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Silva Stormrage
2011-08-10, 10:27 PM
Soul Devourer


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"I am sorry for betraying you, it's just your soul... it tastes so... delicious..." - Ulun Darkheart, a soul devourer.

Info: The Soul devourer is a necromantic warrior who has a craving for other creatures life force. Soul devourers have a strong craving towards other creature’s souls and each time they feed doesn’t sate their hunger for long. Due to their nature and affinity with other creature’s energy they can heal their own wounds incredibly fast.

Adventures: Mostly neutral Soul devourer’s become adventurers because it gives them a large amount of creatures to feed upon without having to attack innocents. Most evil aligned soul devourers tend to hang out in dungeons or crypts nearby towns. When night comes they capture creatures and try to keep them alive as much as possible so they can continually feed upon them.


Characteristics: This class focuses on self healing and debuffing opponents. Taking damage should not be as much of a worry for them since they can heal easily when facing multiple opponents. With its invocations it can be self reliant and does not need a spell caster for several things most martial characters need one for, (Flight, Seeing invisibility, AOE’s).

Races: Most races tend to despise soul devourers so most races do not have any inclination towards becoming a soul devourer. The only creature that tends to become a soul devourer is a vampire. Vampires tend to find sucking people’s souls out in a large area to be easier than ambushing one person and sucking their blood.

Alignment: Soul devourers tend to have different goals and reasons for following those goals. Most soul devourers are evil with a small portion of them struggling to survive and not give in to their cravings of souls. They all unfortunately have to survive by draining the souls of sentient creatures so despite this almost no soul devourers are good. It is possible that if a soul devourer managed to find a way to not feed off sentient creatures it could posses a good alignment.

Religion: Soul devourers rarely worship gods, but some do. The evil soul devourers sometimes worship gods of death and destruction as their commandments are easy for a soul devourer to follow and lead him to a large group of souls to feed upon. Neutral ones may find praying to good aligned gods appealing as it helps them maintain their goals and helps them to not go down a darker path.

Background: Soul devourers have a variety of origins. Some find a previous soul devourer and have them perform dark rituals to transform them into soul devourers. Some have these rituals preformed upon themselves forcibly and are cursed to have to try to survive as a soul devourer. Some soul devourers became this way through overexposure to negative energy and have their soul twisted and turned into a soul devourer.

Other Classes: Soul devourer's love to travel with Dread Necromancers. While the soul of a tomb tainted dread necromancer does not taste as good as other creatures the ability to heal itself at will means that the soul devourer will never go hungry if the dread necromancer allows the soul devourer to feed upon himself. Paladins and clerics of good gods may feel pity upon a soul devourer that did not set upon the path himself and may try to act as a beacon of good to prevent the soul devourer from turning down the path of evil.


Role: The main role an soul devourer plays is that of a self healing melee combatant. Due to the numerous ways the soul devourer can heal itself it is incredibly durable. He can also fulfill the role of a debuffer with his invocations and plague strike ability.

GAME RULE INFORMATION
Soul devourers have the following game statistics.
Abilities: Charisma is the most important ability for Soul devourers. Their invocation dc’s are based off charisma and they have several class ability that revolve around charisma. Next they need strength for damage and to hit and constitution to stay alive in the thicket of melee.

Alignment: Any Non Good
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As sorcerer

Class Skills
The Soul devourer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Listen (Wis), Hide (Dex), Knowledge (Religion), Knowledge Arcane, (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Soul devourer


Level
Base Attack Bonus
Fort
Ref
Will
Special
Invocations


1st

+1

+2

+0

+0
Profane Lifeleech, Rebuke Undead
1


2nd

+2

+3

+0

+0
Aura of Weakening
1


3rd

+3

+3

+1

+1
Plague Strike (1d4), Shadow Orbs
2


4th

+4

+4

+1

+1
Death Shroud (lesser)
3


5th

+5

+4

+1

+1
Profane Blessing
3


6th

+6

+5

+2

+2
Bonus Feat
4


7th

+7

+5

+2

+2
Invocations (least or lesser)
5


8th

+8

+6

+2

+2
Ebon Blade + 1
6


9th

+9

+6

+3

+3
Bonus Feat, Plague Strike (1d8)
6


10th

+10

+7

+3

+3
Death Shroud (Lesser)
7


11th

+11

+7

+3

+3

8


12th

+12

+8

+4

+4
Necrotic Power, invocations (least, lesser, or greater)
9


13th

+13

+8

+4

+4
Bonus Feat
9


14th

+14

+9

+4

+4

10


15th

+15

+9

+5

+5
Necrotic Power, Plague Strike (1d12)
11


16th

+16

+10

+5

+5
Death Shroud (Greater)
12


17th

+17

+10

+5

+5
Bonus Feat, Invocations (least, lesser, greater, or dark)
12


18th

+18

+11

+6

+6
Necrotic Power
13


19th

+19

+11

+6

+6

14


20th

+20

+12

+6

+6
Ebon Blade + 2, Soul Devour
16

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Class Features
All of the following are class features of the Soul devourer.

Weapon and Armor Proficiencies: Soul devourer are proficient with all simple weapons and martial weapons and with medium armor.

Invocations (Sp): An soul devourer does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the necrotic energy that suffuses his soul. An soul devourer can use any invocation he knows at will, with the following qualifications:

An soul devourer's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A soul devourer is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. A soul devourer can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A soul devourer's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A soul devourer's caster level with his invocation is equal to his soul devourer level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the soul devourer's Charisma modifier. Since spell-like abilities are not actually spells, a soul devourer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A soul devourer begins with knowledge of two invocations, which must be of the lowest grade (least). As a soul devourer gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

Every four levels when a soul devourer learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 7th level, a soul devourer can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a soul devourer can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 17th level, a soul devourer can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or dark). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance if the soul devourer is wearing heavy armor. Soul devourers can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

Profane Life Leech: (Ex) As a standard action the soul devourer can spend one turn or rebuke undead attempt and consume other creature’s life energy. This ability deals 1d6 + 1 per three class levels (minimum 1d6+1) damage to all designated creatures within 10ft. The soul devourer is healed for the amount of damage dealt to all enemies. The radius of this ability increases by 10ft per four class levels. The soul devourer can not target himself with this ability. At level seven this ability can be used as a swift action.

Soul Diet: Due to either misfortune or a dark ritual the soul devourer no longer can eat food or water to survive. Instead he needs to use his Profane Life Leech ability to nourish himself. Each creature damaged with that ability nourishes him for 6 hours. For example, feeding on two creatures would make the amount of time nourished 12 hours. The Soul Devourer can only be nourished ahead of time for a week at a time. Any use of profane lifeleech after that does not "nourish" the Soul Devourer. The same creature can be fed upon multiple times. If the soul devourer does not use profane lifeleech within 1 day of stopping to be nourished he takes a -2 to all ability scores. This penalty increases by 2 every day he goes without feeding and maxes out at -8 penalty to all stats. This ability penalties can not be treated until the Soul Devourer feeds after which it instantly goes away.

Rebuke Undead :(Su) The soul devourer can rebuke undead as a cleric of his level a number of times equal to 3 + his charisma modifier.

Aura of Weakening (Su)
Starting at 2nd level, any foe within 10ft of the soul devourer sustain a -2 penalty to all their saving throws.

Plague Strike: (Su) By manifesting pure essence of filth onto his weapon the soul devourer can inflict a varied disease to damage his foes. Once per round the soul devourer can replace one melee attack in a full attack, charge, or standard attack with a plague strike. If this attack hits it deals normal melee strike damage as negative energy damage and it also deals the indicated amount of damage to any of the targets ability scores. The target gets a fort save to negate the damage if the ability targets a physical ability score (Str, Dex, Con) or a will save if it targets a mental ability score (Int, Wis, Cha). The save dc is 10 + ½ Class level + Cha Modifier. If this ability targets a creature with Tomb Tainted Soul or who is healed by negative energy it does not heal them. It still inflicts the ability damage though.

Shadow Orb: (Su) Every time the soul devourer hits a target with plague strike he drains part of the energy dealt and forms a sphere of pure negative energy. This sphere has a 2 inch diameter and circles around the head of the soul devourer. The soul devourer as a move action can reach out and consume this orb that then gives one of the following benefits listed below. The soul devourer can have a total of three orbs at any time and they last 1 round per caster level.

• Next skill the soul devourer uses within 10 minutes gains a bonus equal to the soul devourer’s charisma modifer.
• Next Invocation’s used within 10 minutes has it’s DC increased by the soul devourer’s class level/4
• The soul devourer gains a dodge bonus to ac equal to his charisma modifier. This bonus does not stack with itself and lasts a number of rounds equal to the soul devourer’s charisma modifier.
• The next invocation cast within 10 rounds by the soul devourer is cast as a swift action. This ability requires expending two shadow orbs.
• Any full attack made within a number of rounds equal to the soul devourer's charisma modifier are treated as touch attacks as the soul devourer bypasses any mundane armor and strikes at the soul of the opponent. This ability requires expending three shadow orbs.


Death Shroud: (Ex) The soul devourer manages to turn the health and energy he absorbs from others into an unholy shield that protects him. He can add the number of creatures targeted by his profane lifeleech during this encounter + 1 as a deflection modifier to his ac. This bonus is capped by the Soul Devourer's Charisma Modifier.

At 10th level the soul devourer gains a profane bonus to strength equal to ¼ the number of creatures targeted with Profane Life Leech during the encounter. This bonus is capped at the soul devourer’s Charisma modifier.

At 16th Level the soul devourer gains a profane bonus to attack and damage rolls equal to the number of creatures targeted with Profane Life Leech during the encounter. This bonus is capped at the soul devourer’s charisma modifier.

Profane Blessing:(Ex) The soul devourer gains his charisma modifier as an untyped bonus on all saving throws.

Bonus Feat: The soul devourer gains a bonus feat from the following list: Any Divine Feat, Extra Turning, Extra Invocation.

Ebon Blade: (Su) The soul devourer gains an energy drain (su) ability that inflicts one negative level on any creature hit with a natural or manufactured weapon wielded by the soul devourer. Every time he inflicts a negative level upon a creature he gains 5 temporary hp. These temporary hit points stack with themselves and last for one hour. These negative levels only last for 1 hour before they fade. The Soul Devourer can only inflict a number of negative levels equal to his class level / 5 rounded up per round and a number of negative levels equal to his class level/2 per encounter. At level 20 the Soul Devourer inflicts 2 negative levels per hit. The amount of negative levels that he can drain per round and per encounter don't change.

Necrotic Power: (Sp) The soul devourer can choose one necromancy spell on the Sorcerer/Wizard spell list that a wizard of his level would be able to cast. He can now cast that spell twice per day as a spell like ability. Every time the soul devourer gains Necrotic Power he can choose a different spell or gain 2 more uses of a previously selected spell.

Soul Devour: (Su) Once per day per charisma modifier the Soul Devourer can capture a targets soul on a good hit. If the Soul Devourer critically hits a target with a melee strike than the target must make a fort save or have his soul to be destroyed. This kills the target and it can't be revived with anything less than a wish or miracle. Regardless of the save the Soul Devourer heals an amount equal to the damage dealt on the critical hit. The Soul Devourer can use this ability once a round and must declare that he is using the attack.


Alternate Class Features

Wandering Wasteland
As you walk, plants wither and die; birds fall dead when you smile. -Suggested by Amechra
Requires: Soul Devourer levels 3, 9, and 15.
Benefit: At the given levels, you do not gain the Plague Strike ability.

Instead, you gain an aura of death and decay.
At 3rd level, every creature and object within 30ft of you takes 1 damage every round. In addition, once per round as an attack action, you may specify one creature within 30ft to have their "soul called". This functions in every respect as a Plague Strike, but the ability damage is two dice sizes smaller. This ability is a supernatural ability, and the aura may be suppressed or resumed as a swift action.
At 9th level, the damage dealt by the aura increases by 2, and the range of the "soul calling" becomes 60ft. In addition, you are permanently given the benefits of a Consumptive Field spell, with the duration of the bonuses equal to one minute.
At 15th level, the damage increases by another 2, and you gain the benefits of Greater Consumptive Field, with the duration of the bonuses being one minute; this does not stack with the aforementioned Consumptive Field effect.


Feats:

Extra Invocation
Prerequisites: Ability to use lesser invocations, Knowledge Religion 8 ranks.
Benefit: You learn another invocation of any grade of you capable of using.
Special: This feat may be taken multiple times each time you select another invocation.

Stealthy Drain
Prerequisites: Ability to use Profane Life Leech as a swift action.
Benefit: The character can stealthy use Profane Life Leech without the targets realizing what is going on. When using profane life leech in a crowd or populated area of some sort the character can drain just a small amount of energy off the people. All in the radius of profane lifeleech take 1 point of nonlethal damage and the Soul Devourer is nourished for 8 hours.

(The following feats were written by Dunaich)

Paragon of the Lower Planes [Vile Feat]
Prerequisites:
- Alignment: Neutral Evil
- Knowledge: 8 ranks (the planes) or 8 ranks (religion)
- Feats: Evil Brand, Chosen of evil and Enemy of Good

Grants:
- 1 Fiendish Graft, familiar or Symbiont
- +8 profane bonus on intimidate/diplomacy against evil creatures and bluff against good.
- Profane Lifeleech deals double against good and half against evil creatures.

General Description: You have sworn a pact of inimaginable evil to help the fiends overthrown good in the universe. Evil creatures like your vibration. This huge responsability corrupts your soul and reshape your body and mind, granting a fiendish characteristic and the ability to speak Abyssal and Infernal.

Detailed Description: Your profane lifeleech now deals 1d12 +1 /2 class levels against good creatures, while at the same time you only drain 1d3 +1 /4 class levels against creatures of evil alignment.

Special: Due to your special pact, you can not take sides on conflicts between evil alignments creatures/organizations, but you can try to sway them on eliminating good or neutral targets before battling against each other. This feat can only be taken once and you cannot have Disciple of Darkness / Thrall to Demon or Scion of Sorrow feats.
________________________


Shroud of Souls [Vile Feat]
Prerequisites:
- Feat: Evil Embraced, Harvester of Souls

Grants:
- 1 more fiendish graft, symbiont or familiar
- Ability to store souls and to put them on recipients.
- Any good creature that can see any aura you emit can be nauseated (dc20)

General Description: Your continued help on the advancement of the evil agenda has further stained your soul and granted you powers closer to that of your masters. You have now learned to extract and bind the souls of your non-evil opponents within yourself. You can only have the double of your HD as souls bound in your body.

Detailed Description: If based on the damage of Profane lifeleech (Ex) / Aura of Death and Decay, or Devour Soul (lesser invocation), an intelligent non-evil (int score of 6 or higher) being gets reduced to less than 0 points, you can instead bind their soul within your own. You can also exchange any spell or abilities that would destroy a soul (like harvester of souls coup de grace) into binding them.

These souls are in agony and yearn for release, making ethereal images of tortured faces to appear within your torso/back and any aura effect you use. They cant be ressurected unless you are slain, but will remain dead even so. Every character of good alignment that can see them in your body or aura (includes aura of evil) must make a save (DC 20) or be nauseated. Saving or not, they become compelled to fight you.

Once a day, as a free action, you can let a soul escape into a designated recipient you prepared. These souls cant be the souls of outsiders, cannot be re-absorved and are treated as Souls in Larvae Form for magical component and trade effects.

Special: The souls are constantly trying to escape, which makes necessary 2 hours/day on calmful meditative state. If you are deprived of such meditation, the souls start to free themselves at the rate of 1/hour and you have -10 concentration until you enter the trance or until all souls are freed.
Your close association with evil also make you less willing to fight them. Mindless evil creatures wont attack you unless compelled by a direct command. On the other hand, you gain -6 to attack, damage and saves against evil creatures unless acting on self-defense. This penalty cant be averted.


__________________________________

Evil Incarnated [Vile Feat]
Prerequisites:
- Feats: Paragon of the Lower Planes, Shroud of Souls, Blessing of the Godless

Grants:
- Half-Fiend Template
- +16 profane bonus on diplo/inti against evil creatures and bluff on good.
- Ability to create Taint Elementals or Devourers.

General Description: You have become a champion of the Lower Planes, being able to utterly corrupt and pervert anything good around you. Even Devas and Angels are afraid of you.

Detailed Description: You can now corrupt and taint the souls of the beings imprisoned within you. After a month of torture you can choose to utterly deprave a soul captured and make them a Tainted Elemental or a Devourer under your command.
This requires a 4-hour ritual that must be made at an Unhallowed area covered in magical darkness. Devourers also require a dead body with rib-like cavities as material component. You can only have as many of them as slaves as your charisma bonus. Any made after that becomes free-willed. You can choose which one to liberate. Their HD is the same as the base creature imprisoned +1 (elemental) or +2 (devourer). The size of the devourer is, of course, the size of the body used in the ritual.
Outsiders’ souls captured cannot be perverted in this manner, but may be destroyed instead. Its results are the same as if they were killed on their home plane.

Special: You are now Evil Incarnated. Even intelligent evil creatures won’t attack you unless driven by some strong personal reason, and evil creatures talking to you have -4 on skill checks. However, you cannot attack any evil creature unless on self-defense. This acts like a compulsion effect and cant be negated by any means.
Soul Devourers in the World
WIP

Silva Stormrage
2011-08-10, 10:28 PM
SOUL DEVOURER INVOCATIONS
Soul devourers choose the invocations they learn as they gain levels, much like sorcerers choose which spells to learn. However, a soul devourer’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and dark are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the soul devourer must wait before drawing upon that particular magic again, with a cool down period of 1d3 rounds before that invocation can be called upon again.

A soul devourer can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.

Plague Essence Invocations – Plague essence invocations are invocations that modify the damage of the Soul devourer's plague strike ability and offer additional abilities to augment the power of their necrotic strike. Plague essence invocations can be added to a use of plague strike as a free action, and only one nether essence invocation can be applied per round. Any use of a plague essence invocation makes plague strike take a standard action and it can’t be used in a full attack. Many nether essence invocations have side effects that have saving throws; the DC is based on the nether essence invocation alone. If the character uses a nether essence invocation with a nether shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the soul devourer's Intelligence modifier. A soul devourer can only learn plague essence invocations at 3rd level and later.

Least

Necrotic Strike (2nd): Enhancing plague strike with this essence inflicts an additional 1d3 negative energy damage per caster level. In addition the next heal spell cast on the target is negated.

Filth Strike (2nd): Enhancing plague strike with this forces the target to make a fort save (Dc 12 + Charisma modifier) or be sickened for one round per caster level.

Boreal Strike (1st): Enhancing plague strike with this essence causes the damage to be turned into cold damage and deal an additional 1 damage per caster level.

Terrifying Strike (2nd): Enhancing plague strike with this essence forces the target to make a will save (Dc 12 + Charisma modifier) or be shaken for one round per caster level.

Draining Strike (2nd): Enhancing plague strike with this essence weakens the target making him take a penalty to strength equal to ½ his caster level (Max 5).



Lesser

Exhaustion Smite (4th): Enhancing plague strike with this essence causes the target to become exhausted on a failed fort save (dc 14 + Charisma modifier) for 1 minute per caster level. A successful save reduces the condition to fatigue.
Spectral Smite (3rd): Enhancing plague strike with this essence makes plague strike become an incorporeal melee touch attack.

Nauseating Smite (4th): Enhancing plague strike with this essence causes the target to become nauseated on a failed fort save (dc 14 + Charisma modifier) for 1 round per caster level. A successful save reduces the condition to sickened.

Shadow Blessed Smite (3rd): Enhancing plague strike with this essence causes two shadow orbs to be formed instead of one. There can still only be three shadow orbs out at one time.

Vampiric Smite (4nd): Enhancing plague strike with this essence afflicts the target with vampiric touch as the spell. This invocation has a 3 round cooldown.



Greater

Cursed Slash (5th): Enhancing plague strike with this essence forces the target to make a will save (Dc 15 + Charisma modifier) or be afflicted with a curse (As bestow curse).

Maximized Slash (6th): Enhancing plague strike with this essence causes the ability damage dealt by plague strike to be treated as if it were maximized.

Ghoul Slash (5th): Enhancing plague strike with this essence forces the target to make a fort save (Dc 15 + Charisma modifier) or be stunned for 1d4 + 2 rounds.

Ward Shattering Slash (5th): Enhancing plague strike with this essence forces dispels death ward and sheltered vitality from the target. They are removed before this ability deals damage and damages an ability score.

Deathmantle Slash (5th): If you kill a target with a plague strike empowered with this essence a soul devourer can drain its energy to unleash a Profane Lifeleech. As a free action after killing a target with this essence the soul devourer can use Profane Lifeleech centered on the creature’s location. This use of Profane Lifeleech does not take a rebuke undead attempt.

Void Slash (5th): Enhancing plague strike with this essence increases the critical strike range of your weapon by two for this attack. If this plague strike threatens a critical hit than the next invocation the soul devourer uses can be cast as a swift action.




Dark

Enervation Slash (5th): Enhancing plague strike with this essence inflicts 2d4 negative levels upon a target. This invocation has a 3 round cooldown.

Petrifaction Slash (5th): Enhancing plague strike with this essence forces the target to make a fort save (Dc 19 + cha modifier) or be turned to stone. This invocation has a 3 round cooldown

Unholy Precision Slash (5th): Enhancing plague strike with this essence causes plague strike to instantly hit the target and ignores all miss chances.




Necromantic Invocations – Necromantic invocations are the more utilitarian abilities of the soul devourer, allowing him to call upon blood, disease, death, and negative energy to aid him. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s soul devourer level. Saving throw DC’s are 10 + the invocation’s level + the character’s Charisma modifier. Unless otherwise mentioned, all spells come from the Player’s Handbook. LM = Libris Mortis, CArc = Complete Arcane, SpC = Spell Compendium. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time.

Least

Soul Sight (3rd): The soul devourer can view the strength of his enemies’ souls as if using a continuous Know Greatest Enemy Spell (Spell Compendium). This has a duration of 24 hours.

See the Unseen (2nd): The soul devourer can see beyond the soul of a creature even if the creature is invisible. While under the effect of this invocation the Soul devourer is under the effect of a see invisibility spell. This invocation has a duration of 24 hours.

Unholy Rush (2nd): The soul devourer enhances his own soul with negative energy giving him nimble movements. While under the effects of this invocation the soul devourer has a + 20 enchantment bonus to speed and a + 10 bonus to tumble checks. This invocation has a duration of 24 hours.

Unholy Demeanor (1st): The soul devourer wraps his form in dark shadows giving him a 10% miss chance to all attacks and a + 10 to intimidate checks. This invocation lasts 24 hours.

Dark Voice (2nd): By issuing a powerful dark phrase the soul devourer shatters objects. This invocation duplicates the effects of a shatter spell.

Death’s Messenger (2nd): As a move action the soul devourer can command a creature who is has slain to rise again through powerful necromantic magic. The creature is raised as an unseen servant able to lift and manipulates 40 pounds of material. This creature can also speak common and shares a telepathic bond with the Soul devourer. This minion disappears after 1 hour or after taking 6 points of damage from an area attack.

Necrotic Ray (1st): The soul devourer sends a ray of pure negative energy at a target. This ability duplicates the effects of the Ray of Enfeeblement spell.

Profane Touch (1st): The soul devourer inflicts a grievous wound on a target and either takes away his sight or hearing with a touch. A fort save (11 + Charisma modifier) negates this effect.

Profane Scar (1st): The soul devourer channels negative energy into a target causing them suffer horribly. This invocation duplicates the effects of an inflict light wound spell.

Aura of Torment (2nd) (Aura): The soul devourer drains the confidence and will of any creature that fails to withstand a spell or ability. Any creature that fails a save within 20ft of the Soul devourer while he has this aura activated takes a -1 on all saving throws. This penalty stacks with itself and the penalty will reset once the target succeeds on a saving throw.


Lesser

Spectral Flight (4th) (Aura): While under the effects of this invocation the soul devourer becomes ghost like and eerily floats of the ground. He gains a fly speed equal to his base land speed times two. This invocation lasts 24 hours.

Stalker in the Night (4th): While under the effects of this invocation the soul devourer becomes a near perfectly undetectable through normal sight. He gains the effect of an invisibility spell and a silence spell that affects only him. He can still make noise if he wishes to so he can cast spells, and call out. However, unless he wishes to make noise his armor and himself cannot be heard. This invocation lasts for 10 minutes and breaks upon any attack or casting an invocation or spell.

Death’s Grip (3rd): As a move action the soul devourer can create a spectral hand of pure force that grasps a target and pulls them towards the soul devourer. The target has to make a strength check against a dc of the soul devourer’s Charisma modifier + Strength modifier + 10 or be pulled to the soul devourer. This ability has a range of 100 + 5/Caster Level.

Fatiguing Blast (3rd): Flooding the target with negative energy the opponent becomes weakened and exhausted. The target must make a fort save (Dc 13 + Charisma Modifier) or become exhausted for one hour. A successful save reduces this to fatigue. A creature that is already fatigued becomes exhausted instead.

Necrotic Sear (4th): The soul devourer sears the target’s blood causing him to lose concentration. This invocation duplicates the effects of a burning blood spell (Spell Compendium)

Engulfing Darkness (3rd): The soul devourer fires a black orb of pure darkness that damages and stuns opponents in a 20ft radius. This orb deals 1d6/3 caster levels and stuns opponents that fail a will save (Dc 13 + Charisma modifier) for one round. This ability has a range of 100ft + 10ft/Caster level. This ability has a three round cooldown.

Shadow Step (3rd): The soul devourer teleports himself through the plane of shadows appearing 25ft + 5/ 2 Caster levels away from him. This effect stuns creatures that were adjacent to his starting location for one round unless they make a will save (Dc 13 + Charisma modifier).

Gaze of the Vampire (4th): This invocation duplicates the effect of the charm person spell.

Magic Detection (3rd): While under the effects of this invocation the soul devourer can determine if anyone within 60ft of him is capable of using magic or spell like abilities. He can determine if one creature per round is able to use divine or arcane spell casting or if it has any spell like abilities. Identifying a creature is a free action and this ability does not allow the target to see what spells they have prepared or what spell like ability the creature has. This invocation lasts 24 hours.

Wall of the Uttercold (4th): The soul devourer creates a magical wall of supernatural cold that damages creatures that walk through it. This invocation duplicates the effects of a wall of fire spell but it deals ½ cold damage and ½ negative energy damage. Also a segment of the wall is negated by 20 points of fire damage not cold damage.

Necrotic Weaponry (4th): The soul devourer infuses a weapon with negative energy allowing it to become more powerful and accurate. This invocation duplicates the effects of a greater magic weapon spell.

Disease Cloud (3rd): The soul devourer creates a cloud of plague and disease that nauseates foes. This invocation duplicates the effects of a stinking cloud spell. This ability has a three round cooldown.

Curse of Unluck (3rd): The soul devourer curses the opponent causing the target to become incredibly unlucky. This invocation duplicates the unluck spell (Spell Compendium).

Dispel Magic (3rd): This invocation duplicates the effects of the dispel magic spell.

Devour Soul (3rd): The soul devourer leeches energy off a target for an extended period of time. The target takes 1d6/4 caster levels damage a round for 1 round per two caster levels. All damage that this ability deals heals the soul devourer.

Aura of Sickness (3rd) (Aura): Any creature within 10ft of the soul devourer who fails a save becomes sickened for 1 round/caster level. Any creature that is already sickened by this ability becomes nauseated for 1 round.



Greater

Plague Tentacles (5th): The soul devourer calls up numerous black tentacles that sap the opponents vitality. This invocation duplicates the effects of a black tentacles spell. In addition any creature grappling with a tentacle takes 1 point of constitution damage every two consecutive rounds grappling.

Disease Shield (4th): The soul devourer surrounds himself with a deadly plague inflicting damage to all who attack him. This invocation duplicates the effect of a fire shield spell except the damage is profane and one round after attacking the soul devourer the target takes ½ the soul devourer’s caster level in damage.

Flesh Shiver (6th): This invocation duplicates the effects of a flesh shiver spell. This invocation has a 3 round cooldown.

Necrotic Control (6th): The soul devourer forces a humanoid’s will to be crushed and the target loses control of their body if they fail a will save. This invocation duplicates the spell Dominate Person. The soul devourer can only control a number of creatures equal to his charisma modifier.

Soul Possession (5th): The soul devourer turns into a spectral form and can then posses creatures he sees. This invocation duplicates the effects of a magic jar spell with the following exceptions. The soul devourer does not need a jar to place his soul into, he and his gear simply becomes incorporeal and can not take actions other than to move or posses a creature. If you possess a creature the creature’s soul is still in the body but they have no ability to control their body or cast spells, even purely mental actions. If you die while possessing a body you are forcibly ejected out of the body made corporeal and stunned for 1d4 rounds, you are stunned whether or not you are immune to stunning.

Enervating Lifeleech (5th): The soul devourer infuses his life leech with even more negative energy. If the soul devourer uses profane lifeleech within the same round as using this invocation the profane life leech inflicts a negative level upon all creature affected and the soul devourer gains hp equal to the damage the negative levels cause.

Death and Decay (5th): The soul devourer infuses a 40ft radius area with a massive amounts of negative energy causing all creatures in the area besides the soul devourer to quickly decay into puddles of flesh. Each round a creature in the area takes 1d6 damage per caster level of the soul devourer per round of this effect, the targets get a fort save (Dc 15 + Charisma) for half damage. This invocation lasts for 3 rounds and has a 5 round cooldown.

Aura of Null Magic (5th) (Aura): The soul devourer drains off magical spells that are affecting a current creature. Any enemy that comes within 10ft of the soul devourer has the highest caster level beneficial spell on him dispelled. A creature can only be affected by this aura once a round.




Dark


Blackfire (8th): The soul devourer catches a target within medium range on fire as the Black Fire spell (Spell Compendium). However, this fire spreads to all enemies within 20 feet instead of all creatures within 10ft. This ability has a 3 round cooldown.

Scream of Despair (9th): The soul devourer emits a terrible scream that’s very noise shatters opponents soul’s. This invocation duplicates the effects of a wail of the banshee spell. This invocation has a three round cooldown.

Orbs of Oblivion (9th): This invocation can only be used when the soul devourer has three shadow orbs. These orbs pulse rapidly and teleport themselves around a singular target in a triangular shape. Then the orbs explode in a 5ft radius burst. The target gets no reflex save to avoid this attack and is dealt 2d6 +2/Caster Level profane damage. All within 5 feet get a reflex save for half damage. Evasion or improved evasion however, can not negate any damage from this ability.

Dark Discorporation (8th): As an reactive non-action when you take enough damage to go below 0 hp the soul devourer and any items he is currently carrying can attempt to break apart into shadows that seep into the floor. While in shadow form the Soul Devourer is impossible to harm. The soul devourer must make a will save equal to the damage he received to discorporate successfully and a failure means death. One day after discorporating you reform in any shadow that you wish. While discorporated you can do nothing and your enemies can do nothing to you.

Spread of Decay (8th): The soul devourer places a small packet of negative energy inside a target that slowly leaches energy off the target and explodes if the target dies. If the soul devourer succeeds on a ranged or melee touch attack this ability deals 1d6 profane damage per two caster levels to the target for 1 round per two caster levels. Each round the target gets a fort save for half (Dc 18 + Charisma Modifier). If the target succeeds on two consecutive fort saves than the spell is dispelled. If the target dies or the duration expires then the target explodes in a burst of negative energy dealing 2d6 profane damage per caster level to all enemies within 20 feet.

Aura of Epic Failure (8th) (Aura): The soul devourer manifests an aura of uncertainty and doubt making enemies fail more often. Any time a creature within 30 feet of the soul devourer makes an attack roll, skill check or saving throw they must roll the d20 2 times and take the worst result.

eftexar
2011-08-11, 11:15 PM
Hmm... Necromantic Warlock. I like it. Although Ebon Blade seems a bit powerful, dealing negative levels on your strikes with no save. This actually wouldn't be much of a problem if these negative levels faded in an hour or so, but, as default, they could result in permanent negative levels (although I suppose that isn't as bad as permanent hit point loss, which, unlike negative levels, has no way of being recovered). You could drain a person of all his levels in a single encounter.

Silva Stormrage
2011-08-12, 12:51 AM
Hmm... Necromantic Warlock. I like it. Although Ebon Blade seems a bit powerful, dealing negative levels on your strikes with no save. This actually wouldn't be much of a problem if these negative levels faded in an hour or so, but, as default, they could result in permanent negative levels (although I suppose that isn't as bad as permanent hit point loss, which, unlike negative levels, has no way of being recovered). You could drain a person of all his levels in a single encounter.

They are actually not supposed to last long enough to threaten level loss. Of course for players thats not that strong anyway, but I was basing ebon blade off the soul eater prestige class.

Amechra
2011-08-12, 01:19 AM
I like this, and so I will suggest an ACF (Replacing Plague Strike); take it or leave it.


Wandering Wasteland
As you walk, plants wither and die; birds fall dead when you smile.
Requires: Soul Devourer levels 3, 9, and 15.
Benefit: At the given levels, you do not gain the Plague Strike ability.

Instead, you gain an aura of death and decay.
At 3rd level, every creature and object within 30ft of you takes 1 damage every round. In addition, once per round as an attack action, you may specify one creature within 30ft to have their "soul called". This functions in every respect as a Plague Strike, but the ability damage is two dice sizes smaller. This ability is a supernatural ability, and the aura may be suppressed or resumed as a swift action.
At 9th level, the damage dealt by the aura increases by 2, and the range of the "soul calling" becomes 60ft. In addition, you are permanently given the benefits of a Consumptive Field spell, with the duration of the bonuses equal to one minute.
At 15th level, the damage increases by another 2, and you gain the benefits of Greater Consumptive Field, with the duration of the bonuses being one minute; this does not stack with the aforementioned Consumptive Field effect.

So, what does this do? It makes it lethal to come within ~30ft of you, that's what.

Silva Stormrage
2011-08-12, 02:21 PM
I like this, and so I will suggest an ACF (Replacing Plague Strike); take it or leave it.


Wandering Wasteland
As you walk, plants wither and die; birds fall dead when you smile.
Requires: Soul Devourer levels 3, 9, and 15.
Benefit: At the given levels, you do not gain the Plague Strike ability.

Instead, you gain an aura of death and decay.
At 3rd level, every creature and object within 30ft of you takes 1 damage every round. In addition, once per round as an attack action, you may specify one creature within 30ft to have their "soul called". This functions in every respect as a Plague Strike, but the ability damage is two dice sizes smaller. This ability is a supernatural ability, and the aura may be suppressed or resumed as a swift action.
At 9th level, the damage dealt by the aura increases by 2, and the range of the "soul calling" becomes 60ft. In addition, you are permanently given the benefits of a Consumptive Field spell, with the duration of the bonuses equal to one minute.
At 15th level, the damage increases by another 2, and you gain the benefits of Greater Consumptive Field, with the duration of the bonuses being one minute; this does not stack with the aforementioned Consumptive Field effect.

So, what does this do? It makes it lethal to come within ~30ft of you, that's what.

Thats a very interesting ACF. I will add it to the OP. Adding a clause that the Soul Devourer needs to be able gain xp for him to gain bonuses from greater consumptive field. This is solely to prevent a character from bringing a bag filled with 1000 flies or similar small animal and gaining + 2000 strength from greater consumptive field.

Cardea
2011-08-12, 05:12 PM
So I really like this idea and I really like this fluff. I love seeing more Invocation Classes, and as a huge fan of Necromancy in general, this is really, really cool to look at. One thing is throwing me off, though...

Soul Diet seems problematic, if I'm not missing something. Using Profane Life Leech, you are nourished for three hours. That part is clear. But then you need to 'drain a creature’s life energy', or else take a -2 to all saves, attack rolls and skill checks, that increases every thirty minutes that you don't feed. And every hour, you take 1d6 lethal damage per 2 HD.

But in order to use Profane Life Leech, you need to use a Turn/Rebuke Undead Attempt. You only get 3+Cha Mod number of times to use Rebuke Undead per day.

I usually see people with a +3 or +4 mod for Cha if they are focusing on Charisma. That's 6 or 7 times a day. At some point, pretty early in the day, you are going to be facing a lot of penalties and a lot of damage.

Unless I'm missing something, this is self-defeating someone's PC. I really hope I'm just being unobservant and missing something.

Silva Stormrage
2011-08-12, 05:53 PM
So I really like this idea and I really like this fluff. I love seeing more Invocation Classes, and as a huge fan of Necromancy in general, this is really, really cool to look at. One thing is throwing me off, though...

Soul Diet seems problematic, if I'm not missing something. Using Profane Life Leech, you are nourished for three hours. That part is clear. But then you need to 'drain a creature’s life energy', or else take a -2 to all saves, attack rolls and skill checks, that increases every thirty minutes that you don't feed. And every hour, you take 1d6 lethal damage per 2 HD.

But in order to use Profane Life Leech, you need to use a Turn/Rebuke Undead Attempt. You only get 3+Cha Mod number of times to use Rebuke Undead per day.

I usually see people with a +3 or +4 mod for Cha if they are focusing on Charisma. That's 6 or 7 times a day. At some point, pretty early in the day, you are going to be facing a lot of penalties and a lot of damage.

Unless I'm missing something, this is self-defeating someone's PC. I really hope I'm just being unobservant and missing something.

No problem one of my friends had the same problem misinterpreting it. Its three hours per CREATURE targeted. So if you use Profane Lifeleech and hit 4 goblins, your sated for 12 hours not 3. It IS meant to be a major downside for this class though.

Not sure what you mean by "Drain a creature's life energy" when I said that I meant use Profane life leech and actually hit a creature.

Cardea
2011-08-14, 05:56 PM
No problem one of my friends had the same problem misinterpreting it. Its three hours per CREATURE targeted. So if you use Profane Lifeleech and hit 4 goblins, your sated for 12 hours not 3. It IS meant to be a major downside for this class though.
There's a difference between a 'major downside' and literally being killed by inaction.

Not sure what you mean by "Drain a creature's life energy" when I said that I meant use Profane life leech and actually hit a creature.

Soul Diet: Due to either misfortune or a dark ritual the soul devourer no longer can eat food or water to survive. Instead he needs to use his Profane Life Leech ability to nourish himself. Each creature damaged with that ability nourishes him for 3 hours. The same creature can be “fed” upon multiple times. If the soul devourer does not drain a creature’s life energy within 1 hour of being "Nourished" he takes a -2 to all saves, attack rolls, and skill checks. This penalty increases by 2 every 30 minutes he goes without feeding. Also every hour he does not feed he takes 1d6 lethal damage per two hd that can't be avoided or negated by any means. This damage can not be healed until the Soul Devourer feeds.
That. That's what I mean.

Silva Stormrage
2011-08-14, 08:42 PM
There's a difference between a 'major downside' and literally being killed by inaction.


That. That's what I mean.

Ah by drain another creatures life energy I mean use profane life leech. I wasn't exactly clear on that. My bad I will be more explicit now.



Also yes it is a major downside but a Soul Devourer should be able to get a nice "Buffer" to prevent dieing from soul diet. Assuming even at level 1 with a 16 in cha you have 6 uses of profane life leech. First encounter of the day you and your party fight 4 goblins, you go first and fire off profane life leech satisfying you for 12 hours. Your allies go and they kill two of the goblins, you use profane life leech again and have another 6 hours added so you are nourished for 18 hours. Normally you have more than one encounter a day and if you don't then it looks like your going to have to find someone knock them out and profane lifeleech them, (healing them if you are neutral aligned).

Edit: AHHH I messed up. That quote is supposed to read you need to use profane life leech (drain a creature's life energy). One hour after you STOP being nourished. Whoops :smallredface:.

Silva Stormrage
2011-08-15, 05:03 PM
Anyone have any feedback balance wise? I am curious as to what the playground thinks this class's tier is.

Also I was hoping to have a use of shadow orbs that consumes three orbs but I am drawing blanks on what that should be. Does anyone have any ideas?

Amechra
2011-08-15, 07:46 PM
3 Shadow Orbs should grant them the ability to use touch attacks for all their attacks; ATTACK THEIR SOULS, JEEVES!

Silva Stormrage
2011-08-15, 08:56 PM
3 Shadow Orbs should grant them the ability to use touch attacks for all their attacks; ATTACK THEIR SOULS, JEEVES!

Hmm, they do lack that ability and it does fit. The only problem I see is that it takes a move action to consume the shadow orbs so you would only be able to full attack next round not the round you activate it. I think I will have it last for charisma modifier rounds to make that better.

Maraxus1
2011-08-16, 07:59 AM
This is complicated to assess balancewise. No ability is overpowered in itself but there are a lot of them!

Although the "downside" is simple: This is a bad way to balance a class.

Party balance is about what a character can do. Now if you include "drawbacks" in the class, that force the party to focus even more about the needs of this one character, then the character gets spotlight both for his strengths and his weaknesses and ... sorry but that's a bit Marty Stu -ish. :smallsmile:

Though, the idea that he needs to feed is not bad all in itself, it should however rather be so, that if he does not, he does not start to die. The consequences should rather be something where an evil group can reasonable say: "To bad, suck it, soulsucker, we are undercover. Go hunt some rats in the sewers and shut up." (oh I need to set up an evil group again at some time. :smallwink:) Ideally, something where he does not become more vulnerable but instead ... comparably useless.

So, how is it now ... if a level 10 Devourer has to live ascetic for three days after running out of nutrition ... 72 hours, ... that's -286 to all saves, attack rolls, and skill checks and 360d6 of unhealable damage. Hm ... no.

I'd say ... -1 saves, attacks and skill checks and lose the last-picked invocation every full 3 hours after end of nutrition. I think he will still feel the hunger to prevent even the loss of his one last invocation, after a day or two he will be really miserable but he is not dead, so the other players can say: "Well, to bad for you but we have more important thinks to do."


There are however two other problems with that:

Easy to fix: The Devourer goes into a zoo. Sadly the ant collony don't count as seperate creatures, but the little monkeys and stuff do. Say 100 creatures out of which 30 survive the first drain to be drained again (hm, can creatures between 0 and -9 be drained again since they are not dead yet? I don't see why not make that another 100) ... The Soul devourer leaves with 690 hours or almost one month of nourishment. There needs to be an upper limit, of "full" level. 48 or 72 hours maybe?

Not so easy: The Soul Devourer is almost collapsing from the hunger but the party needs him to fight. Lawful evil cleric says "okay", Soul devourer pokes one of his comrades (the least dangerous, unless there is a masochist in the group) for 1d6 plus half level, the cleric throws a cure moderate wounds after it, everybody happy. Maybe each Leech should only negate 2 steps of hunger at once.





So, now maybe a quick overview over the dangerous points of the class:

Plague Strike: Sounds very versatile, to be able to deal at least a little ability damage to any chosen ability each round, but it's only one attack, max 1d12 and there is a save for half, so I guess okay.
You should clarify on the weapon usable however. You are speaking of his "blade" is this just flavor, or does it really have to be a bladed weapon?
There is no restriction on whether it has to be a melee or ranged weapon but it says: "If this attack hits it deals normal melee strike damage" so I guess it is only intended for melee weapons?

Shadow Orb - touch attacks... It wonders me, that it does not work with standard attacks or charges during that time. I guess to prevent working with Plague Essence Invocations? Anyway, I can see a Soul devourer with a dagger and a bow and a rat here... seriously, multiple turns of touch attacks, this is way better then the other 3 uses of the orbs. (They remind of of the assasine in Diablo 2 btw :smallamused:)

Death Shroud: Good but could you reword it, so that in all 3 instances either the charima is the bonus and the leechvictims are the cap, or the leech victims are the bonus and the charisma the cap. ... Yeah it's the same but ... tidier.

Ebon Blade: Seriously powerful even without a Sahuhagin mutant monster race character. This class has a full BAB (although I don't know why, since he is based on the warlock), with two weapon fighting he should easily get 3 or 4 hits its in a full attack at high levels. ... No, wait, with touch attacks, that's easily 7 hits (8 if hasted) against many opponents. 40 temporary hit points and -8 negative levels to the victim (plus ability damage) ... This is massive, although I would not do it with double short swords. 5-6 attacks is enough, and an archer is much harder to evade.

But what do the bonuses (Ebon Blade +1 and +2) in the chart want to tell me?


Necrotic Power: Usually, spell-like abilities do not have material or XP-components. Same here? (well, I would like it if he could run around with a few zombies all the time. Most characters usually don't want to waste to many black onyxes.)


So the invocations ... They all look quite powerful when compared to the warlock.
At least for the Plague Essence Invocations I think this is fair, since you are forgoing a full attack.
Maximized Slash might be the best, 6 sure dexterity, intelligence or charisma damage can fell even many high level challenges.
Although I guess, there are some great uses for guarantied hits, too. Right now I can just think of "power attack and greater combat expertise to the MAX!".

The Necromantic Invocations on the other hand ... btw do invocation auras work in addition to the Aura of Weakening?

Anyway:

Spectral Flight: This "becomes ghost like" is this purely cosmetic?

Death’s Grip: That one is nice, especially as a swift action. But can he really pull a target over 100 feet without harming it? what if other creatures are partially in the way or if the Devourer is sitting in an elevated position? Funny combinations with Shadow Step included.

Necrotic Control is probably the first really overpowered. The duration of dominate person is one day/level. combine that with use at will and ... well, a major step towards world domination is taken (okay, rather village domination but you got to start somewhere). Useful limitation could be to make a limit of 1 person dominated at a time or to reduce the duration to minutes or even turns.

Death and Decay: How (if at all) are undead effected? I think not at all would be best.


Scream of Despair: I'd not give out such weapons of mass destruction so unlimited.

Orbs of Oblivion: Now this seams to be incredible weak compared to all the others ...
I guess you are meaning (2d6+2) per Caster Level and not 2d6 + (2 per Caster Level)? Then it would be really strong but with the 3 orbs limit okay.

Spread of Decay: A total of 64d6 (8 rounds at 8d6) at 17th level with merely a touch attack? Sounds like a sure kill (plus a nice explosion) no matter the target. Maybe add a fort save every turn before the damage (except the in initial round) to end the effect.




The warlock gets baleful polymorph as a dark invocation and that is really cool, he can just use it until his target fails a fort save, so I don't think wail of banshee and comparable stuff is necessary. Besides this there are the Ebon flurries, that sound like it could be overpowered.

As a whole, there is really a lot of stuff here, however, I think it's okay, since this character might be the mightiest debuffer that ever walked on earth but a debuffer is a very specific role in the party. He should still be able to outclass fighter, paladin and ranger and basically barbarian (although to build a soul devourer that outdamages the typical barbarian is sub-optimal but the class has the potential, I'd say) so maybe lowering the BAB to medium and prohibiting medium armor might be nice for games in which these other classes still exist.

Silva Stormrage
2011-08-16, 10:29 AM
This is complicated to assess balancewise. No ability is overpowered in itself but there are a lot of them!

Although the "downside" is simple: This is a bad way to balance a class.

Party balance is about what a character can do. Now if you include "drawbacks" in the class, that force the party to focus even more about the needs of this one character, then the character gets spotlight both for his strengths and his weaknesses and ... sorry but that's a bit Marty Stu -ish. :smallsmile:

Though, the idea that he needs to feed is not bad all in itself, it should however rather be so, that if he does not, he does not start to die. The consequences should rather be something where an evil group can reasonable say: "To bad, suck it, soulsucker, we are undercover. Go hunt some rats in the sewers and shut up." (oh I need to set up an evil group again at some time. :smallwink:) Ideally, something where he does not become more vulnerable but instead ... comparably useless.

So, how is it now ... if a level 10 Devourer has to live ascetic for three days after running out of nutrition ... 72 hours, ... that's -286 to all saves, attack rolls, and skill checks and 360d6 of unhealable damage. Hm ... no.



I'd say ... -1 saves, attacks and skill checks and lose the last-picked invocation every full 3 hours after end of nutrition. I think he will still feel the hunger to prevent even the loss of his one last invocation, after a day or two he will be really miserable but he is not dead, so the other players can say: "Well, to bad for you but we have more important thinks to do."

You do have a strong point. My original intention was that he would take penalties as if he was starving. Then I looked over the starving rules and found them so ungodly weak that I kind of made this up without much thought. I didn't even think about stealing the spot light from other chars that is defiantly a good point. I will think about a good system and post it later today.

There are however two other problems with that:

Easy to fix: The Devourer goes into a zoo. Sadly the ant collony don't count as seperate creatures, but the little monkeys and stuff do. Say 100 creatures out of which 30 survive the first drain to be drained again (hm, can creatures between 0 and -9 be drained again since they are not dead yet? I don't see why not make that another 100) ... The Soul devourer leaves with 690 hours or almost one month of nourishment. There needs to be an upper limit, of "full" level. 48 or 72 hours maybe?

Not so easy: The Soul Devourer is almost collapsing from the hunger but the party needs him to fight. Lawful evil cleric says "okay", Soul devourer pokes one of his comrades (the least dangerous, unless there is a masochist in the group) for 1d6 plus half level, the cleric throws a cure moderate wounds after it, everybody happy. Maybe each Leech should only negate 2 steps of hunger at once.

And thats what happens when you give stuff to people who didn't invision the class doing a specific thing. They do things you didn't think of :smallbiggrin:. It IS intentional that he can use it on his allies though. I mention up top in the fluff that he loves traveling with dread necromancers for that reason.



So, now maybe a quick overview over the dangerous points of the class:

Plague Strike: Sounds very versatile, to be able to deal at least a little ability damage to any chosen ability each round, but it's only one attack, max 1d12 and there is a save for half, so I guess okay.
You should clarify on the weapon usable however. You are speaking of his "blade" is this just flavor, or does it really have to be a bladed weapon?
There is no restriction on whether it has to be a melee or ranged weapon but it says: "If this attack hits it deals normal melee strike damage" so I guess it is only intended for melee weapons?

Bladed is only for fluff instead of weapon, it should work with all melee weapons.

Shadow Orb - touch attacks... It wonders me, that it does not work with standard attacks or charges during that time. I guess to prevent working with Plague Essence Invocations? Anyway, I can see a Soul devourer with a dagger and a bow and a rat here... seriously, multiple turns of touch attacks, this is way better then the other 3 uses of the orbs. (They remind of of the assasine in Diablo 2 btw :smallamused:)

You are right, hmmm. Then do you have a suggestion for making an ability for three shadow orbs? I honestly couldn't think of one and duplicating a 3rd level spell with a longer cast time than said spell (wraith strike). Felt a bit bad to me for 3 shadow orbs. Maybe two rounds? It IS difficult to get 3 shadow orbs takes 2-3 rounds (2 With shadow blessed strike)

Death Shroud: Good but could you reword it, so that in all 3 instances either the charima is the bonus and the leechvictims are the cap, or the leech victims are the bonus and the charisma the cap. ... Yeah it's the same but ... tidier.

Fair enough will get on that

Ebon Blade: Seriously powerful even without a Sahuhagin mutant monster race character. This class has a full BAB (although I don't know why, since he is based on the warlock), with two weapon fighting he should easily get 3 or 4 hits its in a full attack at high levels. ... No, wait, with touch attacks, that's easily 7 hits (8 if hasted) against many opponents. 40 temporary hit points and -8 negative levels to the victim (plus ability damage) ... This is massive, although I would not do it with double short swords. 5-6 attacks is enough, and an archer is much harder to evade.

But what do the bonuses (Ebon Blade +1 and +2) in the chart want to tell me?
Oh... another unseen circumstance. Duel wielding... I originally intended for these to be used for self healing ability later on since the damage of profane life leech tends to fall off a bit later levels. But your right thats way to many penalties especially combined with life drain (add cha mod to damage with negative levels). Do you think adding a cap to how many that could be applied per round would fix it? I was thinking two per round cap (Doubled at level 20)

At ebon blade + 1 than you deal 1 negative level. At level 20 when you get ebon blade + 2 you inflict two negative levels.

Necrotic Power: Usually, spell-like abilities do not have material or XP-components. Same here? (well, I would like it if he could run around with a few zombies all the time. Most characters usually don't want to waste to many black onyxes.)

I don't really see a problem with animate dead actually. Zombies and skeletons tend to not be very useful at that level anyway and this guy has no class features around undead.

So the invocations ... They all look quite powerful when compared to the warlock.
At least for the Plague Essence Invocations I think this is fair, since you are forgoing a full attack.
Maximized Slash might be the best, 6 sure dexterity, intelligence or charisma damage can fell even many high level challenges.
Although I guess, there are some great uses for guarantied hits, too. Right now I can just think of "power attack and greater combat expertise to the MAX!".
Thats what I was thinking, sacrifice damage for a unique ability + the ability to draw on a shadow orb or two

The Necromantic Invocations on the other hand ... btw do invocation auras work in addition to the Aura of Weakening?

Yes

Anyway:

Spectral Flight: This "becomes ghost like" is this purely cosmetic?

Yes

Death’s Grip: That one is nice, especially as a swift action. But can he really pull a target over 100 feet without harming it? what if other creatures are partially in the way or if the Devourer is sitting in an elevated position? Funny combinations with Shadow Step included.

I stole the ability from death knights from WoW actually. I agree its not that realistic that they can do it without damaging the opponent but eh. I was thinking of changing this ability to a move action (to enable profane life leech).

Necrotic Control is probably the first really overpowered. The duration of dominate person is one day/level. combine that with use at will and ... well, a major step towards world domination is taken (okay, rather village domination but you got to start somewhere). Useful limitation could be to make a limit of 1 person dominated at a time or to reduce the duration to minutes or even turns.

Ya good point. I think I will add a cap equal to cha mod number of creatures. I wasn't thinking about world domination because I figured the other people would just notice them being dominated (dc 15 sense motive) but if they are dominated too....

Death and Decay: How (if at all) are undead effected? I think not at all would be best.

I simply made it so that undead would rapidly decay will affected by it. Constructs would rust etc. Its more of Decay and More decay than an actual death effect but death and decay sounds better :smallbiggrin:


Scream of Despair: I'd not give out such weapons of mass destruction so unlimited.

I actually don't see a problem with this one. At level 17 (Earliest you can get it) most people will be immune to save or dies or have incredibly high saves anyway. Due to the semi madness of this guy he won't have that great save dc's either.

Orbs of Oblivion: Now this seams to be incredible weak compared to all the others ...
I guess you are meaning (2d6+2) per Caster Level and not 2d6 + (2 per Caster Level)? Then it would be really strong but with the 3 orbs limit okay.
Yes its supposed to be (2d6 + 2) per caster level


Spread of Decay: A total of 64d6 (8 rounds at 8d6) at 17th level with merely a touch attack? Sounds like a sure kill (plus a nice explosion) no matter the target. Maybe add a fort save every turn before the damage (except the in initial round) to end the effect.
Ya some friends were pointing this out to me too. I was thinking of toning the damage per round down a bit and then making each round fort half and then if the target succeeds on two consecutive saves the effect disapears.



The warlock gets baleful polymorph as a dark invocation and that is really cool, he can just use it until his target fails a fort save, so I don't think wail of banshee and comparable stuff is necessary. Besides this there are the Ebon flurries, that sound like it could be overpowered.

Yes the warlock does get baleful polymorph. However, the warlock sucks pretty bad. It's invocation while at will simply are not impressive. I tried to make a balancing point chilling tentacles simply because that is a good warlock invocation that seems to be balanced. Guess I missed the mark a bit though :smallredface:

As a whole, there is really a lot of stuff here, however, I think it's okay, since this character might be the mightiest debuffer that ever walked on earth but a debuffer is a very specific role in the party. He should still be able to outclass fighter, paladin and ranger and basically barbarian (although to build a soul devourer that outdamages the typical barbarian is sub-optimal but the class has the potential, I'd say) so maybe lowering the BAB to medium and prohibiting medium armor might be nice for games in which these other classes still exist.

Thanks for the indepth response. I my replies are bolded. I will change everything a bit later today.

Maraxus1
2011-08-16, 02:30 PM
You are right, hmmm. Then do you have a suggestion for making an ability for three shadow orbs? I honestly couldn't think of one and duplicating a 3rd level spell with a longer cast time than said spell (wraith strike). Felt a bit bad to me for 3 shadow orbs. Maybe two rounds? It IS difficult to get 3 shadow orbs takes 2-3 rounds (2 With shadow blessed strike)Wait, this is supposed to cost three?
Because it does not say so up there. That definitely changes the thing a bit, since it means, that you can first practically use them in round 3 (surprise round, round 1 and 2 create the orbs. If you want to full attack from round 3 on, the round 2 move action consumes them).
I think with such a buildup, this is okay. Even more, if Plague Strike clearly needs melee attacks. No, for 3 definitely not overpowered.

The Spread of Decay thing with fortitude half, twice in a row ends, sounds good.
That's like 1d6 per level if the target makes it's first two saves, still not bad but okay. And the extra potential of more damage and an explosion will often be outweighed by the fact, that this could lead to serious friendly fire when used on the wrong opponent in the wrong situation.
Oh, maybe there should be a save for half damage in the death burst, too.


So, it's just the Ebon Blade thing. Hey, a Thri-Kreen have 4 weapons plus bit with even 1 ECL hit less the the Sahuhagin. Hm, although the Charisma is an issue.
I think a limit to the lost levels per turn might be good (level/5 per turn maybe, a bit more continuous then "2 and 4 at Level 20")), or a limit to the number of levels one target can loose due to Ebon Blade. Don't know, class level/2 maybe. With one from Enervating Lifeleech, 2d4 from Enervation Slash and 1d4 from Necrotic Power: Enervation, a determined Soul Devourer can still cripple a target very good with negative levels.



I wonder - it's definitely possible to play a warlock with Charisma dumpstat. For this class, I think it's less feasible.
Profane Life Leech (Rebuke Undead) times per day, Plague Strike DC, 3/4 Shadow Orb uses (and the 4th one is DC increase, which is only reasonable with high DC abilities, thus high Charisma, too), Death Shroud, Profane Blessing
Invocations ... somewhat. Skipping those that allow Charisma based DCs skips a lot but still leaves some reasonable options.
Starting every fight with a good Profane Life Leech at every enemy (and whoever else you can get away with) to get something like: Death Shroud +5 AC, later probably +7 AC, +6 Strength +6 attack/damage (profane!) sounds to good to pass on.

Silva Stormrage
2011-08-17, 11:31 AM
Fixed most of the unbalanced things/typos.

I still don't have a good replacement for soul diet however. Does anyone have a good way of making it a downside that doesn't come up much but is still somewhat dangerous for the soul devourer?

Silva Stormrage
2011-09-17, 06:50 PM
After looking through this class again I went and fixed up the Soul Diet class ability a bit to make it less lethal.

eftexar
2011-09-17, 08:01 PM
I might have to play this class if my character in a campaign I'm playing dies.
Anyways, and this is more of a nitpick I have with the system, why not make the invocation saves 10 + 1/2 level + charisma modifier? The standard save progression breaks before level 20 (and have you tried playing a spellcaster into epic level?).

Dralnu
2011-09-18, 03:44 PM
Profane Life Leech: (Ex) As a swift action the soul devourer can spend one turn or rebuke undead attempt and consume other creature’s life energy. This ability deals 1d6 + 1 Per 2 class levels damage to all designated creatures within 30ft. The soul devourer is healed for the amount of damage dealt to all enemies. The soul devourer can not target himself with this ability.

This ability is too strong at the low levels and a little too weak at the high levels. At level 1-3 you're practically 1-shotting encounters as a swift action while healing yourself to full each time. These are the levels of weak minions like goblins and kobolds, not individually strong monsters that will 1-shot the low hp adventurers. And then when you're level 10, a swift 1d6 + 5 AOE is nice but loses the oomph.

My suggestion would be to change it to a standard action and make it +1d6 every two levels with an increasing radius, maybe 10ft. at level 1, 20ft. at 5, 30ft. at 10, 40ft. at 15, 50ft. at 20.



Soul Diet: Due to either misfortune or a dark ritual the soul devourer no longer can eat food or water to survive. Instead he needs to use his Profane Life Leech ability to nourish himself. Each creature damaged with that ability nourishes him for 6 hours if the creature is the same size as the Soul Devourer or 1 size smaller. If the creature is more than 1 size smaller than the Soul Devourer is not nourished. For example, feeding on two creatures would make the amount of time "nourished" 12 hours. The Soul Devourer can only be "nourished" ahead of time for 72 hours. Any use of profane lifeleech after that does not "nourish" the Soul Devourer. The same creature can be “fed” upon multiple times. If the soul devourer does not use profane lifeleech within 1 day of stopping to be "Nourished" he takes a -2 to all saves, attack rolls, and skill checks. This penalty increases by 2 every hour he goes without feeding. Also every hour he does not feed he takes 3d6 lethal damage that can't be avoided or negated by any means. This damage can not be healed until the Soul Devourer feeds after which it instantly goes away.

"Nourished" and "fed" does not need constant quotation marks. Get rid of 'em.

The size category restriction seems unnecessary. WOTC even explains in books like Libris Mortis that creatures such as vampires will bring along animals with them into cities to feast if they don't want to cause problems. Why can't Soul Devourers do the same with a bag of rats or whatever?

The penalties are too big too. No lethal damage please, mechanical limelight isn't fun. Just a stat penalty, cumulative to -6 or something, is more than enough for a player to really want to feast without his party needing to save his life.



Death Shroud: (Ex) The soul devourer manages to turn the health and energy he absorbs from others into an unholy shield that protects him. He can add his charisma modifier + 1 as a deflection modifier to his ac. This bonus is capped by the number of creatures the Soul devourer has targeted with his Profane Lifeleech ability during the encounter.

At 10th level the soul devourer gains a profane bonus to strength equal to ¼ the number of creatures targeted with Profane Life Leech during the encounter. This bonus is capped at the soul devourer’s Charisma modifier.

At 16th Level the soul devourer gains a profane bonus to attack and damage rolls equal to the number of creatures targeted with Profane Life Leech during the encounter. This bonus is capped at the soul devourer’s charisma modifier.

Streamline this so every ability gains X bonus equal to number of creatures hit with the bonus capped by CHA mod.

Profane Blessing:(Ex) The soul devourer gains his charisma modifier as a profane bonus on all saving throws.

Bonus Feat: The soul devourer gains a bonus feat from the following list: Any Divine Feat, Extra Turning, Extra Invocation.


Ebon Blade: (Su) The soul devourer gains an energy drain (su) ability that inflicts one negative level on any creature hit with a natural or manufactured weapon wielded by the soul devourer. Every time he inflicts a negative level upon a creature he gains 5 temporary hp. These temporary hit points stack with themselves and last for one hour. These negative levels only last for 1 hour before they fade. The Soul Devourer can only inflict a number of negative levels equal to his class level / 5 rounded up.

This is pretty darn powerful. Also, DND always rounds down, not up. When you put a limit, is that number of times per round, encounter, day, what?



Hmmm. Obviously I really like it, otherwise I wouldn't have posted. :smalltongue:

I don't know what your balance point is, but assuming tier 3 it's pretty powerful. Not Ebon Initiate crazy, but the entire package is just really strong. Plague Strike in particular makes me uneasy. The thing is powerful by itself, and now I'm looking that you can even enhance it with invocations. Ebon Blade could be nutty too. The combined effects should be dropping targets staggeringly fast while retaining the big versatility. This class looks like it should be Medium BAB.

I haven't checked out all the invocations yet. I'd like to see the tables get a bit more streamlined though. Check out my indigo trickster for my formatting, I stole it from Dragoonwraith's Invoker. Also, steal a bunch of invocations from the Warlock when thematically appropriate, there's a bunch that could work here.

Please keep updating! I want to see how this turns out.

Silva Stormrage
2011-09-18, 05:04 PM
This ability is too strong at the low levels and a little too weak at the high levels. At level 1-3 you're practically 1-shotting encounters as a swift action while healing yourself to full each time. These are the levels of weak minions like goblins and kobolds, not individually strong monsters that will 1-shot the low hp adventurers. And then when you're level 10, a swift 1d6 + 5 AOE is nice but loses the oomph.

My suggestion would be to change it to a standard action and make it +1d6 every two levels with an increasing radius, maybe 10ft. at level 1, 20ft. at 5, 30ft. at 10, 40ft. at 15, 50ft. at 20.




"Nourished" and "fed" does not need constant quotation marks. Get rid of 'em.

The size category restriction seems unnecessary. WOTC even explains in books like Libris Mortis that creatures such as vampires will bring along animals with them into cities to feast if they don't want to cause problems. Why can't Soul Devourers do the same with a bag of rats or whatever?

The penalties are too big too. No lethal damage please, mechanical limelight isn't fun. Just a stat penalty, cumulative to -6 or something, is more than enough for a player to really want to feast without his party needing to save his life.



Streamline this so every ability gains X bonus equal to number of creatures hit with the bonus capped by CHA mod.



This is pretty darn powerful. Also, DND always rounds down, not up. When you put a limit, is that number of times per round, encounter, day, what?



Hmmm. Obviously I really like it, otherwise I wouldn't have posted. :smalltongue:

I don't know what your balance point is, but assuming tier 3 it's pretty powerful. Not Ebon Initiate crazy, but the entire package is just really strong. Plague Strike in particular makes me uneasy. The thing is powerful by itself, and now I'm looking that you can even enhance it with invocations. Ebon Blade could be nutty too. The combined effects should be dropping targets staggeringly fast while retaining the big versatility. This class looks like it should be Medium BAB.

I haven't checked out all the invocations yet. I'd like to see the tables get a bit more streamlined though. Check out my indigo trickster for my formatting, I stole it from Dragoonwraith's Invoker. Also, steal a bunch of invocations from the Warlock when thematically appropriate, there's a bunch that could work here.

Please keep updating! I want to see how this turns out.

Thanks for the indepth review.

You raise a good point on profane life leech. The problem I have with making it a standard action is that at high levels 1d6/2 levels as a standard action is pretty weak too. Maybe I should make it become a swift action at 10th level? Then up the damage to 1d6 + 1/Class Level. I will think on ways to change it. I do like the scaling aura size though. I will implement that.

Good point on nourished and fed. I will remove the quotations.

I put in the size limitations as a reaction to someone pointing out that using profane lifeleech on an ant hill would give them about a month of nourishment. I didn't realize that libris mortis had that section on vampires. I will probably remove it.

Ya I guess stat penalties would be the best way to go with soul diet.

Thats odd on the death shroud ability and the ebon blade I thought I fixed those typos. The Ebon blade is per round.

A lot of people look at ebon blade and have that reaction. I don't see it as much of a problem because at level 20 dealing 4 negative levels per round (requiring two hits) isn't really powerful. Negative levels aren't really that powerful, they are good debuffers but its hard to kill someone with them. In order to kill someone with them at level 8 is 8 attacks. Which frankly should kill someone without the negative levels as well. It is a good anti spellcaster tool though.


I don't see that big of a problem with plague strike because it can only be used 1/round and takes a couple rounds to kill a target with ability damage even if he fails all the saves. Also since you haven't looked deeply at the invocations you might of missed it but enhancing it with a plague invocation makes it a standard action attack not usable in a full attack.

Ebon blade is also based off of the prestige class Soul Eater from BoVD which deals negative levels VERY effectively. I am hesitant to drop the class to medium BAB because I frankly dislike frontline classes that having medium BAB.

I did steal a lot of the warlock's invocations but I twisted them a bit, chilling tentacles -> plague tentacles etc.

I will probably try to reformat the invocations when I have more free time.

For a balance point I wanted him at high tier 3. Competing with warblade and dread necromancer for example.

Silva Stormrage
2011-10-02, 12:10 PM
Okay finally fixed Soul Diet and Profane Life Leech on this character.

I am curious to what people think about the invocations, they are much stronger than the Warlock's and I was wondering if I overdid them.

Also added a new feat: Stealthy Profane Life Leech.

Silva Stormrage
2011-10-07, 01:09 AM
Added a prestige class: http://www.giantitp.com/forums/showthread.php?p=11984090 A dual progression wilder/soul devourer class.

Mangles
2011-10-07, 03:46 AM
I would play this, not the prestige class though.

Also could have some dead levels filled in and a unique capstone to really capture the class. Maybe moving ebon blade down a grade. That would give you one less dead level and leave the capstone open. Why not make them undead as a capstone? Lots of immunities being undead, let them add Char to health instead of con and they can stay in battle a lot too. Would give a bonus to health for most people since they will want a high char for the abilities.

Also casters generally have good will saves don't they. Seems unusual that this one doesn't

Silva Stormrage
2011-10-07, 10:53 AM
I would play this, not the prestige class though.

Also could have some dead levels filled in and a unique capstone to really capture the class. Maybe moving ebon blade down a grade. That would give you one less dead level and leave the capstone open. Why not make them undead as a capstone? Lots of immunities being undead, let them add Char to health instead of con and they can stay in battle a lot too. Would give a bonus to health for most people since they will want a high char for the abilities.

Also casters generally have good will saves don't they. Seems unusual that this one doesn't

Do you have any comments about the prestige class? Why wouldn't you play it? (if you just don't like psionics thats fine :smallwink:).

Hm, you are right it is missing a good capstone. I would prefer to have an undead capstone though because despite the necromantic flavor because one too many classes have it as a capstone and I would rather be :smallbiggrin:. Also I am hesitant to allow charisma instead of con for HP because this class is already pretty SAD using charisma for AC, Strength, To Hit and Damage, Saves, Dc's. So it already focused on charisma enough :smallwink:.

I think I have a good idea for a capstone though.

For the will saves, I used the progression of blackgaurd for it's will save. Its will save should be higher than most casters anyway due to charisma to all saves.

Mangles
2011-10-07, 10:35 PM
I really don't like psionics.

Well the new capstone makes it much better to take all 20 levels. Your right this guy is pretty SAD, but not to such an extent that its a bad thing. He still needs strength if you play him from early on. Late game against hordes his strength score would be overshadowed by the profane bonus he is getting. I still feel bad that level 19 is empty.

Silva Stormrage
2011-10-09, 01:46 PM
I really don't like psionics.

Well the new capstone makes it much better to take all 20 levels. Your right this guy is pretty SAD, but not to such an extent that its a bad thing. He still needs strength if you play him from early on. Late game against hordes his strength score would be overshadowed by the profane bonus he is getting. I still feel bad that level 19 is empty.

19th level isn't that empty more because he gains an invocation at that level. And that is his second dark invocation. Not much but not completely empty.

Anyone have any comments on the prestige class? Hate to see it have no comments whatsoever :smallwink:

Knight13
2011-10-11, 10:55 PM
First of all, I really like the class, a good cross of Warlock and the WoW Death Knight, and I think the previous posters have covered just about everything I might say about the abilities and balance.

However, you might want to rework Stealthy Drain. I assume its purpose is to allow the Soul Devourer to feed in a heavily populated area without drawing attention to himself, but I don't think it does that quite well enough to warrant the feat. It basically changes Profane Lifeleech from "Ouch, you ripped out part of my soul!" to "Ouch, someone ripped out part of my soul, but I don't know who!" While the person might not know who it was, they'll still know they were attacked and make a fuss. Other people might pass them off as crazy the first time, but after a few incidents like that the local authorities might get suspicious.

I think a better method would be to allow the Soul Devourer to mildly and subtly drain large numbers of people by walking through a crowd or something. Perhaps it would only cause a small amount of nonlethal damage or just cause fatigue. The point is that the victims shouldn't realize that they've been drained at all.

Also, like Dralnu said, you might want to lift the size category restriction. Smaller creatures could simply grant less nourishment. I'm just thinking that if the party has spent a day traveling and didn't have any random encounters, once they set up camp the Soul Devourer could just wander off into the woods and suck a bunch of animals dry or something to tide himself over until the next battle.

Silva Stormrage
2011-10-16, 02:16 PM
First of all, I really like the class, a good cross of Warlock and the WoW Death Knight, and I think the previous posters have covered just about everything I might say about the abilities and balance.

However, you might want to rework Stealthy Drain. I assume its purpose is to allow the Soul Devourer to feed in a heavily populated area without drawing attention to himself, but I don't think it does that quite well enough to warrant the feat. It basically changes Profane Lifeleech from "Ouch, you ripped out part of my soul!" to "Ouch, someone ripped out part of my soul, but I don't know who!" While the person might not know who it was, they'll still know they were attacked and make a fuss. Other people might pass them off as crazy the first time, but after a few incidents like that the local authorities might get suspicious.

I think a better method would be to allow the Soul Devourer to mildly and subtly drain large numbers of people by walking through a crowd or something. Perhaps it would only cause a small amount of nonlethal damage or just cause fatigue. The point is that the victims shouldn't realize that they've been drained at all.

Also, like Dralnu said, you might want to lift the size category restriction. Smaller creatures could simply grant less nourishment. I'm just thinking that if the party has spent a day traveling and didn't have any random encounters, once they set up camp the Soul Devourer could just wander off into the woods and suck a bunch of animals dry or something to tide himself over until the next battle.

Thanks for the compliment :smallsmile:

I really like your idea for stealthy drain and I am going to implement that.

Odd, I thought I already removed the size limits on that... changed as well.

Does anyone have any comments on the prestige class... I would like it to get SOME comments :smalltongue:

Dunaich
2011-12-23, 11:19 AM
I really liked this class.

Of course, it seems a lil overpowered with all those invocations and plague strikes.

Which is why, if I ever play this, I'd use the Walking Wasteland way. The ebon blade + invocations + full bab + plague strike just screams overpower for me. So I'd cut the plague strikes and use the Aura of Death and Decay, which is more fitting for a Soul Devourer anyways.

Also, I'd make this not to have any ill effect on undeads - or maybe even a positive one.

Another thing I would definitely do is to allow taking Vile Feats as Bonus Feats. Come on, it's not like Soul Devourers can be innocent at all. Vile Feats may complement the character very well, and there are a few extra feats that I thought could match this class. I'll post them below.

I also feel that is very interesting that each of the Invocations have a "aura" effect as an option. I dont like not being able to use them all together....

But overall, very nicely done. Thumbs up. Here are my Feat suggestions:

________________________________

Paragon of the Lower Planes [Vile Feat]
Prerequisites:
- Alignment: Neutral Evil
- Knowledge: 8 ranks (the planes) or 8 ranks (religion)
- Feats: Evil Brand, Enemy of Good, Evil Embraced, and either Corrupt Spell-like Ability or Corrupt Spell.

General Description: You have sworn a pact of inimaginable evil to help the fiends overthrown good in the universe. Evil creatures like your vibration. This huge responsability corrupts your soul and reshape your body and mind, granting the Corrupted Creature template and the ability to speak Abyssal, Draconic and Infernal.
Detailed Description: You gain +8 profane bonus on attempts to intimidate, bluff or diplomacy with evil creatures. Your profane lifeleech now deals 1d12+1 /2 class levels against good creatures, while at the same time you only drain 1d3 +1 /4 class levels against creatures of evil alignment.
Special: Due to your special pact, you can not take sides on conflicts between evil alignments creatures/organizations, but you can try to sway them on eliminating good or neutral targets before battling against each other. This feat can only be taken once and you cannot have Disciple of Darkness / Thrall to Demon or Scion of Sorrow feats.
________________________


Shroud of Souls [Vile Feat]
Prerequisites:
- Feat: Harvester of Souls, Evil Brand, Violate Spell-like Ability or Violate Spell

General Description: Your continued help on the advancement of the evil agenda has further stained your soul and granted you powers closer to that of your masters. You have now learned to extract and bind the souls of your non-evil opponents within yourself. You can only have the double of your HD as souls bound in your body.
Detailed Description: If based on the damage of Profane lifeleech (Ex) or Devour Soul (lesser invocation), an intelligent non-evil target gets killed (-10 health points), you can instead bind their soul within your own. You can also exchange any spell or abilities that would destroy a soul into binding them.
These souls are in agony and yearn for release, making ethereal images of tortured faces to appear within your torso/back and any aura effect you use. They cant be ressurected unless you are slain. Every character of good alignment that can see them in your body or aura (includes aura of evil) must make a save (DC 30) or be nauseated. Saving or not, they become compelled to fight you.
Once a day, as a free action, you can let a soul escape into a designated recipient you prepared. These souls cant be the souls of outsiders, cannot be re-absorved and are treated as Souls in Larvae Form for magical and trade effects.
Special: The souls are constantly trying to escape, which makes necessary 2 hours/day on calmful meditative state. If you are deprived of such meditation, the souls start to free themselves at the rate of 1/hour and you have -10 concentration until you enter the trance or until all souls are freed.


__________________________________

Evil Incarnated [Vile Feat]
Prerequisites:
- Feats: Paragon of the Lower Planes, Shroud of Souls

General Description: You have become a champion of the Lower Planes, being able to utterly corrupt and pervert anything good around you. Even Devas and Angels are afraid of you. You are now considered a Native Evil Outsider (that overwrites the Corrupt Template).
Detailed Description: You can now corrupt and taint the souls of the beings imprisoned within you. After a month of torture you can choose to utterly deprave a soul captured and make them a Devourer under your command. This requires a dead body with rib-like cavities as material component. You can only have the number of devourers as slaves as your charisma bonus. Any Devourer made after that become a free-willed undead.
You are also granted your charisma bonus as an untyped bonus on your diplomacy, intimidate, bluff, sense motive or any other skill check made against Evil creatures.
Special: You gain a new fiendish form that reflect your evil soul. You also gain the ability to shape change into your previous form at will as a free action, granting +10 disguise checks. If a good-aligned creature discovers who you are, however, they make their personal life-objective to destroy you.

Silva Stormrage
2011-12-24, 08:50 PM
I really liked this class.

Of course, it seems a lil overpowered with all those invocations and plague strikes.

Which is why, if I ever play this, I'd use the Walking Wasteland way. The ebon blade + invocations + full bab + plague strike just screams overpower for me. So I'd cut the plague strikes and use the Aura of Death and Decay, which is more fitting for a Soul Devourer anyways.

Also, I'd make this not to have any ill effect on undeads - or maybe even a positive one.

Another thing I would definitely do is to allow taking Vile Feats as Bonus Feats. Come on, it's not like Soul Devourers can be innocent at all. Vile Feats may complement the character very well, and there are a few extra feats that I thought could match this class. I'll post them below.

I also feel that is very interesting that each of the Invocations have a "aura" effect as an option. I dont like not being able to use them all together....

But overall, very nicely done. Thumbs up. Here are my Feat suggestions:

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Paragon of the Lower Planes [Vile Feat]
Prerequisites:
- Alignment: Neutral Evil
- Knowledge: 8 ranks (the planes) or 8 ranks (religion)
- Feats: Evil Brand, Enemy of Good, Evil Embraced, and either Corrupt Spell-like Ability or Corrupt Spell.

General Description: You have sworn a pact of inimaginable evil to help the fiends overthrown good in the universe. Evil creatures like your vibration. This huge responsability corrupts your soul and reshape your body and mind, granting the Corrupted Creature template and the ability to speak Abyssal, Draconic and Infernal.
Detailed Description: You gain +8 profane bonus on attempts to intimidate, bluff or diplomacy with evil creatures. Your profane lifeleech now deals 1d12+1 /2 class levels against good creatures, while at the same time you only drain 1d3 +1 /4 class levels against creatures of evil alignment.
Special: Due to your special pact, you can not take sides on conflicts between evil alignments creatures/organizations, but you can try to sway them on eliminating good or neutral targets before battling against each other. This feat can only be taken once and you cannot have Disciple of Darkness / Thrall to Demon or Scion of Sorrow feats.
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Shroud of Souls [Vile Feat]
Prerequisites:
- Feat: Harvester of Souls, Evil Brand, Violate Spell-like Ability or Violate Spell

General Description: Your continued help on the advancement of the evil agenda has further stained your soul and granted you powers closer to that of your masters. You have now learned to extract and bind the souls of your non-evil opponents within yourself. You can only have the double of your HD as souls bound in your body.
Detailed Description: If based on the damage of Profane lifeleech (Ex) or Devour Soul (lesser invocation), an intelligent non-evil target gets killed (-10 health points), you can instead bind their soul within your own. You can also exchange any spell or abilities that would destroy a soul into binding them.
These souls are in agony and yearn for release, making ethereal images of tortured faces to appear within your torso/back and any aura effect you use. They cant be ressurected unless you are slain. Every character of good alignment that can see them in your body or aura (includes aura of evil) must make a save (DC 30) or be nauseated. Saving or not, they become compelled to fight you.
Once a day, as a free action, you can let a soul escape into a designated recipient you prepared. These souls cant be the souls of outsiders, cannot be re-absorved and are treated as Souls in Larvae Form for magical and trade effects.
Special: The souls are constantly trying to escape, which makes necessary 2 hours/day on calmful meditative state. If you are deprived of such meditation, the souls start to free themselves at the rate of 1/hour and you have -10 concentration until you enter the trance or until all souls are freed.


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Evil Incarnated [Vile Feat]
Prerequisites:
- Feats: Paragon of the Lower Planes, Shroud of Souls

General Description: You have become a champion of the Lower Planes, being able to utterly corrupt and pervert anything good around you. Even Devas and Angels are afraid of you. You are now considered a Native Evil Outsider (that overwrites the Corrupt Template).
Detailed Description: You can now corrupt and taint the souls of the beings imprisoned within you. After a month of torture you can choose to utterly deprave a soul captured and make them a Devourer under your command. This requires a dead body with rib-like cavities as material component. You can only have the number of devourers as slaves as your charisma bonus. Any Devourer made after that become a free-willed undead.
You are also granted your charisma bonus as an untyped bonus on your diplomacy, intimidate, bluff, sense motive or any other skill check made against Evil creatures.
Special: You gain a new fiendish form that reflect your evil soul. You also gain the ability to shape change into your previous form at will as a free action, granting +10 disguise checks. If a good-aligned creature discovers who you are, however, they make their personal life-objective to destroy you.

Those feats look actually very interesting. I will do another indepth glance once I am done doing last minute christmas shopping :smallbiggrin:.

What exactly seems over powered to you? Not saying your wrong but a lot of people have pointed to Ebon Blade as being over powered. But the soul eater prestige class can do it not only better but easier and earlier. At the level where a soul devourer can inflict 4 negative levels a dread necromancer can inflict 8 in one round. And past 10th level a lot of bosses would have deathward up. Plague strike similarly doesn't deal all that much ability damage and it's ability damage is negated with a successful save.

Also did you read the clause that says that you can't use plague essence invocations in a full attack? Only standard action attacks.

Also I added the "you don't have to be a evil cackling sociopath to play this class" because so PC's don't like those chars. A neutral aligned soul devourer would be one who was transformed against his will but still forced to eat souls to survive.

Dunaich
2011-12-25, 09:31 PM
Those feats look actually very interesting. I will do another indepth glance once I am done doing last minute christmas shopping :smallbiggrin:.

What exactly seems over powered to you? Not saying your wrong but a lot of people have pointed to Ebon Blade as being over powered. But the soul eater prestige class can do it not only better but easier and earlier. At the level where a soul devourer can inflict 4 negative levels a dread necromancer can inflict 8 in one round. And past 10th level a lot of bosses would have deathward up. Plague strike similarly doesn't deal all that much ability damage and it's ability damage is negated with a successful save.

Also did you read the clause that says that you can't use plague essence invocations in a full attack? Only standard action attacks.

Also I added the "you don't have to be a evil cackling sociopath to play this class" because so PC's don't like those chars. A neutral aligned soul devourer would be one who was transformed against his will but still forced to eat souls to survive.

Yeah, you're actually right. I forgot about deathward and looking again, plague strikes arent all that bad either. I still prefer aura of death and decay though. If only for flavour.

The feats I created can be somewhat powerful, but they require a lot of investment, both roleplaying and feat-like. And obviously can only be acquired by evil-aligned soul devourers. I did read about the option for neutral soul devourers, but that is a fight you can only expect to lose in the long-term. Or become mad. =P

Dunaich
2012-01-04, 12:07 AM
Did some minor changes on the feats:
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Paragon of the Lower Planes [Vile Feat]
Prerequisites:
- Alignment: Neutral Evil
- Knowledge: 8 ranks (the planes) or 8 ranks (religion)
- Feats: Evil Brand, Chosen of evil and Enemy of Good

Grants:
- 1 Fiendish Graft, familiar or Symbiont
- +8 profane bonus on intimidate/diplomacy against evil creatures and bluff against good.
- Profane Lifeleech deals double against good and half against evil creatures.

General Description: You have sworn a pact of inimaginable evil to help the fiends overthrown good in the universe. Evil creatures like your vibration. This huge responsability corrupts your soul and reshape your body and mind, granting a fiendish characteristic and the ability to speak Abyssal and Infernal.

Detailed Description: Your profane lifeleech now deals 1d12 +1 /2 class levels against good creatures, while at the same time you only drain 1d3 +1 /4 class levels against creatures of evil alignment.

Special: Due to your special pact, you can not take sides on conflicts between evil alignments creatures/organizations, but you can try to sway them on eliminating good or neutral targets before battling against each other. This feat can only be taken once and you cannot have Disciple of Darkness / Thrall to Demon or Scion of Sorrow feats.
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Shroud of Souls [Vile Feat]
Prerequisites:
- Feat: Evil Embraced, Harvester of Souls

Grants:
- 1 more fiendish graft, symbiont or familiar
- Ability to store souls and to put them on recipients.
- Any good creature that can see any aura you emit can be nauseated (dc20)

General Description: Your continued help on the advancement of the evil agenda has further stained your soul and granted you powers closer to that of your masters. You have now learned to extract and bind the souls of your non-evil opponents within yourself. You can only have the double of your HD as souls bound in your body.

Detailed Description: If based on the damage of Profane lifeleech (Ex) / Aura of Death and Decay, or Devour Soul (lesser invocation), an intelligent non-evil (int score of 6 or higher) being gets reduced to less than 0 points, you can instead bind their soul within your own. You can also exchange any spell or abilities that would destroy a soul (like harvester of souls coup de grace) into binding them.

These souls are in agony and yearn for release, making ethereal images of tortured faces to appear within your torso/back and any aura effect you use. They cant be ressurected unless you are slain, but will remain dead even so. Every character of good alignment that can see them in your body or aura (includes aura of evil) must make a save (DC 20) or be nauseated. Saving or not, they become compelled to fight you.

Once a day, as a free action, you can let a soul escape into a designated recipient you prepared. These souls cant be the souls of outsiders, cannot be re-absorved and are treated as Souls in Larvae Form for magical component and trade effects.

Special: The souls are constantly trying to escape, which makes necessary 2 hours/day on calmful meditative state. If you are deprived of such meditation, the souls start to free themselves at the rate of 1/hour and you have -10 concentration until you enter the trance or until all souls are freed.
Your close association with evil also make you less willing to fight them. Mindless evil creatures wont attack you unless compelled by a direct command. On the other hand, you gain -6 to attack, damage and saves against evil creatures unless acting on self-defense. This penalty cant be averted.


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Evil Incarnated [Vile Feat]
Prerequisites:
- Feats: Paragon of the Lower Planes, Shroud of Souls, Blessing of the Godless

Grants:
- Half-Fiend Template
- +16 profane bonus on diplo/inti against evil creatures and bluff on good.
- Ability to create Taint Elementals or Devourers.

General Description: You have become a champion of the Lower Planes, being able to utterly corrupt and pervert anything good around you. Even Devas and Angels are afraid of you.

Detailed Description: You can now corrupt and taint the souls of the beings imprisoned within you. After a month of torture you can choose to utterly deprave a soul captured and make them a Tainted Elemental or a Devourer under your command.
This requires a 4-hour ritual that must be made at an Unhallowed area covered in magical darkness. Devourers also require a dead body with rib-like cavities as material component. You can only have as many of them as slaves as your charisma bonus. Any made after that becomes free-willed. You can choose which one to liberate. Their HD is the same as the base creature imprisoned +1 (elemental) or +2 (devourer). The size of the devourer is, of course, the size of the body used in the ritual.
Outsiders’ souls captured cannot be perverted in this manner, but may be destroyed instead. Its results are the same as if they were killed on their home plane.

Special: You are now Evil Incarnated. Even intelligent evil creatures won’t attack you unless driven by some strong personal reason, and evil creatures talking to you have -4 on skill checks. However, you cannot attack any evil creature unless on self-defense. This acts like a compulsion effect and cant be negated by any means.

Dunaich
2012-01-04, 12:56 AM
Example of a character I would make with this:

Human - Soul Devourer 17 / Fiend of Corruption 1/ Fiend of Blasphemy 1 / True fiend 1
Born as an Unholy Scion (Devourer-possessed, from where came its soul-devouring capabilities)

Feats:

1st: Evil Brand [Vile] / Blessing of the Godless [Vile]
3rd: Chosen of Evil [Vile]
6th: Enemy of Good [Vile], Paragon of the Lower Planes [Vile]
9th: Evil Embraced [Vile], Leadership
12th: Harvester of Souls [Vile]
13th: Shroud of Souls [Vile]
15th: Evil Incarnated [Vile]
17th: Devour the Soul [Fiend]
18th: Essence Gourmand [Fiend]

I'll elaborate sometime in the future. xD

Silva Stormrage
2012-01-07, 06:07 PM
Okay I added the feats the the main page. I kinda forgot about this :smallredface:. Those were some really cool feats. Thank you for suggesting them. :smallsmile: