Adapting the Eberron Knight Phantom to the FRCS [Archive] - Wizards Community

Post/Author/DateTimePost
Adrian_Crane

02-07-07, 11:18 PM
While I did notice the custom PrC thread, I'm doing my best to make this more of a flavor change than a set of different mechanics. The Knight Phantom prestige class can be found in the Five Nations excerpt, here (http://www.wizards.com/default.asp?x=dnd/ex/20050706a&page=4).

I'm trying to change just enough to make an FR version with its own definite flavor, but with the same basic abilities. That said, there are some points I'd like help working out.

Base informationThe Twilight Blade

Entry Requirements

Feats: Still Spell. Not sure if I want to replace this, or what I'd replace it with, so for now it stays. Suggestions would be good, though.
Skills: Ride 4 ranks. Again, not sure what would be a fair swap, and it's not a *bad* requirement, given the phantom steed ability.
Special: Proficiency in all martial weapons.
Special: Patron Deity Eiliastraee, Lolth, Mask, Mystra, Sehanine Moonbow, Selune, or Shar; ability to cast 3rd level arcane spells. This replaces the flavor requirements, but it also makes the class more accessible to Sorcs and Bards who may not HAVE phantom steed by replacing it with "3rd level spells."

I'm not against giving it to them in class ability form only, personally, even if they don't have it. As to the deities, I pared it down from the ones with Darkness and Moon as domains:

Darkness [Lolth, Mask, Set, Shar, Shargaas]
Moon [Eiliastraee, Hathor, Malar, Selune, Sehanine, Sharindlar]

I also added Mystra since she's one of the requirements for the Lunar Magic feat, and is linked to both Shar and Selune anyhow.

Becoming a Twilight blade

The path of twilight draws both those who walk in shadow and those who live under the moon’s pale radiance. Because of the necessary arcane knowledge, the class is open only to 5th-level wizards, 6th-level sorcerers, and 7th-level bards.

BAB, HD, and saves: The class keeps its d8 HD, good BAB, and good Fort save.

I'd kind of like to replace Fort with Reflex for theme, but I'm afraid of meddling too much, and I also have a vested interest since I like warrior mage builds--something the Knight Phantom is well-suited to. With that in mind, I don't want to make this too powerful, and I'm already well aware that Will and Fort are a gish build's best saves. Trading in Fort for Reflex rounds that out a bit, but might also be too metagamey. This is why I'd like peer review.

Class Skills: Concentration, Know (Arcana), and Spellcraft are all obviously essential to a fighter/mage build. Ride likewise seems like a keeper, since otherwise it'd be stupid to have a horse-related class ability. Intimidate fits with the shadowy and martial themes. Spot is useful, don't know if it's key; Craft is a class skill for everything. Know (Geography) seems like the best one to swap out in terms of flavor.

That raises the question of what to replace it with. Hide fits; adding it without Move Silently keeps it from being great, so it's not a huge change over Know (Geography). I like that as an option, since it's good without being spectacular, and it goes well with the whole nighttime idea. Other suggestions are welcome too, though.

Class Features: The changes here are meant to be minor. Here are my versions of the Knight Phantom's abilities. Anything that's an actual game mechanic change is in red text.
Twilight blades continue to advance in spellcasting ability, while at the same time honing their weapons training to make them into capable warrior-mages. In addition, they constantly strive to entwine their knowledge of light and dark, seeking to bend and play the two against each other into a more powerful whole.

Low-Light Vision (Ex): At 2nd level, the twilight blade gains low-light vision if he doesn’t already have it. I'm not sure how to balance this; right now it's something for nothing, even if it is a relatively plain ability. I could remove it, but it seems to fit well with the theme (and both the Shadow Adept and Blue Moon Knight PrCs also grant it at level 2).

Phantom Steed (Sp): Once per Twilight Blade level per day, you can conjure a phantom steed to act as a mount for you or someone else you designate. It takes a standard action to will the steed into existence. Add your levels in twilight blade and your highest level arcane spellcasting class to determine the caster level of this effect -- particularly important because it sets the duration on your steeds and determines whether they can ride over difficult ground or even into the air.

In addition, at the time of casting you may choose to have the steed be ink black, if evil (illumination within a 5 foot radius is lowered one category) or blue-white, if good (sheds dim light within a 5 foot radius). Neutral characters select one alternate appearance or the other upon gaining their first level, and cannot change it thereafter short of an alignment change; any twilight blade can also opt for the standard misty grey (no added effect).

This is purely flavor and I'm trying to make it weak for that reason. Should I just ditch the game effect aspect completely?

Practiced Warcaster (Ex): Daily practice with both arcane magic and martial combat has given you the ability to simplify your movements. You can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, you incur a chance of arcane spell failure if you cast a spell with a somatic component while wearing medium or heavy armor, or while using a shield.

Spellcasting: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a knight phantom, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Walker in Shadow (Su): Once you reach 4th level, you can adopt the grey-white appearance of moonlight for a number of rounds per day equal to your twilight blade level. You hover just above the ground and can ignore swampy ground, difficult terrain, and other impediments that don't extend more than a few inches above the ground. You can even walk across water or other liquids safely.

You can activate or deactivate your walker in shadow ability as a free action, and you can divide up your available rounds as you wish.

Night’s Embrace (Su): For a number of rounds equal to your twilight blade level, you take on a dim white pallor, and tendrils of mist and shadow cling to your form. Starting at 7th level, you gain the concealment of a blur spell (20% miss chance) as the wispy tendrils envelop you in a protective cloak.

Your features are masked in dancing shadows, and in all other respects you are treated as being under the effect of the Shadow Mask spell (FRCS), although the mask and blur effect of night’s embrace fade instantly (instead of over 1d4 rounds) when you end the ability or its duration expires.

Shadow Mask gives you a +4 to save against light/darkness spells and spells relying on bright effects such as flare. It also hides your features and gives you a 50% chance to avoid having to save against a gaze attack (or you check twice if you avert your eyes as well as having the spell).

This replaces the Knight Phantom's ability to frighten their enemies:
Your eyes glow a baleful red when you take on the countenance of the phantom. At the beginning of your turn, each creature within 10 feet of you must succeed on a Will save (DC 10 + your knight phantom level + your Cha modifier) or be shaken for 1 round. This ability does not stack with other fear effects, and it has no effect on a creature that is already shaken. This ability works only while your countenance of the phantom ability is in effect. You are immune to the fear effect of other knight phantoms.You can activate or deactivate your night’s embrace ability as a free action, and you can divide up your available rounds as you wish.

Nightfall Blade (Su): At 10th level, you can infuse your melee weapons with a bit of the essence of nightfall. For a number of rounds equal to your twilight blade level, you can bestow upon a melee weapon you wield the brilliant energy quality. Your weapon appears formed of indigo-and-black shadow or shimmering white moonlight, depending on your alignment, but the effect is otherwise the same: You ignore armor bonuses to AC, although other bonuses due to Dexterity, deflection, dodge, natural armor, and so on still apply.

Undead, constructs, and objects are unharmed by your blade when it is in this form. Your weapon otherwise functions normally, including any magic enhancements bestowed upon it.

You can activate or deactivate your nightfall blade ability as a free action, and you can divide up your available rounds as you wish.I'm open to any and all suggestions, and I'm still trying to find a name that's a good fit. Originally I was considering Moonwarden, but it seems too slanted towards the "lunar" side of things, and I want this to be open to characters of any alignment. I toyed with Greywalker as well, but that seems a little bland and sounds too much like "grave walker," which would probably get the townsfolk and clerics up in arms if they mis-heard you and took you for a necromancer.

Any feeback, both in terms of mechanics and flavor, would be great. :D
MarkusTay63

02-08-07, 01:22 PM
I just read the blurb in your link, and I don't see your build resembling what is described there. Not that your concept isn't cool (I like it BTW), but I just don't get the connection. The Knight Phantom is basically a spellcasting knight (Paladin?) that rides a phantom steed into battle.

I don't know what the actaul class in the book is like, but connecting it to the Shadow weave in any way would make your class somewhat evil, whereas that brief description sounds like a true cavalier or pally.

Just my take. Your concept is still very cool though. :)
Adrian_Crane

02-08-07, 04:14 PM
It's not supposed to look like the Knight Phantom except from a game rules standpoint. I'm trying to adapt the class mechanics but give it a completely different roleplay/flavor slant. :)

As to the Shadow Weave, it's not connected to that so much as it's connected to nighttime--in the case of good characters, it's more of a link to the moon, wheras with evil individuals it's meant to tie in to the darkness. Thanks for the feedback, though. :bow:
BloodofNumenor

02-17-07, 11:24 PM
I think it sounds prettt bad a_s as well. Don't worry about making it unbaanced, I don't think it would be at all.
Rasanthas

03-04-07, 08:13 PM
How whould you rule Practiced Warcaster or the KP original Ex ability to cast with armor with ASF% of classes like spellsword and the like ??