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Green Elven Vampire
Acolyte

USA
11 Posts

Posted - 25 Nov 2002 :  04:09:35  Show Profile  Visit Green Elven Vampire's Homepage Send Green Elven Vampire a Private Message  Reply with Quote  Delete Topic
Phantasmal Lord

Hit Die: d4.

Requirements: To qualify to become a Phantasmal Lord, a character must fulfill all the following criteria.

Race: Character may be any race

Skills: Spellcraft 10 ranks, Knowledge (arcana) 6 ranks.

Feats: Greater Spell Focus (Illusion), Repeat Spell, Spell Mastery.

Spellcasting: Ability to cast 3'rd level arcane spells.

Class Skills: Concentration (con), Spellcraft (Int), Bluff (Cha), Intimidate (Cha), Scry (Int), Knowledge (any)(Int), Craft (Int).
Skill points at each level: 2 + Int Modifier.

Class Features:

Weapon & Armor Proficiency: Phantasm Lords gain no proficiency with small or light weapons.

Spells per day: A Phantasm Lord training focuses on magic. Thus, when a character gains a new level of phantasmal lord, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Ghost Image: At 1st level the phantasm lord can use this spell like ability. It combines the effect of two spells; Ghost Sound & Silent Image. The difference is that it lasts twice as long as those spells normally would. This spell is useable 3 times a day.

Monstrous Mirror Image: At 2nd level the phantasm lord can use this spell like ability. It works the same as mirror image except that instead of images of you, it gives the images of any medium size creatures that you select. The images can attack with all their natural and magical abilities doing full damage if opponents fail saving throw.

Healing Nightmare: At 3rd level you gain this ability. It works just as the nightmare spell except that you gain those hit points lost by the victim temporarily. This ability can be used twice a day.

Master Resistance: At 4th level you gain this ability. Fom now on you gain a +4 bonus to saving throws against all forms of illusions.

Extreme Project Image: At 5th level you gain this ability. It works just as Poject Image except that any spell cast at your double may be cast back by your double the next round as a free action with a successful spellcraft check. This ability can be used 3 times a day.

Tenacious Phantasmal Killer: At 6th level you gain this ability. Just as the fourth level spell, except that the target creature suffers a -4 penalty on his Will saving throw to disbelieve. This ability can be used once a day.

Master Immunity: At 7th level you are completely immune to illusion spells of 5th level or less.

Mass Improved Invisibiity: At 8th level you can cast improved invisibility on all in range. This can be used once a day.

Lordly Shadow Evocation: At 9th level you gain this ability. It works just as shadow evocation, but with spells up to 9'th level. This can be used once a day.

Tenacious Weird: At 10th level you gain this ability. Just as the spell weird, except all opponents in range suffer a -4 penalty on his Will saving throw to disbelieve. This can be used once a day.

CL-BAB-FS-RS-WS-Special- Spells per day
1'st-+0-+0-+0-+2-Ghost image-+1level
2'nd-+1-+0-+0-+3-monstrous mirror image-+1level
3'rd-+1-+1-+1-+3-Healing Nightmare-+1level
4'th-+2-+1-+1-+4-master resistance-+1level
5'th-+2-+1-+1-+4-extreme project image-+1level
6'th-+3-+2-+2-+5-tenacious phantasmal killer-+1level
7'th-+3-+2-+2-+5-master immunity-+1level
8'th-+4-+2-+2-+6-mass improved invisibility-+1level
9'th-+4-+3-+3-+6-lordly shadow evocation-+1level
10'th-+5-+3-+3-+7-tenacious weird-+1level


Luthnimh Selorn: Green Elven Vampire; Ranger/Arcane Archer/Sorcerer/Bladesinger.

"Aww, you think my arrow hurt? Would that my sword in your lung make you feel better? If not, maybe i'd tickle you with a Ball of Lightning spell. Or perhaps just sink my fangs into your neck and drain you of blood?"~~ Luthnimh Selorn; speaking to the weretiger Kyrran Graylord.
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