How to Phantom?
- Steve
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Re: How to Phantom?
Phantom would be greatly improved if one could take Intuitive Attack, applied the same as Monk.
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chad878262
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Re: How to Phantom?
It would open up build options, but not much since for sneak attacks you want PTWF.
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- Steve
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Re: How to Phantom?
I've played a Monk 20 / Assassin 10 with IA WIS high...it is very nice. Not having to spread Ability points to 2 or even 3 stats can greatly help (because Assassin needs high-ish INT to make those Death Attacks actually stun.
Don't forget that many Base Classes have PrCs that continue developing the base Class feats...does Phantom have any such stacking PrCs available to it? This is what keeps options low for multiclassing, in my opinion.
Don't forget that many Base Classes have PrCs that continue developing the base Class feats...does Phantom have any such stacking PrCs available to it? This is what keeps options low for multiclassing, in my opinion.
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- aaron22
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Re: How to Phantom?
i think what would be nice would be a certain selection of abilities you could choose like at level 7,14,21,28 or whatever where you could do certain things at the cost of your ki power.
examples:
flawless dodge: you spend 5 ki and you can avoid all melee attacks from 1 attacker +1/5 Phantom levels. the duration is equal to your wisdom modifier/2 in rounds. attacking or moving causes the flawless dodge to expire.
phantom flurry: you spend 5 ki to double your attacks for a single round.
shadow strength: you spend 5 ki to have your next round of attacks critical hit.
coffin nail: spend 5 ki to forgo all your attacks for the round but accurately place a single strike to the opponent's most vulnerable area. the foe dies if a successful hit unless a fortitude save is made. DC= 5+wis mod+dex mod. successful save stuns the opponent for a single round.
shadow wall: spend 5 ki and for a single round you have the equivalency of a greater spell mantle.
examples:
flawless dodge: you spend 5 ki and you can avoid all melee attacks from 1 attacker +1/5 Phantom levels. the duration is equal to your wisdom modifier/2 in rounds. attacking or moving causes the flawless dodge to expire.
phantom flurry: you spend 5 ki to double your attacks for a single round.
shadow strength: you spend 5 ki to have your next round of attacks critical hit.
coffin nail: spend 5 ki to forgo all your attacks for the round but accurately place a single strike to the opponent's most vulnerable area. the foe dies if a successful hit unless a fortitude save is made. DC= 5+wis mod+dex mod. successful save stuns the opponent for a single round.
shadow wall: spend 5 ki and for a single round you have the equivalency of a greater spell mantle.
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- RaiderOne
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Re: How to Phantom?
I started a suggestion thread with my ideas 
- V'rass
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Re: How to Phantom?
Best way to phantom is inside an opera.
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NeOmega
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Re: How to Phantom?
i am about to do a phantom build. I always had to do other classes to get what i wanted when i created my very first character.aaron22 wrote:i think what would be nice would be a certain selection of abilities you could choose like at level 7,14,21,28 or whatever where you could do certain things at the cost of your ki power.
examples:
flawless dodge: you spend 5 ki and you can avoid all melee attacks from 1 attacker +1/5 Phantom levels. the duration is equal to your wisdom modifier/2 in rounds. attacking or moving causes the flawless dodge to expire.
phantom flurry: you spend 5 ki to double your attacks for a single round.
shadow strength: you spend 5 ki to have your next round of attacks critical hit.
coffin nail: spend 5 ki to forgo all your attacks for the round but accurately place a single strike to the opponent's most vulnerable area. the foe dies if a successful hit unless a fortitude save is made. DC= 5+wis mod+dex mod. successful save stuns the opponent for a single round.
shadow wall: spend 5 ki and for a single round you have the equivalency of a greater spell mantle.
i think the phantom abilities are great for the class.
ghost step at level 2 makes it the earliest level one can turn invisible.
ghost sight at 16.
But what i am really excited about are the concealment for 3 round feats. especially after level 18, where you can instantly flip a switch and get 50% concealment for 3 rounds.
honestly, i think phantom is good, as is.
i started out HIPsing, because i loved it. I later figured out that once you are good, you use HIPS less and less. Getting an extra ghost step every level (at one ki) is a great way to have HIPS in emergencies, while not using it as a way to constantly land backstabs.