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Prestige Class

Ghost Knight

"Sometimes a lie is much more powerful than any truth; then again, sometimes the truth is too devastating to believe." — Grom the Black Demilich

A true wolf in sheep's clothing, the order of the Ghost Knights was founded upon one principle: the pursuit of power. The truth of the matter is that the order's ideas and structure were a convenient accident. In the Drow matriarchal societies men are limited in the power they can gain and the freedom to explore the world. It was not until a young drow apprentice, Amalaxle'yrd, stole a spell book from his master and was fleeing for his life that the order truly started.

While fleeing, Amalaxle'yrd attempted to take refuge from his necromantic master on hallowed ground. The hiding place was the resting place of a holy order of knights, protected by wards and said to be guarded by the spirits of the knights themselves. Amalaxle'yrd was not evil, but his master was. Upon entering the grounds, the wards became active. When the master stepped through the gate of the long forgotten temple, the statues lining the halls — each equipped with a gleaming silver sword — sprang into action. His overconfidence that any guardian spirit could be dominated was wrong. In moments he was struck down by swords animated and cloaked in invisibility, each appearing only at the moment of the strike.

Amalaxle'yrd learned that over 30 swords had been attacking at once — a whirling cyclone of death — caused by several smaller enchantments working in concert. The fact that his master, close to becoming a lich, could be laid to waste by such a simple ruse was a revelation. He might not be the most powerful spell caster, but with the help of others he could surpass any single practitioner of power. He formulated the greatest lie of his lifetime. Gathering 6 other apprentices who were fed up with their masters, he formed a pact sealed under the signature of a pack demon — should any betray another, the betrayer would suffer his pain tenfold. This pact is still maintained by the highest members of the order. Most of the order is composed of Drow, Fetchling, Tiefling, and Humans.

Written by DJ Yoho.

Requirements

Invitation: Must be invited to the order by an emissary.

Alignment: Any Lawful.

Spells: Able to cast the 2nd-level arcane spell invisibility.

Class Ability: Must have sneak attack +1d6.

Skills: Stealth 5 ranks, Bluff 5 ranks.

Weapon Proficiency: Must be proficient with a martial sword.

Hit Die: d10. Skill Ranks at Each Level: 2 + Int modifier.

Class Table

LevelBABFortRefWillSpecialSpells/Day
1+0+0+1+1Sneak Attack +1d6, Flurry of Blades
2+1+1+1+1Lesser Flash Strike+1 level existing arcane class
3+2+1+2+2Sneak Attack +2d6
4+3+1+2+2Shadow Walker+1 level existing arcane class
5+3+2+3+3Sneak Attack +3d6
6+4+2+3+3Greater Flash Strike+1 level existing arcane class
7+5+2+4+4Sneak Attack +4d6
8+6+3+4+4Ghostly Stride+1 level existing arcane class
9+6+3+5+5Cloak of Blades, Sneak Attack +5d6
10+7+3+5+5The Ghost Knight's Strike+1 level existing arcane class

Class Skills: Bluff (Cha), Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str).

Class Features

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage increases by +1d6 every other level (1st, 3rd, 5th, 7th, 9th). Sneak attack bonuses from multiple sources stack.

Flurry of Blades: Starting at 1st level, as a full-attack action the Ghost Knight may make one additional attack at a -2 penalty on all attack rolls, as flurry of blows . These attacks can be any combination of bladed weapons. The Ghost Knight's base attack bonus for this ability equals his character level. At 8th level, he may make two additional attacks, as if using Improved Two-Weapon Fighting.

Lesser Flash Strike: At 2nd level, the Ghost Knight is treated as having the Quick Draw feat, but only when drawing from his Sheath of Revealing. As a full attack action he can draw, strike, and resheath at his full base attack bonus.

Shadow Walker: At 4th level, while wearing his Cloak of Lies, the Ghost Knight can disappear into shadows, gaining concealment (20% miss chance). If he already possesses shadow concealment it increases to 50% (total concealment). He can suspend this ability as a free action or resume it as a move action.

Greater Flash Strike: At 6th level, the Flash Strike reaches a supernatural level. He may perform all attacks in a single blur and resheath his weapon. Alternatively, at his highest base attack bonus he may make a single attack with a Sleight of Hand check to strike without revealing his sword. Observers receive a -10 on Perception to witness the attack. The target appears to simply have a wound burst open. Those not facing the Knight also receive the -10 to determine the direction of the attack.

Ghostly Stride (Ex): At 8th level, while wearing his Cloak of Lies, the Ghost Knight can as a standard action step out of the field of vision of all those around him. This functions as invisibility with no duration (Stealth check, base DC 20). The effect is broken by attacking but cannot be dispelled or affected by antimagic.

Cloak of Blades (Ex): The Ghost Knight may sacrifice his highest base attack and perform a Whirlwind Flash Strike on all adjacent opponents. Witnesses remember only a flash of silver. Those not facing the Knight receive a -15 penalty on Perception to see the flash.

The Ghost Knight's Strike (Ex): The Ghost Knight has achieved absolute mastery of blade and deception, his strikes transcending the boundary between skill and sorcery. His Greater Flash Strike now extends to a 10-foot reach, his body never appearing to leave the spot where he stands. When performing his Ghost Knight's Strike, he may combine his Flurry of Blades with his Greater Flash Strike — striking every opponent within reach in a single supernatural blur. Witnesses cannot determine the source or direction of any wound inflicted. Opponents not facing the Ghost Knight take a -20 penalty on Perception checks to identify him as the attacker. Any opponent struck must succeed on a Will save (DC 10 + Ghost Knight level + Cha modifier) or become shaken for 1d4 rounds as their mind struggles to process wounds that appeared from nowhere.

Initiation

The member is brought into the inner circle of the order. Whereas before they were simple tools, they are now its emissaries. To the outside world no emissary appears weaker or stronger than any other — a very well-established lie maintained through enchantments, magic items, and teamwork.

At 1st level each member receives the following permanent effects via scrolls: Gilded Arcane Mark, See Invisibility (to identify other members), Tongues (so nothing is lost in translation), Darkvision if not already possessed (most order combat occurs in darkness), Resistance (to minimize area effect damage against invisible opponents).

At 1st Level — Sheath of Revealing (cursed): This magic sheath bestows a magical enchantment on its blade only while both owner and sheath are invisible, creating an illusory image of a holy avenger over the sword. The sheath also conceals the sword when restored to it. Also awarded: Empty Ring of Spell Storing, Minor, bearing the Seal of the Order.

At 3rd Level — Cloak of Lies (cursed): A black cloak of elvenkind bearing the Ghost Knight crest with the added enhancement of Undetectable Alignment.

At 5th Level — Mask of Deception (cursed): A smooth black featureless porcelain mask appearing transparent to the wearer. Functions as a Hat of Disguise. When not altering the wearer's appearance, grants a +5 bonus on Intimidate. Worn with the Cloak of Lies, the Stealth bonus increases to a total of +10.

At 8th Level — Shroud of Deceit (cursed): A set of studded leather armor (chest, legs, forearm guards). Chest and legs function as +4 studded leather with 0% arcane spell failure and prevent non-intelligent undead from detecting the wearer (as hide from undead). Forearm guards grant a +4 shield bonus to AC when not dual-wielding. Wearing all four items increases the Stealth bonus to +15 total and the Intimidate bonus to +10 total.

The Curse: All guild items bear the guild's curse. Users suffer a -4 penalty on attack rolls, saves, ability checks, and skill checks. The items appear to function normally until the wearer enters combat or attempts Stealth. Removed items reappear the following morning. The curse can be lifted item by item through a specific guild quest. Once lifted, the item is attuned and bound to the wearer — removable by the wearer, but it returns if removed by anyone else.

Ghost Knight Guild — Affiliation Score

CriterionModifier
Character level+1/2 levels (one-time)
Lawful alignment+1
Bluff, Disguise, or Stealth 5–9 ranks+1 per skill
Bluff, Disguise, or Stealth 10+ ranks+2 per skill
Knowledge (arcana) 5–9 ranks+1
Knowledge (arcana) 10+ ranks+2
Can cast 3rd-level or higher illusion spells+1
Can hide in plain sight+2
Chaotic alignment-10
Knowledge (religion) 5+ ranks+1
Lacks ranks in Bluff, Disguise, or Stealth-2
Includes Open Game Content, used under the Open Game License. See also Legal & Licensing.