To qualify to become a perfect wight, a character must fulfill all the following criteria.
Greater Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit of
greater invisibility once per day, plus one additional time per day every five levels thereafter. The
greater invisibility is as the spell cast by a 20th-level caster.
Improved Legerdemain (Su): A perfect wight can
perform the following
class skills at a range of 30 feet:
Disable Device,
Open Lock, Pick Pocket, and
Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the
skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use
improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or
death attack, if applicable) as if attacking from a
flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack
damage despite the fact that the perfect wight and his or her
weapon do not physically cross the intervening distance. A perfect wight can use
improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter.
Incorporeal (Su): At 3rd level, the perfect wight can become
incorporeal once per day, plus one additional time per day every five levels thereafter. A perfect wight can remain
incorporeal for a number of rounds equal to 20 + his or her perfect wight level. As an
incorporeal creature, the perfect wight can be harmed only by other
incorporeal creatures, +1 or better
magic weapons, and spells, spell-like abilities, and supernatural abilities. He or she is immune to all nonmagical attack forms. Even when hit by spells or
magic weapons, the perfect wight has a 50% chance to ignore any
damage from a corporeal source (except for force effects
or attacks made with ghost touch
weapons). An
incorporeal perfect wight has no natural
armor but has a deflection bonus equal to his or her Charisma modifier (always at least +1, even if his or her Charisma score does not normally provide a bonus). An
incorporeal perfect wight can pass through solid objects at will, but not force effects. His or her attack ignores natural
armor,
armor, and shields, although deflection bonuses and force effects work normally against it. An
incorporeal perfect wight moves silently and cannot be heard with
Listen checks if he or she doesn't
wish to be. While
incorporeal, the perfect wight has no Strength score, so his or her Dexterity modifier applies to both melee and ranged attacks.
Shadow Form (Su): At 4th level, the perfect wight can take
shadow form once per day, plus one additional time per day every five levels thereafter. The perfect wight's
shadow form lasts 1 minute per level of the
prestige class. While in
shadow form the perfect wight is
incorporeal (see above), is immune to critical hits, and can
fly at a
speed of 100 feet (good). The perfect wight can also use the substance of his or her own shadow to enhance his or her effective level on any
attack roll, check, or
saving throw. Drawing power from his or her own
shadow form deals the perfect wight 7 points of
damage for each +1 bonus on a single roll or +1 effective level for any other single use.