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:
A aspiring Phantom must be able to 'Monkey grip' [feat] an Assault rifle and have the proper strength to use it one-handed.
A aspiring Phantom must have the Katana, Assault Rifle and Magic Rod Weapon Proficiency
A aspiring Phantom must have Quick draw feat.
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]
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