Counter (Repeated, Protect).

9th|
+9|
+3|
+6|
+3|Perfect Reflexes.

10th|
+10|
+3|
+7|
+3|Greater Phase Step.

11th|
+11|
+3|
+7|
+3|Phase Lock.

12th|
+12|
+4|
+8|
+4|Phase Link.

13th|
+13|
+4|
+8|
+4|Phase Counter (Opportunity, Deflect).

14th|
+14|
+4|
+9|
+4|Phase Shift.

15th|
+15|
+5|
+9|
+5|Superior Phase Step.

16th|
+16|
+5|
+10|
+5|Phase Breach.

17th|
+17|
+5|
+10|
+5|Improved Phase Strike.

18th|
+18|
+6|
+11|
+6|Phase Counter (Defensive, Misdirect).

19th|
+19|
+6|
+11|
+6|Improved Phase Shift.

20th|
+20|
+6|
+12|
+6|Ultimate Phase Step.[/table]

Class Features
All of the following are class features of the Phase Knight. The DC for the Phase Knight's abilities is equal to 10 + 1/2 level + Dex modifier.

Weapon and Armor Proficiencies: The Phase Knight is proficient with simple weapons, martial weapons, light armor, and shields (except tower shields).

Complexity (Ex): The skills of a Phase Knight are rather complex; dabblers are unlikely to reach their full potential with even the most basic skills. While Phase Knights may multiclass just as any other characters do, a multiclassed Phase Knight caps its Dexterity modifier at twice its class level for purposes of all Phase Knight class features (including the save DCs of its abilities).

Finesse (Ex): Phase Knights rely on speed and maneuverability in combat. Starting at first level, the Phase Knight may substitute its Dexterity modifier for its Strength modifier on melee attack rolls. It may add its Dexterity modifier to all weapon damage rolls.

If wearing light or no armor, the Phase Knight may also double the bonus to AC it receives from Dexterity. If its Dexterity bonus is limited by its armor, the limit applies after the bonus has been doubled (so a Phase Knight with Dexterity 18 wearing armor with a maximum Dexterity bonus of +6 gets a total AC bonus of +6, rather than the full +8 it would receive with no armor).

Phase Step (Su): The primary power of the Phase Knight is the ability to teleport. As a move action, the Phase Knight gains a number of Phase Steps equal to its Dexterity modifier. Each Phase Step allows the Phase Knight to teleport five feet. The Phase Knight must use its Phase Steps on the turn it gains them; unused Steps are wasted. A Phase Knight may also gain one Phase Step when taking a 5' step, rather than taking the 5' step normally.

Initially, the Phase Knight may only teleport itself. It may take Phase Steps all in a single large teleport, or divide them among several short jumps. It may take other actions between Phase Steps, and it may Phase Step in the midst of another action. Making a Phase Step allows it to alter its facing and it may freely choose to either conserve its momentum or arrive at rest. Among other things, this means it can teleport to cut the damage from a fall, turn during a charge, teleport between attacks during a full attack or cleave attack, and so on. It may not, however, teleport to divide up area effects or affect the same target multiple times with an area effect (including feats and abilities like Whirlwind Attack or Mithral Tornado).

The Phase Knight must have both Line of Effect and Line of Sight to the location it teleports to. It may not teleport into a solid object; if it does so, it is shunted to the nearest open space, taking 1d6 damage per 10' so traveled. It may teleport into a dangerous position if desired, so it is possible to, say, teleport up to attack a flying foe, only to fall thereafter (ideally, saving a Phase Step to teleport harmlessly back to ground).

The Phase Knight's teleportation brings along all characters in physical contact with it (multiple characters can form a "chain", all touching each other, grasping the same objects, etc), and any objects it is wearing, holding, or touching with its hands (or similar limbs). However, the Phase Knight can only teleport a total weight equal to the maximum load for a Strength score equal to its own Dexterity score + its class level. The Phase Knight itself does not count against this limit, but its equipment does. If the weight the Phase Knight is attempting to teleport exceeds the limit, the attempt fails. The Phase Knight may selectively choose whether or not to bring something along, though this requires a moment of focus. Another character can attempt to "stow away" (by grabbing the Phase Knight at the last moment, for example). This requires grabbing the Phase Knight as some sort of interruption (a readied action, attack of opportunity, immediate action, etc) just as it begins the teleport. The character must make a successful touch attack against the Phase Knight, and an opposed Initiative check to time it right (too early and the Phase Knight can just exclude it; too late and the Phase Knight is already gone). If the attempt succeeds, the stow-away is brought along, or causes the attempt to fail if it brings the Phase Knight above its weight limit.

Evasion (Su): A second level Phase Knight can initiate a quick teleport to avoid magical or unusual attacks. It gains Evasion, as the rogue class feature, but it applies regardless of armor worn. Note also that a Phase Knight's Evasion is a supernatural [Teleportation] effect.

Phase Counter (Su): A third level Phase Knight improves its ability to use its teleportation in response to enemy attacks. It gains the ability to take a single Phase Step as an immediate action. When taking a Phase Step in response to an attack, the Phase Knight must roll a Reflex save. If the attack is a spell, the DC is the spell's save DC. If it is a physical attack, the DC is 10 + 1/2 the attacker's BAB + the ability modifier added to the attacker's attack rolls (typically Strength or Dexterity; if multiple abilities are added, use the highest). Other forms of attack have a DC of 10 + 1/2 the attacker's HD + a relevant ability modifier, defaulting to Charisma.

If the Phase Knight succeeds, it interrupts the attack and teleports away, automatically avoiding it as line of effect is broken. If the effect is not instantaneous, however, the Phase Knight may still be subject to its effects if it reappears in its area. Likewise, if the attack was made as part of a full attack, the Phase Knight may still be subject to further attacks if it ends up still in the attacker's reach (or if the attacker can move between attacks to again threaten it).

If the Phase Knight fails, it does not execute its teleport until the end of the attacker's turn. Additionally, its distracted attention results in a -1 penalty to AC and saves against the attack per point its Reflex save failed by. If the attack was part of a full attack or otherwise involved multiple individual attacks, this penalty remains for the entire full attack action.

As the Phase Knight advances, it can use this ability more easily. At eighth level, the Phase Knight's Phase Steps expire at the start of its next turn rather than the end of its current turn; if it ends its turn with Phase Steps remaining, it can use them to interrupt enemy attacks without spending an immediate action. At 13th level, the Phase Knight can gain a Phase Step to avoid an attack at the cost of an attack of opportunity. At 18th level, if the Phase Knight fights defensively or uses the Combat Expertise feat, it can execute an extra Phase Counter for each point of AC gained, and if it takes a total defense action, it may execute a Phase Counter each time it is attacked.

The Phase Knight can also use this ability in more ways as it advances. At eighth level, it may use Phase Counters to defend allies within Medium range. It may defend multiple allies at once if it has enough Phase Steps; if defending multiple allies from the same attack, it rolls its Reflex save once. Allies don't suffer a defensive penalty if the attempt fails. At thirteenth level, when targeted by a ranged attack with a tangible form (generally, physical or energy attacks), it may teleport the attack itself to a new location, basically retargeting it if it succeeds. At eighteenth level, it can attempt to teleport melee attackers to retarget their attacks; the target may choose to either require the normal Reflex Save from the Phase Knight, or it may make a Will save of its own to resist the teleport, but not both. If the teleport succeeds, the attacker makes its attacks against a new target of the Phase Knight's choice in its new reach.

Phase Strike (Su): A fourth level Phase Knight can execute a dazzling series of teleports interspersed with attacks. As a full-round action, the Phase Knight gains a number of Phase Attacks equal to its class level. Each Phase Attack allows the Phase Knight to make a single Phase Step, and then attack a single opponent that it threatens (if armed with a melee weapon), or who is within one range increment (if armed with a ranged weapon).

Only one actual attack is resolved against any given opponent in any given Phase Strike. If the Phase Knight wishes to make a barrage of Phase Attacks against the same opponent, it instead resolves a single attack, and then spends the additional attacks to improve it. It can spend its attacks in any of the following ways. Choices that add effects to the attack or impose effects upon the target only do so if the attack itself succeeds. The same effect can be added multiple times (although a few don't have any purpose for this option); if the effect is numerical, simply apply it again. If it lasts on a duration, increase the duration by one round.

If an effect says Save Negates, the target receives a Reflex save to avoid the effects. Only one save is rolled, applying equally to all such effects.

1 Attack: Add 1d6 damage to the damage of the attack.
1 Attack: Gain a +1 bonus on the attack roll.
1 Attack: Teleport the struck opponent up to 5'.
2 Attacks: Reroll a miss chance against the attack.
2 Attacks: Ignore the target's DR.
2 Attacks: Render the target Entangled for one round (Save Negates).
2 Attacks: Render the target Flat-Footed for one round (Save Negates).
2 Attacks: Render the target Sickened for one round (Save Negates).
2 Attacks: Render a target of your size or smaller Prone (Save Negates). Each additional application increases the possible size by one.
3 Attacks: Render the target unable to move from its space for one round (Save Negates).
4 Attacks: Render the target Staggered for one round (Save Negates).
5 Attacks: Render the target Nauseated for one round (Save Negates).
5 Attacks: Render the target Confused for one round (Save Negates).
5 Attacks: Resolve the attack as a charge.
5 Attacks: Teleport the target as if using an Improved Phase Step.
6 Attacks: Render the target Dazed for one round (Save Negates).
7 Attacks: Render the target Stunned for one round (Save Negates).
7 Attacks: Treat the target as Flat-Footed for purposes of resolving the attack.
7 Attacks: Resolve the attack as a touch attack.
10 Attacks: Teleport the struck opponent as if using a Greater Phase Step (Save Negates).
10 Attacks: Render the target Unconscious for one round (Save Negates).
15 Attacks: Instantly kill the target (Save Negates and renders the target immune for 24 hours).
15 Attacks: Teleport the struck opponent as if using a Superior Phase Step (Save Negates).
20 Attacks: Teleport the struck opponent as if using an Ultimate Phase Step (Save Negates).
X Attacks: Increase the threat range of the attack by 1; X is the attack's critical multiplier.
X Attacks: Increase the critical multiplier of the attack by 1; X is the attack's converted threat range (20 = 1, 19-20 = 2, etc).

Improved Phase Step (Su): Starting at fifth level, a Phase Knight can increase the distance of a number of Phase Steps per round equal to its Dexterity Modifier. The distance changes from 5' to its normal movement speed.

Additionally, the Phase Knight now needs either Line of Sight or Line of Effect to target its Phase Steps, not both. It also doubles the amount of weight it can teleport.

Targeted Teleportation (Su): A sixth level Phase Knight can teleport other creatures and objects. Any time the Phase Knight can spend Phase Steps, it may spend them to teleport other characters. It may teleport any target that it has line of sight and line of effect to within Long range. Its normal weight limit for teleportation applies. It may bring along objects and creatures in contact with its main target following normal rules.

An unwilling target may make a Will save to resist the teleportation. It may only do so once per round, regardless of the number of Phase Steps the Phase Knight spends teleporting it; a successful save resists all Phase Steps that round, and a failed save resists none.

The Phase Knight may teleport attended objects if the character attending them is willing or fails a Will save. It may teleport unattended objects within its weight limit freely. This ability in itself is insufficiently precise to effectively aim teleported objects to in any way use them as effective weapons.

If the target fails its Will save, it may still attempt to exert some manner of control over the teleport. This is physically stressful, resulting in damage equal to the Phase Knight's Dexterity modifier for each point the Will save failed by; if this damage would bring the target below 0 hit points, it may not exert control and is left at the mercy of the Phase Knight. If it does wish to sustain the damage and exert control, it imposes the following limitations:

First, it, rather than the Phase Knight, selectively decides what items and creatures that it is wearing, holding, or touching travel with it. If its choices cause it to exceed the Phase Knight's weight limit, the teleport fails (but the character still suffers the damage).

Second, it appears in the nearest location to where the Phase Knight intended it to arrive where it is capable of surviving, capable of leaving freely, not suffering immediate damage or negative effects, and not in line of sight of immediately hostile entities. Situations that it was in at the moment of teleportation do not count for these purposes (so a character who was already in a scorching desert or in line of sight of the Phase Knight and its allies can't shunt itself elsewhere if the Phase Knight simply relocates it elsewhere on the battle map, for example). Additionally, if the Phase Knight is within 10' per class level of the destination point, the target cannot impose this limitation.

Baleful Teleport (Su): A seventh level Phase Knight can execute harmful directed teleports in various ways; teleporting a heavy object over an opponents head, summoning random generic objects to teleport at foes with high velocity, teleporting harmful objects into space occupied by an opponent, teleporting a volume of a foe's mass elsewhere, and so on. This ability is not perfectly precise; it's effective, but blunt.

Regardless of the actual methodology used, this attack is a standard action, dealing 1d6 points of damage per class level of the Phase Knight. Teleporting a portion of the target's mass directly allows a Will save to negate. Teleporting an object into the space occupied by an opponent allows a Fortitude save to negate. Teleporting objects at foes directly allows a Reflex save to negate. When teleporting objects, the object used determines the type of damage inflicted, but has no bearing on the attack's effect (teleporting poison into the target's bloodstream, for example, deals 1d6 poison damage per class level, negated by a Fortitude save at the Phase Knight's normal save DC, regardless of the effects of the poison).

If you spend a move action to gain Phase Steps in the same round as using this ability, you may spend these Phase Steps to affect an additional target for each Phase Step spent. When teleporting objects at foes, the Phase Step spent to do so can be used to initiate a Targeted Teleport on an actual nearby object if desired. If you spend multiple Phase Steps to target the same opponent, do not resolve the action as multiple Baleful Teleports. Instead, follow the rules for Phase Strike to add extra effects to the attempt, treating each Phase Step as one attack (up to a maximum number of attacks per opponent equal to your class level). In this case, the opponent only rolls the normal save to resist the Baleful Teleport; any special effects applied that normally allow a save do not allow an additional one.

Perfect Reflexes: A ninth level Phase Knight is so used to striking in an instant, that it can react instantly to strike enemies who get within its reach. The Phase Knight gains the ability to make attacks of opportunity against enemies who enter squares it threatens. It may only do so once per round per opponent, and this counts as an attack provoked by movement, so it cannot also make an attack when the opponent leaves the threatened square. Means of entry that would normally not provoke attacks - such as forced movement, 5' steps, and of course, teleportation - still provoke these attacks. Opponents who suddenly appear in a threatened square - such as due to invisibility ending - are also subject to this attack.

The Phase Knight must still be entitled to make the attack of opportunity (it must be able to perceive the target, the target can't have cover, etc). Abilities that offer additional protection against attacks of opportunity still do so. Abilities that automatically negate attacks of opportunity only do so if the Phase Knight's current initiative total is lower than that of the provoking character. Actions that allow checks to negate an attack of opportunity (such as Tumbling) can negate these attacks, but the DC is increased by the Phase Knight's class level. This increase does not stack with similar abilities.

Greater Phase Step (Su): Starting at tenth level, the Phase Knight can significantly increase the distance of a number of Phase Steps per encounter equal to its Dexterity Modifier. Each such Phase Step allows the Phase Knight to teleport up to Long range. The Phase Knight must spend a standard action to concentrate in any round that it uses this ability, unless the action that provided it with the Phase Steps it is extending was a standard action or greater.

The Phase Knight now no longer needs Line of Sight or Line of Effect to teleport. However, if it does not have either, it can only teleport to locations it has been before. Additionally, the Phase Knight's teleportation becomes particularly difficult to prevent; effects that would normally prevent the Phase Knight from teleporting instead treat it as being ten levels lower for purposes of calculating its Phase Knight class features, assuming the caster level of the effect is equal to the Phase Knight's class level. For each level difference, this penalty is modified correspondingly (so an effect six caster levels lower only lowers the Phase Knight's effective level by four, while an effect four caster levels higher would lower its effective level by 14). As a swift action, the Phase Knight can make a Will save against the normal DC of the effect; on a success, it halves the penalty for one round. On a success by five or more, it ignores the penalty for one round.

Finally, the amount of weight the Phase Knight can teleport increases to five times normal, rather than twice normal.

Phase Lock (Su): An eleventh level Phase Knight can lock down other teleporters. When using a Targeted Teleport, rather than moving the target, the Phase Knight can prevent the target from teleporting for one round per class level, or for as long as it concentrates, as if the subject were affected by a Dimensional Anchor with a caster level equal to the Phase Knight's class level. The Phase Knight ignores its own Phase Lock.

Phase Link (Su): A twelfth level Phase Knight can create a supernatural bond between itself and several others. Up to one character per class level can be part of a Phase Link. Creating a Phase Link, or bringing someone into it, requires eight hours of work, during which the Phase Knight and the character(s) being inducted into the link must be present. Removing someone from a Phase Link is a full-round action on the Phase Knight's part.

While linked, the characters are always considered in contact with each other for purposes of teleporting, and do not count against any weight or passenger limits for purposes of one another's teleport effects. Further, the characters can teleport to one another's location from anywhere on the same plane as a move action, appearing in the nearest unoccupied space. Members of a Phase Link may communicate telepathically with each other as long as they are on the same plane. Finally, any ranged attacks or effects initiated by a member of the link may originate from another member. The character using the effect activates it as normal, but the chosen member targets it. If the character initiating the effect does not have both line of sight and line of effect from the character directing it, then both characters must spend the necessary actions on it; otherwise, only the initiating character must spend the actions.

Locations and objects can also be brought into a Phase Link (using up one slot), allowing members to freely teleport to the relevant location or object, or to teleport linked objects to themselves. If a location is chosen, it can be up to the size of a large building, allowing link members to teleport to any point within the confines.

Phase Shift (Su): Starting at fourteenth level, the Phase Knight can teleport between planes a number of times per day equal to its Dexterity Modifier. This is a full-round action, and can duplicate the effects of any of the following spells: Plane Shift, Shadow Walk, or Ethereal Jaunt.

The Phase Knight may also create an extradimensional fortress, as per the Magnificent Mansion spell. This extradimensional location can be opened at will as a full-round action, and also includes extradimensional storage space that places everything within it (excluding the Phase Knight itself) under the effects of a Temporal Stasis spell. This storage space can fill a cube up to ten feet per class level on a side. The Phase Knight can teleport objects (and creatures!) into or out of storage using Targeted Teleportation. Barring highly specialized magic, only the Phase Knight and those it allows have access to its extradimensional storage.

Superior Phase Step (Su): A fifteenth level Phase Knight can now extend the distance of its Phase Steps to one mile per class level, a number of times per hour equal to its Dexterity Modifier. The Phase Knight must spend a standard action to concentrate in any round that it uses this ability, unless the action that provided it with the Phase Steps it is extending was a standard action or greater.

It may also now teleport to any location it can clearly identify and that it knows the basic geographical location of. It may also teleport to general, publically-known locations (anything that could be found with a DC 15 or lower Knowledge check) based on certain parameters, such as "the nearest tavern" or "the largest city in a hundred miles" but not "the location of the biggest unguarded treasure in range").

Additionally, the amount of weight the Phase Knight can teleport increases to ten times normal, rather than five times normal.

Phase Breach (Su): A sixteenth level Phase Knight can create portals once per day per two points of its Dexterity modifier. Creating a portal is a full-round action, and it lasts for as long as the Phase Knight concentrates. One end of the portal is placed anywhere within Long range, the other end anywhere that the Phase Knight could teleport to with a number of Phase Steps equal to its class level (it may extend any or all of these virtual Phase Steps following normal rules). Alternately, the Phase Knight can expend a use of Phase Shift to place the exit location anywhere it could teleport to using Phase Shift. The portal can be up to one foot in diameter per class level. The Phase Knight may place portals of the following types:

Stable Portal: The portals are as stable as doorways, and can be walked through to bring a character from one to the other. The Phase Knight can choose whether the portals are one-way (and in this case, which portal is the "entry" and which is the "exit"), and which sides of the portals can be travelled through.

Vacuum Portal: The portal is one-way, and a semi-unstable vacuum. The entry portal has a constant wind, with a speed of up to ten miles per hour per class level, pulling towards it. The exit portal has a similar wind pushing away from it. In addition, if there are planar or other environmental effects surrounding the entry portal, these effects are pulled through, filling an area around the exit portal up to five feet per class level.

Implosion Portal: The portal is a one-way, completely unstable vacuum. The Phase Knight cannot concentrate to maintain the portal. Everyone within 5' per class level of the entry portal must make a Fortitude save or be forcibly pulled into the portal. The exit portal releases a shockwave, dealing 1d10 points of damage per class level to everyone within 5' per class level, with a Reflex save for half damage. Anyone who fails the save is knocked back 10' per point it fails by, falls prone, and is stunned for one round. The damage is typically Bludgeoning damage, but if the portal appears in an area with planar or environmental effects, the damage type changes appropriately. Characters pulled through the portal do not take damage or risk being stunned, but do arrive prone, 1d10X5' away from the portal. The Phase Knight receives no control over such characters.

Improved Phase Strike (Su): Starting at seventeenth level, when a Phase Knight spends attacks from a Phase Strike to improve the effect of the attack, it does not have to do so individually for each target struck. It applies all effects to all targets attacked.

Improved Phase Shift (Su): A nineteenth level Phase Knight adds the following spells to its options when using a Phase Shift: Etherealness, Greater Plane Shift.

Ultimate Phase Step (Su): A twentieth level Phase Knight can extend a Phase Step to teleport any distance a number of times per day equal to its Dexterity Modifier. The Phase Knight must spend a standard action to concentrate in any round that it uses this ability, unless the action that provided it with the Phase Step it is extending was a standard action or greater.

The Phase Knight can also now teleport to locations targeted indirectly by creatures or objects it has encountered and can unambiguously identify. For example, it could teleport "ten feet to the right of King Halyon Decassen" or "to the location of the ruby I traded for my new magic sword". It can also teleport to set locations it can unambiguously identify even if it does not know where they are geographically, such as "to the local thief's guildhall".

Finally, the amount of weight the Phase Knight can teleport increases to twenty-five times normal, rather than ten times normal.