A phantom blade can create illusions so realistic that they border on reality. The fearsome illusion weapons that they create enable them to vanquish a large array of foes. Being master manipulators, phantom blades know the best ways to use illusions to dishearten, distract, and defeat their foes.
The phantom blade is an archetype of the illusionist class.
A phantom blade gains fewer MP than normal equal to the spell level he gains. For example, an illusionist of 5th level would only have 4 MP excluding extra MP from Charisma bonus.
A phantom blade’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases phantom blade’s hit dice from d6 to d8.
Limit Break (Su)
At 1st level, the phantom blade receives the Limit Break (Bladestorm).
Bladestorm (Su): This Limit Break allows the phantom blade to summon hundreds of his illusion weapons (chosen when this limit break is activated) to rain upon his enemies. Enemies within 30 feet of the phantom blade take 1d6 points of non-elemental damage per illusionist level, a Reflex save (DC 10 + half of the illusionist’s level + his Charisma modifier) for half damage.
This ability replaces the Limit Break (Terrifying Nightmare).
Illusion Weapon (Su)
A 1st-level phantom blade is an expert at dangerous illusions. He has trained his ability to summon illusions such that he can create semi-real illusion melee weapons of his choice as a move action that last for as long as he may choose. The weapons can look like any melee weapon and are treated as “armed” unarmed attacks, much like a touch attack spell. Usually a phantom blade’s “armed” unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A phantom blade can create a set of two light melee weapons that deal 1d6 non-elemental damage, one simple or martial one-handed melee weapon that deals 1d8 non-elemental damage, or one simple or martial two-handed melee weapon that deals 1d10 non-elemental damage that he may switch between reach and non-reach as a move action, with threat ranges of 20/×2. All of the weapons have a bonus damage of +1 non-elemental. He uses Charisma instead of Strength for attack bonuses and bonus damage, and he is automatically proficient with his illusion weapons. For every four levels he advances past 1st level as a phantom blade, the bonus damage increases by 1 (+2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level).
This ability replaces blinding ray.
Bright Blade (Sp)
At 2nd level, phantom blades gain the ability to replicate basic illusions with their illusion weapons, using it as a conduit. His illusion weapons emit light as though torchlight had been cast on it. He may activate or suppress this as a swift action.
This ability replaces cloaked casting.
Refine Illusion (Su)
Also at 2nd level, a phantom blade begins refining his skill at making illusion weapons. His illusion weapons gain a +1 enhancement bonus. For every four additional levels he advances past 2nd level as a phantom blade, the bonus is increased by 1 (+1 at 2nd level, +2 at 6th level, +3 at 10th level, etc.).
This ability replaces surprise casting.
Hardened Casting (Ex)
At 3rd level, a phantom blade is better suited for combat. He adds his illusionist level to concentration checks to cast defensively and to avoid having his spells disrupted when he takes damage while casting a spell.
This ability replaces haze.
Sharper Image (Su)
A 3rd-level phantom blade’s summoned blades are even sharper. His illusion weapons gain a 19–20/×2 critical hit modifier. However, the weapon’s bonus damage isn’t multiplied by critical hits.
This ability replaces chain of disbelief.
Swirling Colors (Sp)
At 3rd level, a phantom blade has improved his skill at focusing illusions through his illusion weapons. Once per day, as a standard action, he may create a rainbow pattern effect centered on his illusion weapon that lasts for one minute for each phantom blade level he has. The phantom blade gains one additional use of swirling colors per day for every three levels after 3rd level. The phantom blade is immune to his own effect.
This ability replaces all veil powers.
Dazzling Blade (Su)
At 4th level, a phantom blade can increase the danger and intensity of his illusionary weapon’s light. Three times per day, as a standard action, he may force opponents within the radius of his illusion weapon’s light effect from his bright blade class feature to make a Will save (DC 10 + half of the illusionist’s level + his Charisma’s modifier) or be dazzled for 1 round per illusionist level.
This ability replaces social cloaking.
At 7th level, phantom blades learn that it’s a lot easier to defeat a foe when they think you are somewhere else as their use of illusions rub off on their souls and beings, making them less real. It becomes harder for opponents to discern a phantom blade’s actual location, and he benefits from a permanent 15% chance that a foe that attacks him will instead hit an illusion of him as if he had total concealment. True seeing negates his illusionary self.
This ability replaces quick veil.
Refine Illusion II (Ex)
A 9th-level phantom blade has refined his ability to craft illusions further. His illusion spell’s DC is increased by a +2 inherent bonus.
This ability replaces extended illusions.
Quick Summon (Su)
At 11th level, phantom blades are able to materialize their illusion weapons with just a flurry of magic. He can create semi-real illusion weapons of his choice as a swift action instead of as a move action.
This ability replaces beguiling aura.
Improved Sharper Image (Su)
As of 12th level, a phantom blade hits critically with his illusion weapon’s non-elemental damage too. When he scores a critical hit with his illusion weapons he adds his bonus non-elemental damage to his critical hit multiplication.
This ability replaces illusionary puppet.
Greater Sharper Image (Su)
A 15th-level phantom blade gains very precise and detailed control over his illusion weapon’s blade lines, divots, and notches that make up his blades. He may choose to either gain an 18–20/×2 critical hit modifier with his illusionary weapons, or gain a 19–20/×3 critical hit modifier with his illusionary weapons.
This ability replaces doublecast.
Blinding Blade (Su)
At 19th level, a phantom blade can increase the amount of light his illusion weapon blades give off excessively. Once per day, as a standard action, he may force opponents within the radius of his illusion weapon’s light effect from his bright blade class feature to make a Will save (DC 10 + half of the illusionist’s level + his Charisma’s modifier) or be blinded for 1 minute. If they succeed on the Will saving throw, they are instead dazzled for the same duration.
This ability replaces master of the veil.
At 20th level, a phantom blade learns to amplify their displacement with illusion magic in combat. 3 times per day, as a standard action, he is able to make his body seem to flit around in his battle grid squares and go in and out of existence suddenly and rapidly. For 1 minute, he benefits from a 50% chance that a foe that attacks him will instead hit an illusion of him as if he had total concealment. True seeing negates his illusionary movements.
This ability replaces bend reality.