|Douglas Muir 406|
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I was fooling around with a fearcaster based on a spiritualist with fear phantom. Seems there could be some good synergy there
Oh my goodness yes. Check out the fear phantom's first two powers:
Horrifying Strike (Ex)
If the phantom hits a creature with a slam attack, that creature must succeed at a Will Saving Throw (DC = 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier) or be shaken for 1d4 rounds. Multiple attacks against the same creature do not cause the creature to become frightened. This is a mind-affecting fear effect.
If either the Nightmare Mesmerist or an antipaladin is within range, then the phantom has an excellent chance of inflicting the shaken condition on anything it hits. -- Mind, it has to hit; against opponents with high AC, or who are difficult to attack for other reasons, the phantom is less good.
Increase Fear (Su)
When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-foot radius aura that amplifies the fear conditions of enemies within it if they fail their Will saving throws (DC = 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier). A shaken enemy in the aura becomes frightened, a frightened creature becomes panicked, and a panicked creature cowers. This effect lasts either as long as the enemy stays within the aura and is under the condition of the initial fear effect, or for a number of rounds after it leaves the aura equal to 1/2 the phantom's Hit Dice, or until the end of the original fear effect's duration, whichever comes first. A creature that succeeds at the saving throw is immune to this effect from the same phantom for 24 hours.
This is a mind-affecting fear effect.
Again, this would stack with the antipaladin and the Nightmare Mesmerist. So if everyone piles on a single opponent, as soon as the phantom hits once the opponent must save twice at -6 or -7, taking the worse save, or be shaken... and then it must save twice again, the same way, or be frightened. And this works even if the creature is a stone golem or an ooze or something that can't normally be affected by fear.
Furthermore, it doesn't appear to matter where the fear condition came from. The phantom hits someone? Save or be shaken, then save or be frightened. Wizard throws a Doom? Same-same. Antipaladin rolled a good Intimidate check? Still the same -- a rare case where you can use Intimidate to get the frightened condition.
Yeah, this is pretty solid. I think the fearcaster Spiritualist replaces the Court Bard as the fourth member of our hypothetical Team Fear. Alternately, you can use the fearcaster to replace your arcane caster; spiritualists do get Doom, Cause Fear, Fear, and (eventually) Aura of Doom and Phantasmal Killer. That actually gets kind of insane. If you keep the Court Bard, then at 10th level, you could gang up on a single foe and immediately inflict (-3 stare -2 satire -4 cowardice) -9 and roll twice immediately against the Aura of Doom and you're frightened. Round 2, if you haven't managed to escape, Phantasmal Killer will mean nearly sure death; you would roll at -11 (!) with disadvantage on the Will save and then roll once with -8 on the Fort save to avoid death.
This isn't a terribly flexible team in some ways -- it's one mediocre melee fighter and three 3/4 BAB half-casters, so if something goes wrong, you could be in trouble. No amount of fear is going to protect you against traps, large groups of weak opponents could be troublesome, you can only dogpile on things that are in close range, and so forth. But against single foes who can be approached closely, it's absolutely devastating.