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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.

Archetype Main Ability Scores:
The phantom blade mainly focuses on DEX/CHA for martial combat, and CHA for his class features and spells.

Archetype Feature Replacements:
1st – Spellcasting, Base Attack Bonus, Limit Break (Terrifying Nightmare), Veil Pool, Blinding Ray, Deceptive Flourish. 2ndMirror, Cloaked Casting. 3rdVeil Power, Haze, Chains of Disbelief. 4thClear Vision, Social Cloaking. 5thTrue Illusion, Minor Illusion Esoterica. 6thVeil Power, The Show Must Go On. 7thMaster of Disguise, Quick Veil. 9thVeil Power, Extended Illusions, Illusionary Puppet. 10th – Moderate Illusion Esoterica. 11thBeguiling Aura. 12thVeil Power, Body Double. 15thVeil Power, Doublecast, Major Illusion Esoterica. 16th – Illusive Reality. 18thVeil Power. 19thMaster of the Veil. 20thBend Reality.

Limited Spellcasting

A phantom blade loses access to 7th through 9th level spells and has a lower Base MP as noted below.

Table: 3/4th MP Progression

LevelBase MPSpell Level
1st21st
2nd31st
3rd41st
4th52nd
5th62nd
6th82nd
7th103rd
8th133rd
9th163rd
10th204th
11th244th
12th294th
13th345th
14th395th
15th455th
16th516th
17th576th
18th646th
19th716th
20th796th

Martial Prowess

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. In addition, the phantom blade’s Fortitude save and Will save progressions become Good, while his Reflex save progression becomes poor.

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).

Spells

At 1st level, a phantom blade loses access to any illusion spell that isn’t personal or melee touch but gains access to personal or melee touch spells from the red mage spell list.

This ability modifies spells.

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. If this weapon ever leaves his hands, it disappears and has to be summoned again. These weapons uses melee touch to inflict damage and count as weapons from a weapon group that he shapes his weapons from (for example, if he shaped his weapons as shortswords, they would count as light blades weapon group).

When he first attacks a creature with the illusion weapon, it is entitled to a Will save to realize the weapon isn’t real (DC 10 + half of the illusionist’s level + his Charisma modifier). On a successful save, the weapon deals only minimum damage to the target. An illusion weapon also only deals minimum damage to objects (such as constructs) but is still considered a magic weapon for the purposes of overcoming damage reduction. A creature only gets one saving throw, regardless of how often he strikes the creature.

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 (this bonus is halved if illusionist is not his favored class) 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.

AC Bonus (Ex)

When unarmored and unencumbered, the phantom blade adds his Charisma bonus (if any) (this bonus is halved if he has a level in another non-prestige class and this is not his favored class) to his AC and his CMD. He uses illusory magic to evade his foes’ attacks. In addition, a phantom blade gains a +1 bonus to AC and CMD at 5th level. This bonus increases by 1 for every five illusionist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the phantom blade’s intense training in unarmored combat. These bonuses to AC apply even against touch attacks or when the phantom blade is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears armor, when he carries a shield, or when he carries a medium or heavy load.

This ability replaces deceptive flourish.

Veil Pool (Su)

At 1st level, the phantom blade gains a reservoir of illusionary energy that he can draw upon to fuel his powers and enhance his illusion weapons. This veil pool has a number of points equal to half his illusionist level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the phantom blade rests for a full 8 hours.

At 1st level, a phantom blade can expend 1 point from his veil pool as a swift action to grant any and all illusion weapons he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. Multiple uses of this ability do not stack with themselves nor does any other similar ability (such as Arcane Pool).

At 5th level, these bonuses can be used to add any of the following weapon properties: abyssal, abyssal burst, dancing, earthen, earthen burst, flaming, flaming burst, frost, icy burst, jetstream, jetstream burst, keen, roaring, roaring burst, shining, shining burst, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. These bonuses and properties are decided when the veil pool point is spent and cannot be changed until the next time the phantom blade uses this ability.

A phantom blade can only enhance all of his illusion weapons in this way at one time. If he uses this ability again, the first use immediately ends.

This ability modifies and replaces veil pool.

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 mirror.

Enduring Body (Ex)

At 2nd level, a phantom blade learns a new principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a phantom blade, granting him damage reduction 1/–. At 8th level, his damage reduction improves to 2/–. At 20th level, his damage reduction improves to 3/–.

This ability replaces cloaked casting.

Sneak Attack (Ex)

If a phantom blade can catch an opponent when they are unable to defend themselves effectively from his attack, he can strike a vital spot for extra damage.

The phantom blade’s attacks deal extra precision damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the phantom blade flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every 3 illusionist levels thereafter. If he gains the sneak attack ability from another source, the bonuses stack.

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.

Illusionary Weapon Talent

As he gains levels, a phantom blade learns special talents tailored to his specific way of blending martial puissance and illusionary power. Starting at 3rd level, a phantom blade gains one illusionary weapon talent. He gains an additional illusionary weapon talent for every three levels of illusionist attained after 3rd level. Unless specifically noted in an illusionary weapon talent’s description, a phantom blade cannot select a particular illusionary weapon talent more than once. A phantom blade may take Extra Veil Power feats to take extra illusionary weapon talents.

Bane Blade (Su): Whenever the phantom blade enhances his illusion weapon using his veil pool, he may spend 1 additional point from his veil pool to add the bane special ability to the weapon. Prerequisite: The phantom blade must be at least 15th level to select this talent.

Blinding Blade (Su): The phantom blade can expend 2 points from his veil pool to increase the amount of light his illusion weapon blades give off excessively. 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. Prerequisites: The phantom blade must have the bright blade and dazzling blade illusionary weapon talents to select this talent.

Bright Blade (Su): As long as the phantom blade has at least 1 point in his veil pool, he can, as a free action, cause his illusion weapons to emit light like the torchlight spell.

Dazzling Blade (Su): The phantom blade can expend 1 point from his veil pool to increase the danger and intensity of his illusionary weapon’s light. As a standard action, he may force opponents within the radius of his illusion weapon’s light effect from his bright blade illusionary weapon talent 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. Prerequisite: The phantom blade must have the bright blade illusionary weapon talent to select this talent.

Deadly Detail (Su): When the phantom blade forms his Illusion Weapon, he can sacrifice the enhancement bonus of the weapon to increase the DC to disbelieve by an amount equal to the bonus sacrificed. This bonus remains lost for 1 round and then returns, setting the DC back to its original value. This is a free action that can be done once per round.

Dispelling Strike (Su): The phantom blade can spend 1 or more points from his veil pool as a swift action to imbue his illusion weapon with a special power. If the illusion weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel using the illusionist’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of veil pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. Prerequisite: The phantom blade must be at least 6th level to select this talent.

Disruptive (Ex): The phantom blade gains Disruptive as a bonus feat.

Enduring Blade (Su): Whenever the phantom blade enchants his illusion weapon using his veil pool, he may spend 1 additional point from his veil pool to increase the duration to 1 minute per illusionist level.

Ghost Blade (Su): Whenever the phantom blade enchants his illusion weapon using his veil pool, he may spend 1 additional point from his veil pool to add the brilliant energy and ghost touch special abilities to the list of available options. Prerequisite: The phantom blade must be at least 6th level to select this talent.

Hasted Assault (Su): The phantom blade can expend 1 point from his veil pool as a swift action to move more quickly. This functions as haste, but only targets the phantom blade and lasts for a number of rounds equal to the phantom blade’s Charisma modifier. Prerequisite: The phantom blade must be at least 6th level to select this talent.

Illusionary Accuracy (Su): The phantom blade can expend 1 point from his veil pool as a swift action to grant himself an insight bonus equal to his Charisma modifier on all attack rolls until the end of his turn.

Illusionary Edge (Su): The phantom blade can expend 1 point from his veil pool as an immediate action after hitting a target with his illusion weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). Prerequisite: The phantom blade must be at least 6th level to select this talent.

Illusionary Shield (Su): When a phantom blade with this talent forms two light illusion weapons they may spend 1 point from their veil pool and forgo the second weapon to instead form a shield. The shield functions as a light, steel shield with with an enhancement bonus equal to that of the phantom blade’s illusionary weapon. The shield has no armor check penalty and does not interfere with the phantom blades AC bonus, but cannot be used to shield bash. A phantom blade with this talent is proficient with shields (except tower shields).

Lingering Pain (Su): The phantom blade can expend 1 point from his veil pool as an immediate action after hitting a target with his illusion weapon. All damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the phantom blade’s next turn.

Lingering Realization (Su): Creatures that make the save to disbelieve the illusion weapon still take the full effect of the weapon for 1 round as if they had failed the Will save. Prerequisite: The phantom blade must be at least 6th level to select this talent.

Prescient Attack (Su): The phantom blade can expend 1 point from his veil pool as an immediate action after hitting a target with his illusion weapon, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the phantom blade’s attacks until the end of the phantom blade’s next turn.

Prescient Defense (Su): The phantom blade can expend 1 point from his veil pool as an immediate action after hitting a target with his illusion weapon, granting him a premonition of his enemy’s intentions. The phantom blade gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn. Prerequisite: The phantom blade must be at least 6th level to select this talent.

Spellbreaker (Ex): The phantom blade gains Spellbreaker as a bonus feat. Prerequisite: The phantom blade must be at least 12th level to select this talent.

These abilities replace veil powers.

Phantom Stealth (Ex)

At 4th level, a phantom blade becomes one with being unseen, like a phantom. He gains a bonus to Stealth checks equal to half his illusionist level.

This ability replaces social cloaking.

Fully-Armed Caster (Ex)

At the beginning of 4th level, a phantom blade is able to cast illusion spells while both hands are occupied. He must make a concentration check (DC 15 + double the spell’s level) or the spell fizzles and the MP is spent. The phantom blade gains a +2 bonus to concentration checks to cast while fully-armed, plus an additional +2 bonus for every four illusionist levels after 4th.

This ability replaces clear vision.

Uncanny Dodge (Ex)

Starting at 5th level, a phantom blade can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A phantom blade with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a phantom blade already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

This ability replaces true illusion.

Aura of Protection (Su)

At 5th level, the phantom blade learns how to harness his veil pool to protect himself and his allies. As long as there is at least one point left in the phantom blade’s veil pool, he projects an aura of protection around him. Any ally, including the phantom blade, within 10 feet of him gains a +1 dodge bonus to AC. At 12th and 19th level, this bonus increases by +1 and the range of the aura increases by +10 feet. If the phantom blade is killed, paralyzed, stunned, or knocked unconscious, this aura is disrupted. Whenever the condition that disrupted the aura is removed, the aura returns. A phantom blade can spend one point of his veil pool to grant this bonus to the saves of all allies in the aura for a number of rounds equal to his Charisma modifier.

This ability replaces minor illusion esoterica, moderate illusion esoterica, and major illusion esoterica.

Resilience (Su)

At 6th level, as an immediate action, the phantom blade may reduce the damage he is about to take by 5 hit points for every 1 point from his veil pool he expends. The phantom blade may not spend more points from his veil pool than his illusionist level per effect being reduced.

This ability replaces the show must go on.

Swirling Colors (Sp)

At 7th 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 7th level. The phantom blade is immune to his own effect.

This ability replaces master of disguise.

Displacement (Su)

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.

Improved Uncanny Dodge (Ex)

A phantom blade of 9th level can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies creatures the flanking bonus by flanking him, unless the attacker has at least four more thief levels than the target does.

This ability replaces illusionary puppet.

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 body double.

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.

Convert (Ex)

Beginning of 16th level, a phantom blade can convert hit points into veil points as a free action. For every 5 hit points converted, the phantom blade receives 1 veil point. The phantom blade cannot convert below 1 hit point and can only convert veil points equal to his illusionist level. The phantom blade can use this ability a number of times per day equal to his Charisma modifier.

This ability replaces illusive reality.

Improved Displacement (Su)

At 19th level, a phantom blade’s displacement improves, giving him now a 25% 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 master of the veil.

Flicker (Sp)

At 20th level, a phantom blade learns to amplify his 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.

Phantom Blade