"I suggest that you withdraw. My last foes found that fleeing in abject terror was far more hazardous than a sensible surrender."Prerequisite:
Mark of Shadow feat
The entertainers and artisans of House Phiarlan employ a variety of media and techniques to express their art and distract their foes. Members of the house who show a predisposition for illusion are often trained as phantasmists. As a phantasmist, you excel in evasion and deception. Your training has taught you how to bring your enemies’ nightmares to life. You can cloak yourself in shadows or trick foes with illusory forms. When you perfect your art, you even gain the power to make an illusion into a deadly reality.
PHIARLAN PHANTASMIST PATH FEATURES Mind Fire (11th level)
: Any enemy affected by one of your charm, fear, illusion, or psychic powers takes a -2 penalty to saving throws against that power’s effect. Phantasmist Action (11th level)
: When you spend an action point to take an extra action, you or one ally within 3 squares of you becomes invisible until the start of your next turn. Phase-Mist Shroud (16th level)
: Whenever you use an illusion power, you gain concealment and a +1 bonus to attacks rolls with charm, fear, illusion, or psychic powers until the end of your next turn.
Phiarlan Phantasmist Attack 11Disturbing Visions
Terrible illusions plague your enemies’ minds, causing them to flee in fright.
Encounter Fear, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10
Target: Each enemy in the burst
Attack: Intelligence or Charisma vs. Will
Hit: 2d6 + Intelligence or Charisma modifier psychic damage, and you slide the target 2 squares. In addition, the target takes a -2 penalty to attack rolls until the end of your next turn.
Phiarlan Phantasmist Utility 12Taunting Decoy
An image of you appears near your enemy, drawing its attacks.
Daily Conjuration, Teleportation
Standard Action Ranged 10
Effect: You conjure a decoy of yourself in an unoccupied square within range. The decoy occupies 1 square, and it lasts until the end of your next turn. When you conjure the decoy, it marks one enemy within 5 squares of it until the end of your next turn. The decoy can be attacked, and when the enemy marked by the decoy hits it, the mark ends and the decoy teleports 5 squares. As a move action, you can move the decoy 3 squares.
Sustain Minor: The decoy persists, and it marks one enemy within 5 squares of it.
Phiarlan Phantasmist Attack 20Phantasmist Stalker
You summon a feral, gangly creature of shadow and mist to do your bidding.
Daily Implement, Psychic, Summoning
Standard Action Ranged 10
Effect: You summon a Medium phantasmist stalker in an unoccupied square within range. The stalker has speed 7. It has a +4 bonus to AC and to Reflex and a +5 bonus to saving throws against fear effects and charm effects. Whenever the stalker hits a creature granting combat advantage to it, that creature takes ongoing 5 psychic damage (save ends). You can give the phantasmist stalker the following special commands.
Minor Action: The phantasmist stalker moves 7 squares. It is insubstantial while moving.
Standard Action: Close blast 3; targets each creature in the blast; Intelligence or Charisma vs. Will; 1d10 + Intelligence or Charisma modifier psychic damage, and the target is dazed (save ends).
Standard Action: Melee 1; targets one creature; Intelligence or Charisma vs. Reflex; 1d8 + Intelligence or Charisma modifier psychic damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence or Charisma vs. Reflex; 1d8 + Intelligence or Charisma modifier psychic damage.
Published in Eberron Player's Guide, page(s) 75.