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While sorcerers and wizards consider haste one of many spells in their repertoire, swiftblades covethaste above all

others. As a swiftblade, your arcane-assisted speed combined with melee skill can turn your first strike into a deadly assault. Swiftblades discover unconventional ways to utilize the hastespell, permanently augmenting their speed and fusing complimentary spell effects into each casting. In a very real sense, swiftblades bond to their chosen spell until the two become immutable.

Becoming a Swiftblade Bards, sorcerers, and wizards are the three most obvious candidates for swiftblades. Bards can easily fulfill the martial weapon proficiency requirement, but sorcerers and wizards do not share their expertise. Elf candidates are naturally proficient with racial martial weapons and human candidates can take Martial Weapon Proficiency with their extra feat to avoid losing a level of spellcasting. A sorcerer or wizard might otherwise multiclass into a warrior class for one level. Besides their spellcasting ability score, Dexterity is the second most important attribute for swiftblades. It allows them to avoid blows and potentially strike first in combat. Strength and Constitution are also important to swiftblades, who are largely melee characters. Not having the resilience of pure warriors, Tumble is an ideal skill choice for swiftblades to avoid attacks of opportunity. Entry Requirements Base Attack Bonus: +3. Skills: Concentration 6 ranks, Spellcraft 6 ranks. Spellcasting: Ability to cast haste. Feats: Dodge, Mobility. Weapon Proficiency: Must be proficient with at least one martial weapon. Special: Must have spent the entire previous level using all 3rd level spell slots to exclusively cast haste. The Swiftblade Hit Die: D6 Bnus Base de Ataque +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Nvel 1 2 3 4 5 6 7 8 9 10

For +0

Ref +2

Vont +2

Especial

Conjurao

Class Skills (4 + Int modifier per level) -- Balance, Craft, Concentration, Gather Information, Jump, Knowledge (arcana), Listen, Profession, Spot, Spellcraft, Swim, Tumble. Class Features As they advance in level, swiftblades gain increased spellcasting abilities, heightened speed, and unparalleled understanding of the haste spell. They eventually learn how to subsume the haste spell in higher level spell slots to powerful effect. Spellcasting: At each level indicated on the swiftblade table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a swiftblade, they must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known. Spring Attack: Beginning at 1st level, you gain Spring Attack (see page 100 of the Player's Handbook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites. Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move

at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability. Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects. Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots. Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier. Evasive Celerity (Ex): At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects. Fortified Hustle (Ex): At 6th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a continuous spell effect, and therefore cannot be dispelled by any means. The haste spell otherwise functions as it normally would, is expended normally, and can be countered as a spell at the moment of casting. Bounding Assault: At 7th level, you gain Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites. Diligent Rapidity (Ex): At 8th level, you automatically overcome magic and mundane obstacles with the hastespell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water. Perpetual Options (Ex): At 9th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action. Innervated Speed (Ex): At 10th level, your mastery of the haste spell can bring the world around you to a standstill. Any time you prepare or spontaneously cast haste in a 6th level spell slot, you can subsume the spell at the moment of casting instead, increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. See the spell description on page 294 of the Player's Handbook. For each spell slot level higher than 6th level, you can extend innervated speed by 1 additional round. For example, a sorcerer could subsume haste in an 8th level spell slot to create three rounds of innervated speed. You cannot subsume a new haste spell until the original innervated speed duration expires and your turn ends. Moreover, you cannot subsume a metamagic version of haste. Playing a Swiftblade As a swiftblade, you have embraced a highly specialized branch of arcane study. Traditional arcane spellcasters will scoff at your techniques, considering your spellcasting methods to be cutthroat and stunted. They could not be both more right and wrong at the same time. Being a swiftblade requires more discrimination than being a generic spellcaster, as your single-minded devotion unlocks a host of new applications for the haste spell. Moreover, your ability to caste haste as a free action allows you to activate your abilities quickly in combat. As your familiarity with the haste spell grows, the physical world around you appears to slow down. Taking advantage of this perception, you are virtually assured to react first in every encounter. Combat Few creatures are faster than you. When reaction time plays an important role in combat, you are at a definite advantage. As a natural skirmisher, you are acutely aware of how quickly sustained combat can end your life. Your speed lets you to close or widen melee distance to suit your needs on a round-by-round basis. This versatility is further augmented with Spring Attack and Bounding Assault as bonus feats. Because you can fight well in melee, members of this prestige class have more options than most arcane spellcasters. This allows you to benefit from buffing spells such as bull's strength and shield. With such spells active, you become an even more formidable and

untouchable foe. As another option, you can hold yourself back and punish enemies with area effect spells before closing in for the kill. Most importantly, your incredible speed causes attacks and targeted spells to outright miss. This ability progresses until spells that are specifically designed to hamper your movement automatically fail while under the effects of your own haste spell. Advancement Speed and mobility are your best assets at lower levels. Constantly moving around will serve you more than making continuous attacks, especially in conjunction with the combat benefits and extra damage offered by swift surge. Another aspect of advancement to keep in mind is multiclassing. Your survivability is greatly improved by taking a level or two of a martial class. This grants you a wide range of weapon proficiencies as well as combat-oriented feats from which to choose, both of which improve your overall effectiveness. Attaining higher levels of swiftblade expertise eventually grants you the ability to make one extra move or standard action while under the effects of your own haste spell. There is, of course, no advantage greater than completing the swiftblade prestige class, at which point you can caste haste in higher level spell slots to make time seemingly stand still. Resources Following this prestige class quickly leads one to realize that there are few resources available to help you, as your dedicated focus to one spell is highly irregular among spellcasters. Short of making contact with another swiftblade, you must forge ahead largely alone. Not surprisingly, this revelation has inspired many swiftblades to embrace a nomadic lifestyle in search of obscure, arcane lore. This is one of the main reasons why swiftblades are wanderers at heart, constantly seeking new adventurous challenges against which to measure their emerging abilities. The monetary reward of treasure hunting is often what fuels swiftblades most. Swiftblades in the World The swiftblade is an excellent choice for martially-orientated arcane spellcasters. Although the swiftblade requires spellcasting compromises, it does empower the character with the ability to switch between melee and spell combat. When compared to more studious arcane practitioners, swiftblades are better able to survive encounters after all their spells have been used for the day. This allows the members of this prestige class to fill multiple rolls within an adventuring party. While most swiftblades are resolved to lives of danger and excitement, some darker members of this prestige class resort to working as assassins. It's also not uncommon to find swiftblades among rangers and scouts, as they are well suited to skirmish warfare. Organization The wandering nature of swiftblades makes it hard for this prestige class to centralize its teachings. At best, a master and apprentice might be encountered traveling together. On the few occasions when a formal school has been established, devoted arcane spellcasters have gone out of their way to discredit such institutions and discourage students from embracing their teachings. The reason behind such attacks is both edifying and surprising. Powerful spellcasters quickly realize how effective swiftblades could be in combat without ever mastering the higher-level spells. Swiftblades are thus a wildcard that threatens to destroy those standards. Without turning swiftblades into an alluring, forbidden practice, they slander the schools publicly and outlaw their expansion privately. NPC Reactions Adepts have a starting attitude of unfriendly toward swiftblades, being more acquainted with the disrepute heaped onto their kind by higher-level spellcasters. Few adepts ever take the time to understand why swiftblades are so preoccupied with a single spell. Aristocrats have a starting attitude of indifferent to friendly toward swiftblades. Young aristocrats in particular are fatalistically attracted to the excitement and speed that seems to govern the lives of swiftblades. Commoners have a starting attitude of indifferent toward swiftblades, having never really heard of them before. They are more likely to judge swiftblades by appearance, which typically resembles an adventure-seeking roustabout (probably up to no good). Experts have a starting attitude of indifferent to unfriendly toward swiftblades, having heard distant rumblings of trouble caused by their kind. As a result, experts tend to keep their guard up around swiftblades and remain mindful of their business. Warriors have a starting attitude of indifferent to friendly towards swiftblades, in recognition of their martial talents. Warriors respect swiftblades for being willing to get their hands dirty in combat and lacking the pretensions that are normally associated with arcane spellcasters.

Swiftblade Lore Characters with Knowledge (arcana) or Knowledge (history) can research swiftblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: "Swiftblades are a radical style of spellcasting whereby the practitioner focuses on enhancing their martial speed." DC 15: "Swiftblades focus on the haste spell to such an extent that their appearance blurs and no spell effect can impede them." DC 20: "Swiftblades trade spellcasting ability for specialized applications of the haste spell and the ability to make time stand still." DC 30: Characters who achieve this level of success can learn important details about specific swiftblades, including notable accomplishments and mentors from whom they studied. Player characters trying to locate swiftblades must make a DC 20 Gather Information check to discover the necessary intermediaries and protocols for contacting one. If the player characters are searching for a swiftblade among soldier garrisons, give them a +2 circumstance bonus on the check. Swiftblades in the Game Balance is key to playing an effective swiftblade. You can hold your own in the fray of battle but must be wary of so doing. For this reason, it is crucial to properly prepare for combat with the appropriate spells. Weakening the enemy with area effect spells such as cone of cold or fireball is always a good opening tactic. Spells that hamper your opponents, such as slow, are also effective choices. Then, when you move into close combat with your haste spell active, the enemy is already softened up. You will face difficulty deciding what equipment to purchase. As a hybrid spellcaster/warrior, deciding which role to pursue more actively depends entirely on the encountered situation. Your most important boon is speed, along with the ability to cast haste as a free action. As well, keep in mind that although your companions cannot benefit from haste as you do, they will nonetheless appreciate the regular bonuses of that spell. Adaptation Swiftblades can easily be incorporated into highly developed magical societies. As practitioners of an exceedingly focused type of spellcasting, swiftblades most naturally fit into campaigns where many disciplines and schools of magic already exist. In campaigns where arcane spellcasting is less common, swiftblades become highly irregular. Regardless of the setting, a swiftblade might also be encountered as the personal guard to an important dignitary or among a group of elite warriors who pledged their services to a specific kingdom.

Prestige Class: Knight Phantom "When we reached the ridge, we could see that our soldiers were hardpressed by Karrnathi forces. There was nothing to do but dismiss our steeds, cast a few spells, then charge into the fray." -- Knight phantom Athum, remembering the Battle of Starpeak Mile During the Last War, the knight phantoms were specialized light cavalry that used phantom steeds to reach the critical point in a battle, then a combination of spellcasting and martial prowess to win the day. Part of Aundair's famed Knights Arcane, the knight phantoms prided themselves on their ability to ride hard and reach strategic points in the battle before the enemy could -- or to rescue Aundairian units in danger of being overwhelmed by the enemy. Like other members of the Knights Arcane, the knight phantoms remained in service to the Aundair crown after the end of the Last War. But their numbers are diminished, and many a knight phantom has retired -- or put her war-won talents to use as an adventurer. Entry Requirements Feats: Still Spell. Skills: Ride 4 ranks. Special: Proficiency in all martial weapons. Special: Ability to cast phantom steed. Special: Citizen of Aundair, member of the Order of the Knights Arcane. Becoming a Knight Phantom Becoming a knight phantom requires a great deal of arcane power, so the class is available only to 5th-level wizards, 6th-level sorcerers, and 7th-level bards. The latter two classes are relatively rare, because few characters expend a precious spells known slot on phantom steed -- the signature spell of the knight phantoms. The Knight Phantom Hit Die: d8

Class Skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (geography), Ride, Spellcraft, Spot. Class Features The knight phantom prestige class takes capable wizards and gradually turns them into capable melee fighters, without slowing their spellcasting too much. Phantom Steed (Sp): Once per knight phantom level per day, you can conjure a phantom steed to act as a mount for you or someone else you designate. It takes a standard action to will the steed into existence. Add your levels in knight phantom and your highest level arcane spellcasting class to determine the caster level of this effect -- particularly important because it sets the duration on your steeds and determines whether they can ride over difficult ground or even into the air. Somatic Prowess (Ex): The Knights Arcane has taught you techniques for simplifying the gestures you use when you cast a spell. You can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, you incur a chance of arcane spell failure if you cast a spell with a somatic component while wearing medium or heavy armor, or while using a shield. Spellcasting: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class

before becoming a knight phantom, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Aspect of the Phantom (Su): For a number of rounds per day equal to your knight phantom level, you take on the gray, semiinsubstantial appearance of your steed once you reach 4th level. You hover just above the ground and can ignore swampy ground, difficult terrain, and other impediments that don't extend more than a few inches above the ground. You can even walk across water or other liquids safely. You can activate or deactivate your aspect of the phantom ability as a free action, and you can divide up your available rounds as you wish. Countenance of the Phantom (Su): For a number of rounds equal to your knight phantom level, you take on a ghostly pallor, and gray tendrils of mist cling to your form. Starting at 7th level, you gain the concealment of a blur spell (20% miss chance) as the misty tendrils envelop you in a protective cloak. Your eyes glow a baleful red when you take on the countenance of the phantom. At the beginning of your turn, each creature within 10 feet of you must succeed on a Will save (DC 10 + your knight phantom level + your Cha modifier) or be shaken for 1 round. This ability does not stack with other fear effects, and it has no effect on a creature that is already shaken. This ability works only while your countenance of the phantom ability is in effect. You are immune to the fear effect of other knight phantoms. You can activate or deactivate your countenance of the phantom ability as a free action, and you can divide up your available rounds as you wish. Blade of the Phantom (Su): At 10th level, you are able to extend your phantom powers into the weapon you carry. For a number of rounds equal to your knight phantom level, you can bestow upon a melee weapon you wield the brilliant energy quality. Your weapon turns gray and semi-insubstantial, however, rather than glowing brightly. But the effect is otherwise the same: You ignore armor bonuses to AC, although other bonuses due to Dexterity, deflection, dodge, natural armor, and so on still apply. Undead, constructs, and objects are unharmed by your blade when it is in phantom form. Your weapon otherwise functions normally, including any magic enhancements bestowed upon it. You can activate or deactivate your blade of the phantom ability as a free action, and you can divide up your available rounds as you wish. Playing a Knight Phantom As a knight phantom, you are among Aundair's most elite soldiers. You can get to places that traditional cavalry can't reach -- and you can get there before your enemy has a chance to react. And once you've arrived, you can outcast what you can't outfight and outfight what you can't outcast. That's the strategic maxim drilled into every knight phantom: Throw your strength against your enemy's weakness, and you'll carry the day for Aundair. Now that the Last War is over, many knight phantoms are retired or on "detached duty," free to seek their fortunes across Khorvaire. Unless war breaks out again, you have a great deal of independence and need only check in with the Knights Arcane from time to time. Combat: While most knight phantoms are accomplished equestrians, few fight from the backs of theirphantom steeds. While faster than conventional horses, phantom steeds are too fragile to handle the rigors of a cavalry charge. You're likely to use your phantom steed to get to the battle, then dismount and use spells or swordplay to defeat the enemy (which is why you're called a knight). Because you fight reasonably well in melee, you're more likely than most arcane spellcasters to cast protective and attack-enhancing spells on yourself before battle. If you can get a few rounds before a fight to cast spells such as bull's strength, haste, or stoneskin, you're a much more dangerous foe. By 9th- or 10th-level, you're capable of casting Tenser's transformation -- and unlike many wizards, you've got the gear and training to make that spell pay off. Combined with your armor-defeating blade of the phantom ability, you're a terror on the battlefield. Advancement: When you volunteered for knight phantom training, you made an unusual choice. You diverted a career in the arcane arts to learn the soldier's craft as well. Few arcanists have the physical attributes to make good soldiers, so you're already a breed apart. And when you consider the elite missions that the knight phantoms undertake, you've had plenty of chances to earn promotions and decorations in the Aundairian military. Even though peace prevails across Aundair at the moment, Aurala's realm still faces many dangers. If you opt for active duty, the Knights Arcane will definitely keep you and your fellow knight phantoms busy. Resources: The Knights Arcane tend to issue equipment on a mission-by-mission basis, so you have whatever you own and whatever they've given you. Because the Knights Arcane has access to powerful spellcasters, you have access to all sorts of magic arms and armor. But you aren't the only soldier clamoring for better gear; access doesn't mean ownership.

Knight Phantoms in the World "We had a whole battalion dug in the bridge, ready for the Aundairians. But somehow they used magic horses to ride across the river several miles downstream, so they captured our headquarters and supply train." -- Hann Olbrecht, Karrnath Army The knight phantom prestige class is a good choice for a character who wants to transition from an arcane spellcaster -- usually a wizard -- to a hybrid fighter/caster. It's similar to the eldritch knight in the Dungeon Master's Guide, but the knight phantom fights a little better at the expense of some spellcasting and more onerous entry requirements. As a DM, you can also use the knight phantoms as enemies who can be nearly anywhere at a moment's notice -- or as the proverbial cavalry that arrives in the nick of time to save the PCs' hides. Daily Life: Now that the Last War is over, many knight phantoms sell their unique talents as mercenaries or freelance adventurers. Those that remain on active duty mostly patrol Aundair's borders, arriving at trouble spots before conventional troops can even get out of the barracks. They otherwise live typically austere military lives, stealing time with their spellbooks and to brush up on their arcane skills whenever they can. Notables: The most famous former knight phantom is now one of Aundair's most influential men: Darro ir'Lain, Lord of the Knights Arcane. Lord Darro (LN male human, wizard 6/knight phantom 6) has a greater say in affairs of state than anyone other than Queen Aurala and First Warlord Adal. Lord Darro rarely rides with knight phantoms anymore, because he has the larger Knights Arcane organization to command. But he still wears the coat of the knight phantoms with pride whenever he's in uniform. Organization: At the height of the Last War, the knight phantoms were able to field two heavy cavalry companies for the Knights Arcane -- nearly 400 knight phantoms in all. Now only a single company of 150 knight phantoms remains on active duty; the rest are dead, retired, or on long-term leave from the Knights Arcane. Captain Mathus Brochand (LG male human fighter 1/wizard 5/knight phantom 5) now commands the knight phantoms, and his staff is responsible for keeping at least tenuous tabs on former members who are still in fighting shape. He's headquartered in Lathleer, although the knight phantoms have been spending more time in the vicinity of Windshire than anywhere else lately. NPC Reactions The knight phantoms are rare enough that most Aundairians tend to group them with the Knights Arcane in general. Everyone knows that the Knights Arcane combine spellcasting with traditional military techniques, and most think of the knight phantoms as just "Knights Arcane on horseback." While the details of the knight phantoms elude most Aundairians, they know that the Knights Arcane were a bulwark of Aundairian strength throughout the Last War -- and thus any Knight Arcane is assumed to be a war hero by default. The average Aundairian has an initial attitude of friendly toward anyone wearing the coat and leather of the knight phantoms. Karrnathi and Thrane soldiers regard the knight phantoms less kindly, but an unfriendly attitude is limited by the fact that only elite enemy units and top commanders knew of the knight phantoms' existence. Unless they actually faced the phantoms in battle, former soldiers of Karrnath and Thrane have an attitude of indifferent toward a knight phantom. Knight Phantom Lore Characters with Knowledge (history) can research the knight phantoms to learn more about them. DC 10: The knight phantoms are the light cavalry of Aundair's Knights Arcane. DC 15: Only powerful wizards are considered for membership in the knight phantoms. They're called that because they ride phantom steeds twice as swift as even a magebred horse. DC 20: The knight phantoms aren't truly cavalry -- they're more like horse-mobile, spellcasting infantry, which makes them a tough match for an enemy general. DC 30: Lord Darro ir'Lain was once a knight phantom, and he still wears their insignia on his dress uniform. Knight Phantoms in Your Game It takes a successful balancing act to play a knight phantom effectively. You can cast spells and hold your own in melee, but you have to hoard your most critical resource: available actions. Every round you spend swinging your sword is a round you didn't cast a spell, and vice versa. You're also going to face tough equipment choices: magic sword or ring of wizardry? Better armor or new spells for the spellbook? That's the price you pay for having one of the most versatile classes in the game. And the knight phantom

isn't without its less tangible benefits as well. You get to stride across the battlefield looking like a vengeful apparition, and low-level foes will flee in terror. Your fellow PCs will be grateful every time you summon enough phantom steeds for the whole party to travel overland at great speed. Adaptation As written, the knight phantoms are connected to the Knights Arcane, one of Aundair's strongest and most capable military units. But you can extract that bit of backstory if you like, making the knight phantoms elite soldier/spellcasters of any of the Five Nations -- or perhaps an order within House Deneith or the Valenar elves.

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