Phantom

Wielding three types of weapons, the Phantom is a powerful Successor Class that helps supports allies by inflicting foes with Jellen. Phantom class' restricted weapon arts always have two modes allowing them to decide which is best suited for the situation.

Requirements:

  1. A aspiring Phantom must be able to 'Monkey grip' [feat] an Assault rifle and have the proper strength to use it one-handed.

  2. A aspiring Phantom must have the Katana, Assault Rifle and Magic Rod Weapon Proficiency

  3. A aspiring Phantom must have Quick draw feat.

  4. A player creating a aspiring Phantom must have completed a basic melee class to level 10, A basic ranged class to level 10 and a basic magic class to level 10 spread among their other characters. [eg: one character could be all 10 melee levels, another the 10 ranged and another the 10 magic.]

If a [player] is in possession of one of a 'Matter Board fragment' event item they can choose to 'use' it to create a character that starts as one of the four Successor classes. Requirement 2 and 4 are waived.


Attributes: Wound Point Bonus: +3 Chakra Point Die: 1d12

The Phantom's 5 character skills are:

  • Stealth

  • Perception

  • Weapon Arts (Str)

  • [Energy] Control (Wis)

  • Primal Arts [Int]

Class: Tri-Weapon SpecialistSuccessor classes have a heavy combat focus

Skill Points at 1st character Level: ( 5 + Intelligence Modifier) x4

Skill Points At Each Additional Level: 3 + Intelligence Modifier



Weapon/Spell/Armor proficiency
Katana+1Assault Rifle +1Magic Rod +1

01: Improved Quick Draw - Phantom

02: Phantom Ability

03: Phantom Marker

04: Phantom Ability

05: Mag Bauble

06: Phantom Ability

07: Mag Bauble

08: Phantom Ability

09: Mag Bauble

10: Phantom Ability

11: Mag Bauble

12: Phantom Ability

13: Mag Bauble

14: Phantom Ability

15: Phantom Gear | Time | Finish

16: Phantom Ability

17: Mag Bauble

18: Phantom Ability

19: Mag Bauble

20: Phantom Ability

Improved Quick Draw - Phantom

Phantoms gain the Improved Quickdraw feat as shown below but when additional functionality

Improved Quickdraw -

Even with your weapon still sheathed, your presence is enough to threaten enemies.

Prerequisites: Quick Draw.

Benefit: You are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making an attack of opportunity. When you draw your weapon in this way, you may sheath weapon without provoking attacks of opportunity after the attack is resolved.

Addons shown below

Improved Quick Draw - Hero Variant

Phantoms use Improved Quick Draw better then any other class to the point of it being their specialty.

Phantoms can change between their three class weapons freely, even in the middle of a string of attacks within a full attack action.

  • But only between Katana, Assault rifles and the Magic Rod.

General Class Abilities

Phantom's Aggressive MAG

This ability can be taken multiple times and can target any mag statistic to unhinge it up to three times.

Phantoms MAG connection is more instinctual and aggressive. They can only unhinge their BAB and DEF

A mag's limit is usually 20%, This ability would increase that to 25%. If taken again on the same stat it would increase to 33% and then a third time 50%.

Katana Style Class Abilities


Assault Rifle Style Class Abilities


Rod Style Class Abilities


Phantom Gear | Time | Finish

Under Development.

Taiga notes

Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]

Basic classes use 11 points split among [HP, Energy, skills and proficiencies]

+1 HP [1] +2 HP [2]

1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]

4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]

Highly skilled increases [Per level after] up to match Initial and costs [2]

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Advanced classes use 7

Skill base is 2 + Int per level. [0]

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Prestige is likely less [points] then adv