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<blockquote data-quote="Beefermatic" data-source="post: 8941800" data-attributes="member: 6670757"><p><strong><u><span style="font-size: 22px">Phantasmer</span></u></strong></p><p></p><p><span style="font-size: 18px">Masters of death and summoners of ghostly apparitions, Phantasmer's are those few individuals so obsessed with death that they seek to become one with it allowing themselves to eventually become willing ghosts themselves. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Phantasmers are powerful magic users but rely on the eldritch practices of the warlocks vice the spells and incantations of wizards, as such they are largely reviled by society and though not inherently evil, they are almost always viewed with suspicion and mistrust.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><span style="font-size: 18px">BAB: </span></strong>1/2 as Wizard</span></p><p><span style="font-size: 18px"><strong><span style="font-size: 18px">Good Saves: </span></strong>Will </span></p><p><span style="font-size: 18px"><strong><span style="font-size: 18px">HD: </span></strong>d6</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong><span style="font-size: 18px">Class Skills:</span></strong> Class Skills (2 + Int modifier per level)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Knowledge Arcana (Int), Knowledge Planes (Int), Knowledge Religion (Int), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Weapon Prof:</strong> Scythes, Shotels, Picks, Simple Weapons, Light Armor, No Shields</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>CLASS ABILITIES</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">1: Invocations, Cantrips, Bone Missile, Least Invocations, Summon Phantoms</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">2: Eldritch Blast 1d6, Phantom Blast, Ghost Sounds</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">3: Teeth, Summon Phantoms 2</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">4: Eldritch Blast 2d6, Silent Image</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">5: Bone Armor, Lesser Invocations, Summon Phantoms 3</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">6: Eldritch Blast 3d6, Mirror Image</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">7: Phantom Steed, Summon Phantoms 4</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">8: Eldritch Blast 4d6, Minor Image</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">9: Phantasmal Killer, Summon Phantoms 5</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">10: Eldritch Blast 5d6, Greater Invocations, Major Image</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">11: Spectral Hand, Summon Phantoms 6</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">12: Eldritch Blast 6d6, Hallucinatory Terrain</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">13: Bone Wall, Summon Phantoms 7</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">14: Eldritch Blast 7d6, Persistent Image</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">15: Bone Spear, Dark Invocations, Summon Phantoms 8</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">16: Eldritch Blast 8d6, Shadow Walk</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">17: Bone Prison, Summon Phantoms 9</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">18: Eldritch Blast 9d6, Permanent Image</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">19: Bone Spirit, Phantasmagoria, Summon Phantom 10</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">20: Eldritch Blast 10d6, Project Image, Ghostly Ascension</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Cantrips: </strong>The Phantasmer knows a number of cantrips usable at will equal to 3+ her Charisma Modifier chosen from the Sorcerer/Wizard spell list</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Bone Missile (Su):</strong> The Phantasmer may as an attack action fire a small shard of supernatural bone unerringly at a target within close range (25 feet+ 5ft/2 levels), This deals 1d4 Force damage and 1 point of cold damage, the cold damage increases by 1 point every other level to a maximum of +10 at 19th level</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Invocations (Sp): </strong>The Phantasmer knows Warlock Invocations and may use them at will, She starts with a single Invocation at 1st level and gains a new invocation every level and may change out old invocations with new ones as she levels up as well.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Least Invocations: </strong>The Phantasmer begins play only able to take invocations from the “Least” Invocations list but as she progresses she is able to take more and more powerful Invocations.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Summon Phantoms (Su): </strong>The Phantasmer can summon ghostly entities called phantoms which last until dismissed. Phantoms are treated as Skeletons with Challenge Ratings equal to the number provided (Summon Phantoms 1,2,3 etc) but are incorporeal and may fly at a speed equal to their highest base movement speed, These phantoms deal normal damage and keep their strength scores but deal an additional 1d6 points of cold damage per hit and depending on the form chosen by the phantasmer may have additional forms of attack. (A breath weapon for example for a skeletal dragon), up to the DM. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">The Phantasmer may choose any form they wish for their phantoms as long as that being in life had equal or lower Challenge Rating to what the phantasmer wishes to summon (A Phantasmer might want to summon a phantom dragon, but it would need to be able to summon the minimum Challenge Rating of the dragon to do so).</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Here's a listing of skeletal monsters and their Challenge Ratings. <a href="https://www.d20srd.org/srd/monsters/skeleton.htm" target="_blank">Skeleton :: d20srd.org</a></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">The Phantasmer may summon up to their Hit Dice total in Phantoms of up to ½ their Hit Dice total in Challenge Rating at any one time as a Full Round Action, and may summon up to double their Hit Dice in phantoms per day. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">They can have no more than their Hit Dice total in Phantoms active at any one time. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Eldritch Blast (Sp): </strong>The Phantasmer may fire a blast of raw eldritch energy at a foe within 60 feet dealing 1d6 points of damage for every even level gained. This is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 2nd level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a Phantasmer's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">A Phantasmer can use eldritch blast at will.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Phantom Blast (Su): </strong>A Phantasmer who uses no Eldritch Essence or Blast Shape Invocations on their Eldritch Blast in a round may use a special version of their Eldritch Blast called a Phantom Blast. This is treated as a Supernatural Ability, deals Cold Damage, it’s range is increased to 100ft+10ft/level, and it explodes at the point of destination in a 10ft radius blast (Reflex for half) with a DC= to 10+1/2 the Phantasmer’s level + Charisma Modifier. This Blast instead deals a special type of Cold Damage called Ghostfire that if used to kill a mortal being will always result in that creature rising from the grave as a ghost, spectre or phantom. If made into a phantom, the Phantasmer may treat this phantom as a summoned phantom, keeping them as a permanent thrall or slave. If a Phantom is created in this way the being’s mind is used in service of the phantasmer though their body and all abilities they may have had are treated simply as a skeleton of equivalent level. This Ghostfire burns the bones of the dead much like fire burns wood and is a pale silver in color, and can be used to burn bones into ash, this fire has physical, magical, psionic and slight negative energy properties to it. Beings killed in this fashion must be resurrected via <em>Resurrection, True Resurrection, Reincarnation</em> or a <em>Wish </em>or <em>Miracle</em> spell.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Phantoms made in this way must be of ½ the Phantasmer’s level or lower to be enslaved by the phantasmer. Phantoms of higher level, Spectres or Ghosts created in this way are not under the Phantasmer’s control.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Ghost Sound (Su): </strong>The Phantasmer may create a Ghost Sound effect as the cantrip usable at will with a caster level equal to the Phantasmer’s Class Level</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Teeth (Su): </strong>The Phantasmer may fire a line of supernatural Teeth dealing 1d6/level points of half force and half Ghostfire damage. This is a 30ft line or 15 ft cone with no save allowed and is usable at will. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Silent Image (Su): </strong>The Phantasmer may create ghostly silent images as the spell Silent Image usable 3+1/2 Level per day with a caster level equivalent to the Phantasmer’s Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Bone Armor (Su): </strong>The Phantasmer may pull the bones from the dead creating a swirling armor of bones around themselves. This adds +1 Armor Bonus to AC per level to a maximum of +10 and no armor check penalty or max dex. This lasts until destroyed and has 6 hp/ level to a maximum of 60 hp which is not treated as bonus Hit Points. Every time the Phantasmer takes damage the bone armor takes damage as well, and the Phantasmer needs 1 adult sized medium skeleton or 2 small sized creatures skeletons to use.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Lesser Invovations (Sp): </strong>The Phantasmer can now access Lesser and Least Invocations and any new invocations they choose may be either Least or Lesser however they cannot have more than their level -5 Lesser Invocations at any time. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Mirror Image (Su): </strong>The Phantasmer can create mirror like images around themselves redirecting attacks as the spell of equivalent name. They may use this ability 3+ charisma modifier/ day and their Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Minor Image (Su): </strong>The Phantasmer may create more advanced illusions as the spell of equivalent name 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Phantom Steed (Su): </strong>The Phantasmer may summon a ghostly horse 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Phantasmal Killer (Su): </strong>The Phantasmer may attempt to kill a target by summoning albeit briefly a spirit of death. This is equivalent to the spell and may be used 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p></p><p><strong>G<span style="font-size: 18px">reater Invovations (Sp): </span></strong><span style="font-size: 18px">The Phantasmer can now access Greater Lesser and Least Invocations and any new invocations they choose may be either Least, Lesser or Greater however they cannot have more than their level -10 Greater Invocations at any time.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Major Image (Su): </strong>The Phantasmer may create even more impressive illusions with taste touch and thermal components appearing as real as life. They may do this 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Spectral Hand (Su): </strong>The Phantasmer can create a ghostly hand capable of allowing her to cast her invocations and supernatural abilities from a distance. She may do this 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Hallucinatory Terrain (Su): </strong>The Phantasmer may transform the world around them making the world appear as whatever they wish, this acts just as the Hallucinatory Terrain Spell and is usabale 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Bone Wall (Su): </strong>The Phantasmer may create a wall of bones 10 feet high, 6 inches thick and 5ft/ level long out to a range of 100ft+10ft/level. The wall has a hardness of 5 and 10d10 + Charisma Mod hp. It is usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level and lasts for 1 round per level before turning brittle and it’s hp reducing to 10 and it’s hardness going to 0. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Persistent Image (Su): </strong>The Phantasmer may create illusions that may follow a set of commands or script creating even more impressive effects. This is usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p></p><p><strong><span style="font-size: 18px">Dark Invovations (Sp): </span></strong><span style="font-size: 18px">The Phantasmer can now access Dark, Greater, Lesser and Least Invocations and any new invocations they choose may be either Least, Lesser or Greater or Dark, however they cannot have more than their level -15 Dark Invocations at any time.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Bone Spear (Su): </strong>The Phantasmer can create a spear of supernatural bone that flies for up to 100ft +10 feet/ level and automatically impales a target with no save for 1d6 force and +15 ghostfire (cold) damage per round or 1d6 +15 Piercing Damage (Phantasmer’s choice). This remains in the target for 1 round per level until the target moves out of range and is usable at will. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Shadow Walk (Su): </strong>The Phantasmer may travel via the plane of shadow as per the spell at will. Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Bone Prison (Su) </strong>The Phantasmer may summon a dome, sphere or walls of bone around a target. This can target a foe of up to large size trapping them in a 20ft radius prison of bone with walls up to 12 feet high. Huge or larger targets are stunned for 1 round and take 3d8+10 Cold or Piercing damage but are not imprisoned. The Bone Prison can withstand 100+ 20/HD damage before collapsing and is usable 3+ Charisma Modifier/ day. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Permanent Image (Su): </strong>The Phantasmer may create Permanent Illusions that do as it wishes via conscentration. Usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Bone Spirit (Su): </strong>Fires a strange red spirit unerringly at a foe within long range (400 feet+ 40ft/ level) dealing 6d8 Force Damage and 2d4 Con Damage with a Will Save of DC 10+1/2 Level + Cha Mod. Save deals 3d8 Force and no Con damage. This is usable 3+ Charisma Modifier/ day. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Phantasmagoria (Su): </strong>The Ultimate Illusionary effect of the Phantasmer. Phantasmagoria allows the Phantasmer to create a Mirage Arcana like effect however they can freely incorporate both themselves and others within the effect as if Alter Self were cast upon them and needs no concentration, the effect is all encompassing but a successful will save DC 10+1/2 Level + Charisma Modifier, dispels the effect. Usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Project Image (Su): </strong>As the Spell, the Phantasmer may project a semi real duplicate of itself 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Ghostly Ascension (Su): </strong>The Phantasmer dies in a place of their choosing and their ghost rises from their body granting them the benefits and flaws of those beings except as noted here:</span></p><p></p><p style="margin-left: 20px"><span style="font-size: 18px">-The Phantasmer’s Body does not decompose and destroying it’s body immediately kills the Phantasmer. While away from it’s body it is unaware of all that transpires around it, however it will become aware that something is happening to it should significant harm come to it’s body. It’s body has as much HP as it had in life, or as much HP as the Phantasmer currently has in it’s new ghostly state, whichever is higher, however it’s body is helpless.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px">-Once Ascended the Phantasmer loses it’s Constitution Score and uses it’s Charisma Score in place of all Constitution based effects, saves, abilities etc if applicable. </span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px">-The Phantasmer may reinhabit it’s body as a full-round action regardless of distance, when it does so it is treated as a Lich though it gains no stat bonuses or any special abilities or defenses. It is treated basically as it was in life but gains access to all of it’s gear and equipment. In this state it has no Phylactery and simply dies if brought to 0 hp.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px">-A Phantasmer’s ghostly abilities and ghostly special attacks are fully customizable without regard to how it actually died or other factors but once chosen are permanent. (See Creating a Ghost <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/ghost/" target="_blank">Ghost (CR +2) – d20PFSRD</a>)</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px">-A Phantasmer gains all functional use out of any gear it’s body is wearing in either it’s ghostly state or lich state however any gear it finds must be placed on it’s corpse for it’s ghostly projection to benefit from it's use.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px">-Unlike most incorporeal undead, the Phantasmer retains it’s Strength Score and may interact with the physical world.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px">-Leaving or Reinhabiting one’s body is a full-round action.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8941800, member: 6670757"] [B][U][SIZE=6]Phantasmer[/SIZE][/U][/B] [SIZE=5]Masters of death and summoners of ghostly apparitions, Phantasmer's are those few individuals so obsessed with death that they seek to become one with it allowing themselves to eventually become willing ghosts themselves. Phantasmers are powerful magic users but rely on the eldritch practices of the warlocks vice the spells and incantations of wizards, as such they are largely reviled by society and though not inherently evil, they are almost always viewed with suspicion and mistrust. [B][SIZE=5]BAB: [/SIZE][/B]1/2 as Wizard [B][SIZE=5]Good Saves: [/SIZE][/B]Will [B][SIZE=5]HD: [/SIZE][/B]d6 [B][SIZE=5]Class Skills:[/SIZE][/B] Class Skills (2 + Int modifier per level) Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Knowledge Arcana (Int), Knowledge Planes (Int), Knowledge Religion (Int), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha). [B]Weapon Prof:[/B] Scythes, Shotels, Picks, Simple Weapons, Light Armor, No Shields [B]CLASS ABILITIES[/B] 1: Invocations, Cantrips, Bone Missile, Least Invocations, Summon Phantoms 2: Eldritch Blast 1d6, Phantom Blast, Ghost Sounds 3: Teeth, Summon Phantoms 2 4: Eldritch Blast 2d6, Silent Image 5: Bone Armor, Lesser Invocations, Summon Phantoms 3 6: Eldritch Blast 3d6, Mirror Image 7: Phantom Steed, Summon Phantoms 4 8: Eldritch Blast 4d6, Minor Image 9: Phantasmal Killer, Summon Phantoms 5 10: Eldritch Blast 5d6, Greater Invocations, Major Image 11: Spectral Hand, Summon Phantoms 6 12: Eldritch Blast 6d6, Hallucinatory Terrain 13: Bone Wall, Summon Phantoms 7 14: Eldritch Blast 7d6, Persistent Image 15: Bone Spear, Dark Invocations, Summon Phantoms 8 16: Eldritch Blast 8d6, Shadow Walk 17: Bone Prison, Summon Phantoms 9 18: Eldritch Blast 9d6, Permanent Image 19: Bone Spirit, Phantasmagoria, Summon Phantom 10 20: Eldritch Blast 10d6, Project Image, Ghostly Ascension [B]Cantrips: [/B]The Phantasmer knows a number of cantrips usable at will equal to 3+ her Charisma Modifier chosen from the Sorcerer/Wizard spell list [B]Bone Missile (Su):[/B] The Phantasmer may as an attack action fire a small shard of supernatural bone unerringly at a target within close range (25 feet+ 5ft/2 levels), This deals 1d4 Force damage and 1 point of cold damage, the cold damage increases by 1 point every other level to a maximum of +10 at 19th level [B]Invocations (Sp): [/B]The Phantasmer knows Warlock Invocations and may use them at will, She starts with a single Invocation at 1st level and gains a new invocation every level and may change out old invocations with new ones as she levels up as well. [B]Least Invocations: [/B]The Phantasmer begins play only able to take invocations from the “Least” Invocations list but as she progresses she is able to take more and more powerful Invocations. [B]Summon Phantoms (Su): [/B]The Phantasmer can summon ghostly entities called phantoms which last until dismissed. Phantoms are treated as Skeletons with Challenge Ratings equal to the number provided (Summon Phantoms 1,2,3 etc) but are incorporeal and may fly at a speed equal to their highest base movement speed, These phantoms deal normal damage and keep their strength scores but deal an additional 1d6 points of cold damage per hit and depending on the form chosen by the phantasmer may have additional forms of attack. (A breath weapon for example for a skeletal dragon), up to the DM. The Phantasmer may choose any form they wish for their phantoms as long as that being in life had equal or lower Challenge Rating to what the phantasmer wishes to summon (A Phantasmer might want to summon a phantom dragon, but it would need to be able to summon the minimum Challenge Rating of the dragon to do so). Here's a listing of skeletal monsters and their Challenge Ratings. [URL='https://www.d20srd.org/srd/monsters/skeleton.htm']Skeleton :: d20srd.org[/URL] The Phantasmer may summon up to their Hit Dice total in Phantoms of up to ½ their Hit Dice total in Challenge Rating at any one time as a Full Round Action, and may summon up to double their Hit Dice in phantoms per day. They can have no more than their Hit Dice total in Phantoms active at any one time. [B]Eldritch Blast (Sp): [/B]The Phantasmer may fire a blast of raw eldritch energy at a foe within 60 feet dealing 1d6 points of damage for every even level gained. This is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 2nd level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a Phantasmer's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2. A Phantasmer can use eldritch blast at will. [B]Phantom Blast (Su): [/B]A Phantasmer who uses no Eldritch Essence or Blast Shape Invocations on their Eldritch Blast in a round may use a special version of their Eldritch Blast called a Phantom Blast. This is treated as a Supernatural Ability, deals Cold Damage, it’s range is increased to 100ft+10ft/level, and it explodes at the point of destination in a 10ft radius blast (Reflex for half) with a DC= to 10+1/2 the Phantasmer’s level + Charisma Modifier. This Blast instead deals a special type of Cold Damage called Ghostfire that if used to kill a mortal being will always result in that creature rising from the grave as a ghost, spectre or phantom. If made into a phantom, the Phantasmer may treat this phantom as a summoned phantom, keeping them as a permanent thrall or slave. If a Phantom is created in this way the being’s mind is used in service of the phantasmer though their body and all abilities they may have had are treated simply as a skeleton of equivalent level. This Ghostfire burns the bones of the dead much like fire burns wood and is a pale silver in color, and can be used to burn bones into ash, this fire has physical, magical, psionic and slight negative energy properties to it. Beings killed in this fashion must be resurrected via [I]Resurrection, True Resurrection, Reincarnation[/I] or a [I]Wish [/I]or [I]Miracle[/I] spell. Phantoms made in this way must be of ½ the Phantasmer’s level or lower to be enslaved by the phantasmer. Phantoms of higher level, Spectres or Ghosts created in this way are not under the Phantasmer’s control. [B]Ghost Sound (Su): [/B]The Phantasmer may create a Ghost Sound effect as the cantrip usable at will with a caster level equal to the Phantasmer’s Class Level [B]Teeth (Su): [/B]The Phantasmer may fire a line of supernatural Teeth dealing 1d6/level points of half force and half Ghostfire damage. This is a 30ft line or 15 ft cone with no save allowed and is usable at will. [B]Silent Image (Su): [/B]The Phantasmer may create ghostly silent images as the spell Silent Image usable 3+1/2 Level per day with a caster level equivalent to the Phantasmer’s Class Level. [B]Bone Armor (Su): [/B]The Phantasmer may pull the bones from the dead creating a swirling armor of bones around themselves. This adds +1 Armor Bonus to AC per level to a maximum of +10 and no armor check penalty or max dex. This lasts until destroyed and has 6 hp/ level to a maximum of 60 hp which is not treated as bonus Hit Points. Every time the Phantasmer takes damage the bone armor takes damage as well, and the Phantasmer needs 1 adult sized medium skeleton or 2 small sized creatures skeletons to use. [B]Lesser Invovations (Sp): [/B]The Phantasmer can now access Lesser and Least Invocations and any new invocations they choose may be either Least or Lesser however they cannot have more than their level -5 Lesser Invocations at any time. [B]Mirror Image (Su): [/B]The Phantasmer can create mirror like images around themselves redirecting attacks as the spell of equivalent name. They may use this ability 3+ charisma modifier/ day and their Caster Level is equivalent to Class Level. [B]Minor Image (Su): [/B]The Phantasmer may create more advanced illusions as the spell of equivalent name 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Phantom Steed (Su): [/B]The Phantasmer may summon a ghostly horse 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Phantasmal Killer (Su): [/B]The Phantasmer may attempt to kill a target by summoning albeit briefly a spirit of death. This is equivalent to the spell and may be used 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.[/SIZE] [B]G[SIZE=5]reater Invovations (Sp): [/SIZE][/B][SIZE=5]The Phantasmer can now access Greater Lesser and Least Invocations and any new invocations they choose may be either Least, Lesser or Greater however they cannot have more than their level -10 Greater Invocations at any time. [B]Major Image (Su): [/B]The Phantasmer may create even more impressive illusions with taste touch and thermal components appearing as real as life. They may do this 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Spectral Hand (Su): [/B]The Phantasmer can create a ghostly hand capable of allowing her to cast her invocations and supernatural abilities from a distance. She may do this 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Hallucinatory Terrain (Su): [/B]The Phantasmer may transform the world around them making the world appear as whatever they wish, this acts just as the Hallucinatory Terrain Spell and is usabale 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Bone Wall (Su): [/B]The Phantasmer may create a wall of bones 10 feet high, 6 inches thick and 5ft/ level long out to a range of 100ft+10ft/level. The wall has a hardness of 5 and 10d10 + Charisma Mod hp. It is usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level and lasts for 1 round per level before turning brittle and it’s hp reducing to 10 and it’s hardness going to 0. [B]Persistent Image (Su): [/B]The Phantasmer may create illusions that may follow a set of commands or script creating even more impressive effects. This is usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level.[/SIZE] [B][SIZE=5]Dark Invovations (Sp): [/SIZE][/B][SIZE=5]The Phantasmer can now access Dark, Greater, Lesser and Least Invocations and any new invocations they choose may be either Least, Lesser or Greater or Dark, however they cannot have more than their level -15 Dark Invocations at any time. [B]Bone Spear (Su): [/B]The Phantasmer can create a spear of supernatural bone that flies for up to 100ft +10 feet/ level and automatically impales a target with no save for 1d6 force and +15 ghostfire (cold) damage per round or 1d6 +15 Piercing Damage (Phantasmer’s choice). This remains in the target for 1 round per level until the target moves out of range and is usable at will. [B]Shadow Walk (Su): [/B]The Phantasmer may travel via the plane of shadow as per the spell at will. Level is equivalent to Class Level. [B]Bone Prison (Su) [/B]The Phantasmer may summon a dome, sphere or walls of bone around a target. This can target a foe of up to large size trapping them in a 20ft radius prison of bone with walls up to 12 feet high. Huge or larger targets are stunned for 1 round and take 3d8+10 Cold or Piercing damage but are not imprisoned. The Bone Prison can withstand 100+ 20/HD damage before collapsing and is usable 3+ Charisma Modifier/ day. [B]Permanent Image (Su): [/B]The Phantasmer may create Permanent Illusions that do as it wishes via conscentration. Usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Bone Spirit (Su): [/B]Fires a strange red spirit unerringly at a foe within long range (400 feet+ 40ft/ level) dealing 6d8 Force Damage and 2d4 Con Damage with a Will Save of DC 10+1/2 Level + Cha Mod. Save deals 3d8 Force and no Con damage. This is usable 3+ Charisma Modifier/ day. [B]Phantasmagoria (Su): [/B]The Ultimate Illusionary effect of the Phantasmer. Phantasmagoria allows the Phantasmer to create a Mirage Arcana like effect however they can freely incorporate both themselves and others within the effect as if Alter Self were cast upon them and needs no concentration, the effect is all encompassing but a successful will save DC 10+1/2 Level + Charisma Modifier, dispels the effect. Usable 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Project Image (Su): [/B]As the Spell, the Phantasmer may project a semi real duplicate of itself 3+ Charisma Modifier/ day. Caster Level is equivalent to Class Level. [B]Ghostly Ascension (Su): [/B]The Phantasmer dies in a place of their choosing and their ghost rises from their body granting them the benefits and flaws of those beings except as noted here:[/SIZE] [INDENT][SIZE=5]-The Phantasmer’s Body does not decompose and destroying it’s body immediately kills the Phantasmer. While away from it’s body it is unaware of all that transpires around it, however it will become aware that something is happening to it should significant harm come to it’s body. It’s body has as much HP as it had in life, or as much HP as the Phantasmer currently has in it’s new ghostly state, whichever is higher, however it’s body is helpless.[/SIZE][/INDENT] [INDENT][/INDENT] [INDENT][SIZE=5]-Once Ascended the Phantasmer loses it’s Constitution Score and uses it’s Charisma Score in place of all Constitution based effects, saves, abilities etc if applicable. [/SIZE][/INDENT] [INDENT][/INDENT] [INDENT][SIZE=5]-The Phantasmer may reinhabit it’s body as a full-round action regardless of distance, when it does so it is treated as a Lich though it gains no stat bonuses or any special abilities or defenses. It is treated basically as it was in life but gains access to all of it’s gear and equipment. In this state it has no Phylactery and simply dies if brought to 0 hp.[/SIZE][/INDENT] [INDENT][/INDENT] [INDENT][SIZE=5]-A Phantasmer’s ghostly abilities and ghostly special attacks are fully customizable without regard to how it actually died or other factors but once chosen are permanent. (See Creating a Ghost [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/ghost/']Ghost (CR +2) – d20PFSRD[/URL])[/SIZE][/INDENT] [INDENT][/INDENT] [INDENT][SIZE=5]-A Phantasmer gains all functional use out of any gear it’s body is wearing in either it’s ghostly state or lich state however any gear it finds must be placed on it’s corpse for it’s ghostly projection to benefit from it's use.[/SIZE][/INDENT] [INDENT][/INDENT] [INDENT][SIZE=5]-Unlike most incorporeal undead, the Phantasmer retains it’s Strength Score and may interact with the physical world.[/SIZE][/INDENT] [INDENT][/INDENT] [INDENT][SIZE=5]-Leaving or Reinhabiting one’s body is a full-round action.[/SIZE][/INDENT] [/QUOTE]
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