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Sleaker
2008-10-18, 04:51 PM
Looking for some feedback for this. In my own mind it feels balanced but we all know how that goes. Most of you may not have access to find the spells, most of the spells are reused from the SRD, or from Tome of Magic (if it's a mystery) and from Complete Arcane (if an invocation) if needed I'll edit in spell descriptions. I plan on making some feats for the class too, particularly something that allows the caster to recover from soul distortion quicker (the % chance, not the actual effect). The big thing right now I'm trying to add in is more Powers, so if you have any ideas I'm open!

The Phantom
Alignment: Non-lawful Only
Hit Die: d4.
Class Skills
The Phantom’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+2|
+2|Soul Distortion, Shadow Armor|2|1

2nd|
+1|
+0|
+3|
+3|Mending Shadows|2|1|-

3rd|
+1|
+1|
+3|
+3||2|2|1|-

4th|
+2|
+1|
+4|
+4||2|2|1|-|-

5th|
+2|
+1|
+4|
+4||2|2|1|1|-|-

6th|
+3|
+2|
+5|
+5||2|2|1|1|-|-|-

7th|
+3|
+2|
+5|
+5|Shadow Form 1/day|2|2|2|1|1|-|-|-

8th|
+4|
+2|
+6|
+6|Assume Equipment|2|2|2|1|1|-|-|-|-|-

9th|
+4|
+3|
+6|
+6|Shadow Form 2/day|3|2|2|2|1|1|-|-|-|-

10th|
+5|
+3|
+7|
+7|Assume Likeness|3|2|2|2|1|1|-|-|-|-

11th|
+5|
+3|
+7|
+7|Shadow Form 3/day|3|3|2|2|2|1|1|-|-|-

12th|
+6/+1|
+4|
+8|
+8|Hardened Soul 5%|3|3|2|2|2|1|1|-|-|-

13th|
+6/+1|
+4|
+8|
+8|Shadow Form 4/day|3|3|2|2|2|1|1|1|-|-

14th|
+7/+2|
+4|
+9|
+9||3|3|2|2|2|2|1|1|-|-

15th|
+7/+2|
+5|
+9|
+9|Shadow Form 5/day, Hardened Soul 10%|3|3|3|2|2|2|1|1|1|-

16th|
+8/+3|
+5|
+10|
+10||4|3|3|2|2|2|2|1|1|-

17th|
+8/+3|
+5|
+10|
+10|Shadow Body|4|3|3|3|2|2|2|1|1|1

18th|
+9/+4|
+6|
+11|
+11|Hardened Soul 15%|4|3|3|3|2|2|2|2|1|1

19th|
+9/+4|
+6|
+11|
+11||4|3|3|3|3|2|2|2|2|1

20th|
+10/+5|
+6|
+12|
+12|Shadow Apotheosis|4|3|3|3|3|2|2|2|2|1[/table]

Class Features:
All the following are class features of the Phantom.

Weapon and Armor Proficiency:
Phantoms are proficient with the sickle, dagger, spear, kukri, scimitar, dart and light crossbow. Because the components of casting powers is simple, a Phantom does not incur any arcane spell failure chance from any equipment worn. A multi-class Phantom still incurs the normal arcane spell failure chance for arcane spells received from levels in another class.

Shadow Powers:
A Phantom does not prepare and cast spells as other arcane casters do. Instead, he posses a knowledge and connection with the shadows giving him the ability to cast Shadow Powers. To prepare or cast a Shadow Power, the Phantom must have an intelligence score equal to 10 + the power level. The Phantom may prepare a number of powers per day as shown on the table above. Unlike other spell casters, the Phantom does not gain any bonus prepared powers per day, but the Phantom may use any of the powers he has prepared at will, with the following qualifications: A Phantom's powers are spell-like abilities; using a power is therefore a standard action that provokes attacks of opportunity. A power can be disrupted, just as a spell can be ruined during casting. A phantom is entitled to a concentration check to successfully use a power if he is hit by an attack while casting, just as a spellcaster does. A phantom may choose to cast defensively, by making a successful concentration check, to avoid provoking attacks of opportunity. A phantoms powers are subject to spell resistance unless a powers description specifically states otherwise. A phantom's caster level with his powers is equal to his Phantom level.
The save DC for a power (if it allows a save) is 10 + power level + the Phantom's Charisma modifier. A Phantom's spell-like abilities are not actually spells, and can not benefit from metamagic feats. Phantoms can however benefit from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see 303-304 of the Monster Manual).
A phantom must choose and prepare his powers ahead of time by getting a good night’s sleep and spending 1 hour meditating. While meditating, the phantom decides which powers to prepare. The Phantom may prepare any power that he has learned. The Phantom knows a number of powers as shown on the table below. Unlike other spell casters the Phantom also gains additional powers known for having a high intelligence score. The number of additional powers known is listed on the table below.

Soul Distortion (Ex): Whenever the Phantom casts a Power he gains Soul Distortion equal to the level of Power cast times 5% (Example: Zorn a 5th level Phantom casts a 3rd level Power and gains 15% Soul Distortion). After the Phantom finishes casting he must roll a percentage check. On any failed roll the Phantom becomes distorted by shadows and is dazed until the end of his next turn. (Example: Zorn rolls a 13 on his percentage die after he finished casting the second level power. He would now be dazed until the end of his next turn).

Soul Distortion is permanent, and can only be removed by sacrificing HP, or through magical healing. The Phantom may take a full round action and sacrifice any amount of HP to reduce his Soul Distortion; for each 1 HP sacrificed reduce the Phantom's Soul Distortion by 5%, although the Phantom may never drop below 0%. (Example: Zorn sacrifices 3 HP to reduce his Soul Distortion back to 0%) Alternatively, Soul Distortion can be healed through magical means. A Lesser Restoration, Restoration or Greater Restoration will heal up to 100% Soul Distortion.

The Phantom may never cast a power that would take his Soul Distortion above 100%.


Shadow Armor (Su): A Phantom wearing armor or a shield (or under the effects of spells that grant an armor or shield bonus) gets his armor and shield bonuses to AC even when he becomes incorporeal (see Shadow Form, below). However, unlike other incorporeal creatures, the Phantom does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability functions even if the armor or shield becomes incorporeal (such as through the use of the assume equipment ability described below).

Mending Shadow (Su):
Beginning at 2nd level, a phantom with a Charisma score of 12 or higher can heal his own wounds. Each day he can heal a total number of hit points of damage equal to his phantom level × his Charisma bonus. A phantom may choose to divide his healing up among multiple uses, he doesn't need to use it all at once. Using mending shadow is a standard action.

Shadow Form (Su): At 7th level the Phantom gains the ability to shed his corporeal body and become incorporeal (or “shadow stuff”) once per day as a standard action. The Phantom can remain in this state for up to 4 + charisma modifier rounds. During this time, the character's body fades into a shadowy state that retains the characters original likeness. While in the shadow form, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Shadow Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his shadow powers, and he gains a +1 bonus on all save DC for powers he casts while in the shadow form.

The Phantom can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is in the shadow form (but see the assume equipment ability, described below).

Often, a phantom appears like a shadow or ghost wearing items of the material world. This doesn't make his equipment more susceptible to attack (the normal rules for attended objects still apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, the phantom can then pass through solid objects at will as described below.

At 9th, 11th, 13th, and 15th level the Phantom gains another use of the Shadow form ability.

Incorporeal Subtype
An incorporeal Phantom has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all non-magical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attack made with ghost touch weapons).

An incorporeal Phantom has no natural armor bonus and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal phantom can enter or pass through solid objects (subject to the restrictions described in the shadow form and assume equipment abilities), but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal phantom that is inside an object. To see farther from the object he is in and attack normally, the incorporeal phantom must emerge. An incorporeal phantom inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature with a readied action could strike at him as he attacks. An incorporeal phantom cannot pass through a force effect.

An incorporeal phantom's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal phantom cannot fall or take falling damage. He cannot make trip or grapple attacks, not can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Assume Equipment (Su): At 8th level a Phantom can designate a number of pieces of his worn equipment (including armor and weapons) equal to half his Phantom level to become incorporeal when he uses his Shadow Form ability (Example: Zorn an 8th level Phantom may designate 4 pieces of equipment). The equipment functions as normal, but while the Phantom is incorporeal he may enter or pass through solid objects while wearing only the designated equipment. Once designated, the equipment automatically becomes incorporeal when the Phantom assumes his Shadow Form, and it becomes corporeal when the Phantom does. The Phantom may change his designations at any time.

Assume Likeness (Su): At 10th level the Phantom gains the ability to assume the likeness of any Small, Medium, or Larger creature as a standard action that does not provoke attacks of opportunity. The character's abilities stay the same, but he appears to be the creature that he assumes the likeness of, allowing him to disguise himself and bluff others. Each physical interaction with a creature requires a successful bluff check (opposed by the creature's Sense Motive check) to convince the creature of the Phantom's current disguise. The Phantom must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if the phantom accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check would automatically fail. However, a Bluff check is allowed if the Phantom uses his Umbral hand ability to hold the received item.

When using his assume likeness ability, a Phantom has an additional +10 circumstance bonus on Disguise checks.

Hardened Soul (Ex): At 12th level the Phantom's soul becomes hardened against distortion reducing his Soul Distortion gained when casting a power by 5% (Example: A 1st level power would now give 0% Soul Distortion, while a 5th level power would give 20% Soul Distortion). At 15th level and again at 18th level the Soul Distortion gain is reduced by 5%.

Shadow Body (Ex): At 17th level, a phantom becomes a being of pure shadows. This ability is similar to shadow form, except the character is permanently incorporeal (and gains that subtype). The Phantom's Shadow Form ability now allows him to become corporeal for the duration rather than incorporeal, at all other times the phantom remains a shadow. In addition the Phantom's type changes to Outsider (extraplanar). If the Phantom is subject to a dismissal or banishment spell he returns to the Plane of Shadow.

This change makes it difficult for the Phantom to be raised if he dies. Like all non-native outsiders only a limited wish, wish, miracle or true resurrection will return the Phantom back to life.


Shadow Apotheosis (Ex): At 20th level the Phantoms body discorporates into a thing of shadow; He is no longer susceptible to critical hits, sneak attacks, and attacks that require discernible anatomy.

Powers Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|2|2|-

2nd|3|2|-

3rd|3|2|2|-

4th|3|3|2|-

5th|3|3|2|2|-

6th|3|3|2|2|-

7th|4|3|3|2|2|-

8th|4|3|3|2|2|-

9th|4|4|3|3|2|2|-

10th|4|4|3|3|2|2|-

11th|4|4|3|3|3|2|2|-

12th|5|4|3|3|3|2|2|-

13th|5|4|4|3|3|3|2|2|-

14th|5|5|4|3|3|3|2|2|-

15th|5|5|4|4|3|3|3|2|2|-

16th|5|5|5|4|3|3|3|2|2|-

17th|5|5|5|4|4|3|3|3|2|2

18th|5|5|5|5|4|3|3|3|2|2

19th|5|5|5|5|4|4|3|3|3|2

20th|5|5|5|5|5|4|3|3|3|2[/table]

Bonus spells known are given for high Intelligence like most casters that get bonus spells per day for having a high casting stat.

Powers List:

0 Level Powers:
Umbral Hand: As mage hand but more effective.
Mystic Reflections: As detect magic.
Shadow Hood: subject takes a -1 penalty on attack rolls and dexterity based skill checks.
Shadow Mending: As Mending.
Sight Obscured: +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movement, actions or presence.
Silent Portal: As the Spell.
Widened Eyes: As the Mystery.

1st Level Powers:
Breath of the Night: Create fog cloud as the spell.
Black Candle: As the mystery. As darkness or light spell.
Shadow Screen: You gain a +4 shield bonus to AC.
Black Fire: 1d6/2 levels (max 5d6) cold damage to creatures during your turn.
Frightful Image, Lesser: 1 creature/level in a 30ft radius becomes shaken. Will negates.
Grip of Shadow: As Chill Touch, except 24 hour duration, untyped damage, unlimited uses. Damages undead rather than fear.
Silent Image: As the spell.
Serene Visage: As the spell Serene Visage. Insight bonus to Bluff equal to ˝ caster level.
Shadow Guise: As the spell Disguise Self.
Feather Fall: As the spell.
Caul of Shadows: As the mystery.
Shadow Strider: While this power is prepared, the Phantom gains a 10ft bonus to his base speed.
Distract: As the Psionic Power distract.
Hold Portal: As the spell.

2nd Level Powers:
Umbral Warding: As the invocation Entropic Warding.
Swarm of Shadows: As the invocation Summon Swarm.
Cold Comfort: As the invocation.
Darkbolt: 1d8/2 levels (maximum 5d8) Half is cold, half is untyped, fort or stunned for one round.
Baleful Transposition: As the spell, except no need to be touching connected surfaces.
Umbral Discernment: You can concentrate to see through magical disguises, such as Alter Self, Polymorph, and Disguise.
Phantom Foe: As the Spell.
Umbral Breath: You breath a 30ft cone of shadowy frost dealing 1d4 cold damage/2 levels (maximum 5d4).
Shadow Mask: As the Spell, except 24 hour duration.
Shadow Chameleon: While this power is prepared, the Phantom gains a +10 circumstance bonus to hide checks.
Minor Image: As the spell.

3rd Level Powers:
Hungry Darkness: As the invocation.
Clinging Darkness: As the mystery.
Killing Shadows: As the mystery.
Shadow Steps: As the Witchwood Step invocation.
Frightful Image: You frighten all enemy creatures within a 30ft radius. Will negates.
Distracting Shadows: The target must make a concentration check of 17+spell level to successfully cast any spell for 1 round/level.
Shadow Cache: As the spell, except duration is 24 hours, and no chance to lose items. Can be used even while on the shadow plane.
Sustaining Shadows, Lesser: While this power is prepared, the Phantom is immune to poison and diseases, even magical and fatigue.
Continual Shadow: While this power is prepared, the Phantom emits magical shadows in a 30' radius.
Umbral Sight: While this power is prepared, the Phantom can see in Darkness, even magical out to 60ft.
Major Image: As the spell.

4th Level Powers:
Aura of Shade: Absorb 12 points of cold damage per caster level (maximum 120).
Shadows Fade: As the Mystery.
Step into Shadow: As the mystery.
Dread Seizure: As the invocation.
Creeping Shadow: As the spell Creeping Cold, Greater. Damage is untyped. May only be active on one target at a time.
Sensory Deprivation: As the spell.
Cloak of Shadows: While this power is prepared, the Phantom is under the effects of blur.
Shadow Maneuver: As the Psionic power Telekinetic Maneuver.
Flee the Scene: As the invocation.
Shadow Strings: As the invocation The Dead Walk.

5th Level Powers:
Curtain of Shadows: As the mystery.
Languor: As the mystery, except hold monster only. Casting this power again will end the original effect.
Devil's Whispers: As the invocation.
Chilling Tentacles: As the invocation.
Umbral Killer: As the spell Phantasmal Killer.
Shadow Lodge: As Leomund's Hidden Lodge, except on the shadow plane.
Darkbolt, Greater: 1 ray/2 levels which deal 2d8 damage and will or be dazed. Launch all bolts in same round or at beginning.
Freezing Fog: As the spell, only one active at a time.
Control Shadow: You gain control of one Shadow elemental or one spell or effect with the darkness or shadow descriptor.
Absorb Shadow: While prepared you gain SR of 15+CL against any spell or ability with the shadow or darkness descriptor.
Nightmares Made Real: As the invocation.

6th Level Powers:
Path of Shadow: As the invocation.
Feign Life: As the mystery.
Umbral Chain: As the Shadow Storm mystery, except cold and untyped energy.
Shadows Fade, Greater: As the mystery.
Retributive Invisibility: As the invocation, except untyped damage when dispelled..
Shadow Creation: As Minor Creation, except only 1 item at a time, and can be metals.
Shadow Hand: As the spell, one active at a time.
Shadow Stride: Teleport between shadows 20ft/level as a swift action. Lasts 1 round/level or till you move the total distance.
Umbral Sight, Greater: While this power is prepared, the Phantom and his allies can see in Darkness, even magical out to 60ft.

7th Level Powers:
Prison of Night: As the Mystery, except no constitution damage on failed Fort, instead extra 1d6 damage.
Frightful Image, Greater: As Frightful image except creatures are panicked rather than frightened.
Shifting Paths: As the spell.
Sustaining Shadows, Greater: While this power is prepared the Phantom does not need to eat, sleep or breathe.
Shadowblast: As Solar Flare, except shadows not light, and 60ft radius. Also leaves behind Darkness that lasts for 10 min/level.
Umbral Tornado: As Tornado Blast, except 1d6/2 levels damage to direct contact, 1d6/level in 20ft radius, and moved 1d4x5ft.
Triple Mask: As the Spell.

8th Level Powers:
Shadow Plague: As the mystery, except you may only have one cloud active at a time.
Tomb of Night: As the Mystery, except no negative levels on failed Fort save, instead 1d4 con damage.
Truth Revealed: As the mystery, except you can not retry for 24 hours.
Shadow Breath: You breathe a cone of shadows, causing creatures to gain 1 negative level/5 caster levels, gain extra Soul Distortion.
Storm of Shadow: As the Fire Storm spell, except ˝ cold damage and ˝ untyped.
Snuff Out: As Finger of Death.

9th Level Powers:
Army of Shadow: As the Mystery.
Dark Foresight: As the invocation.
Shadow Evocation: As the spell, except 40% real.
Weird: As the spell.

Feats:

Rapid Preparation
Preparing your powers takes less time.
Benefit: It only takes you 10 minutes to prepare your powers each morning.
Special: You may meditate for 10 minutes at any time during the day to adjust your prepared powers.

Power Focus:
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against powers from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Greater Power Focus
Choose a school of magic to which you already applied the Power Focus feat. Your powers of that school are now even more potent than before.
Benefit: Add +1 Difficulty Class for all saving throws against powers from that school of magic you select. This bonus stacks with the bonus from Power Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic to which you already have applied the Power Focus feat.

Extra Power:
You learn an addition power.
Prerequisite: Caster level 3rd.
Benefit: You learn one addition power at any level up to one lower than the highest level of power you can currently cast. Thus, a 4th-level Phantom (maximum power level 2nd) gains a new 0-level or 1st-level power known.
Special: You can gain this feat multiple times. Each time, you learn a new power at any level up to one lower than the highest level of power you can cast.

Extended Shadow Form
Your Shadow Form lasts longer than normal.
Prerequisite: Shadow Form ability.
Benefit: Each of the uses of your Shadow Form ability lasts an additional 5 rounds beyond its normal duration.
Special:You can take this feat multiple times. Its effects stack.

Extra Shadow Form
You may use your Shadow Form more times in a day.

Prerequisite: Shadow Form ability.
Benefit: You may enter Shadow Form two more times per day than you could otherwise.
Special: You can take this feat multiple times. Its effects stack.

Extra Mending Shadows
Prerequisite: Mending Shadows ability, Shadow Form ability.
Benefit: You may expend 3 of your Shadow Form uses to gain one additional use of your Mending Shadows ability.

Improved Mending Shadows
You can heal more damage than normal with your Mending Shadows.
Prerequisite: Mending Shadows ability. Charisma 13.
Benefit: When calculating the number of hit-points you can heal each day with your Mending Shadows ability, treat your charisma as being 2 points higher than normal.

Resist the Shadow
Your soul becomes more resistant to the effects of Shadow.
Benefit: When rolling to see if you become dazed treat your Soul Distortion as if it were 5% less. Resist the Shadow does not allow you to go over 100% Soul Distortion, it only reduces the chances of becoming dazed after casting a spell.
Special: You can take this feat multiple times. Its effects stack.

Shadow Cast
Your shadow shimmers as you cast a power, and you seem to cast from elsewhere.
Prerequisite: Concentration 5 ranks, Phantom level 1st.
Benefit: Designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a power.

Phantom Familiar
You gain a companion from the plane of shadow.
Prerequisite: Phantom level 3rd.
Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard, but it possesses the dark template. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities that depend on your caster level, your levels in all classes that allow you to cast powers or arcane spells stack.
Special: At any time you gain the incorporeal type, your familiar also becomes incorporeal, such as when using the Shadow Form ability, or when you gain the Shadow Body ability. When you lose the incorporeal type your familiar does also. If you gain access to an alternative familiar, such as through the Improved Familiar feat, it also gains the dark template.

KKL
2008-10-18, 09:41 PM
What's the point of Soul Distortion?

Fizban
2008-10-18, 11:30 PM
To stop you from using your powers every round. Using even a 3rd level power every round for a few rounds will be tempting fate for a dazing.

Sleaker
2008-10-18, 11:39 PM
Yah, it's pretty much a balancing factor, at higher levels the Hardened Soul mechanic lets you use your lower level powers without incurring the penalty. But without any sort of balancing mechanic to casting unlimited uses per day of certain powers makes them quite simply broken (Recasting any Save vs Suck spell). It was in my mind a way to put a unique twist on giving a caster class the ability to cast their spells through all their encounters. Warlocks don't have a drawback, but they don't get many damaging spells, instead relying on their eldritch blast. I decided to forgo this mechanic and give the Phantom direct damage spells and Class abilities that made him more unique!

As fizban said, castign a 3rd level power every round is pretty powerful, Killing Shadows is 1d8/level (max 10d8)(damage is untyped) in a 30ft cone. Being able to cast that over and over without any penalty at 5th level would be a bit over the top.

Sleaker
2008-10-20, 09:44 PM
Looking for some input if anyone wouldn't mind critiquing! I know it's a long read but Help! :o

Fax Celestis
2008-10-20, 09:51 PM
No capstone: Bad.
Interesting casting mechanic: Good.
Good Reflex save: Confusing.

Other than that, one question: how would this spellcasting mechanic interact with PrCs?

Sleaker
2008-10-20, 10:23 PM
Is it required to have a capstone? Sorcerer's/Wizard's don't get one that I can think of.

I guess if I look at the other Arcane non-core base classes they get a capstone ability, would it be better if I moved the Shadow Body ability to 20th? or do you think they need to get it earlier and have some other ability?

High Ref/Will: I see it as them being able to bend and move in the area around them, being uncanny at avoiding magics and other things like that because of their connection with the magical planes. Possibly give them a +x to Reflex vs Magic Spells/Effects based on int or cha rather than high ref? The high will is fairly obvious I guess, they have a strength of mind similar to other casters. I pondered a High Fort but though it didn't fit with the theme, they are more frail/crafty and have a tendency to get overwhelmed by magic effects (hence soul distortion).

Spellcasting mechanic only applies for the class, they don't cast spells. They cast 'powers' Which work similar to invocations. They are unlimited uses/day, so they would only be able to qualify for PRCs similarly to a warlock (Arcane Caster Level x, not Ability to Cast Level x Spells). Honestly I haven't thought much about Prcs because it wasn't particularly designed with that in mind (since it is meshing a few PrC mechanics in itself)

Fax Celestis
2008-10-20, 11:45 PM
Is it required to have a capstone? Sorcerer's/Wizard's don't get one that I can think of.

I guess if I look at the other Arcane non-core base classes they get a capstone ability, would it be better if I moved the Shadow Body ability to 20th? or do you think they need to get it earlier and have some other ability? I'd say some other ability. Perhaps some sort incorporeal touch attack or a body-teleportation ability like the Psion Uncarnate.


High Ref/Will: I see it as them being able to bend and move in the area around them, being uncanny at avoiding magics and other things like that because of their connection with the magical planes. Possibly give them a +x to Reflex vs Magic Spells/Effects based on int or cha rather than high ref? The high will is fairly obvious I guess, they have a strength of mind similar to other casters. I pondered a High Fort but though it didn't fit with the theme, they are more frail/crafty and have a tendency to get overwhelmed by magic effects (hence soul distortion).Least you've got a reason.


Spellcasting mechanic only applies for the class, they don't cast spells. They cast 'powers' Which work similar to invocations. They are unlimited uses/day, so they would only be able to qualify for PRCs similarly to a warlock (Arcane Caster Level x, not Ability to Cast Level x Spells). Honestly I haven't thought much about Prcs because it wasn't particularly designed with that in mind (since it is meshing a few PrC mechanics in itself)

Entirely granted. That's one of the lamest methods of treating qualification, but your methods make sense. I would venture "+1 level of existing spellcasting class", without specifying Divine or Arcane, would be acceptable.

Sleaker
2008-10-21, 10:04 AM
I was thinking about giving them a similar ability to Shadowdancers ability to jump through shadows, but I figured they got enough spells to emulate this and it wouldn't quite work as a capstone really. I'll go peruse through some ideas when I get home from work later and see what I can come up with.

Sleaker
2008-12-21, 07:16 AM
I know it's been a while, so I'm digging this up to see if I can get some more feedback on it.

Thanks beforehand!

rty275@comcast.
2009-01-02, 01:47 PM
First of all the power development is much too quick, they barely get anything between 17- 20 and at 17 they suddenly get two 9th level spells. Why two?
Why at once? It is absurd. Second, 9th level spells at will? Even with soul distortion they could just pay HP and chug a healing potion.

ThePhantom
2009-01-02, 01:50 PM
This is very well thought out, but there is a phantom template in MMV

Sleaker
2009-01-03, 04:18 PM
First of all the power development is much too quick, they barely get anything between 17- 20 and at 17 they suddenly get two 9th level spells. Why two?
Why at once? It is absurd. Second, 9th level spells at will? Even with soul distortion they could just pay HP and chug a healing potion.

what do you mean by suddenly? Their powers known table follows a pretty straight line down.

There's a big difference between powers known, and powers prepared. They can only ever have 1 - 9th level power prepared at once. I think you are only looking at the powers known list and thinking it functions exactly like a warlock gaining invocations.

Lets go back to what you said here:

Okay so cast a 9th level power at lvl 17: that's 35% soul distortion.
To remove that soul distortion you Take a Full Round Action on your next turn and sacrifice 7 HP.
On your next round you use a standard action to quaff a potion or use your class ability to heal the HP back.

So it took you 3 rounds and resources to cast that one power. Not sure how you see this as at will, or being able to continually cast over and over.

Lets say instead you cast your 9th level spell twice in a row. Well that's 70% soul distortion so:
Cast 9th level power - 35% chance of daze.
Cast 9th level power - 70% chance of daze.
Oops, Failed daze roll can't do anything this round.
use Full Round action to sacrifice 14HP and go to 0% soul distortion.
Quaff a Potion of Cure Moderate Wounds to hopefully go to full.

So for 5 rounds you've casted two 9th level powers, been dazed for 1. lost Hps in another from your own abilities, and then used another to heal.

I'm just listing this to show what you have to do to get back up to full capacity. Now if you feel that it doesn't take enough time to recover or that the amount of resources needed to recover is too long that's cool, please give a reason and an example on how to fix it!

Sleaker
2009-01-03, 04:19 PM
This is very well thought out, but there is a phantom template in MMV

'Phantom' is just a name for the class. It may as well be called anything else, I went through a lot of other options, Umbramancer, Shadecaster, etc. and just settled on Phantom since it seemed to fit.