WaylanderX
2013-06-27, 06:39 AM
Dear people of the Playground, hello yet again.
This is the last class I will be working on for a while. I'm planning to incorperate this class and 3 of my other classes (Goaler of Frostflame, Spellguide and Delirionist) in my campainsetting. This means I'll be revamping and adjusting those classes. After that, I'll add the fluff I'm making and post it all in one big thread titled: "The Grand Cross of Four". What it is and what is it all about, you'll need to wait just a bit longer to find out. But for now, I present to you my latest class: The Disciple of Anima!
Disciple of Anima
http://desktopwallpaperz.com/thumbs/video-games-blade-fantasy-art-artwork-diablo-iii-shaolin-monk-meditate-t2.jpg
Picture from the game Diablo III
You will find true power in discipline and in discipline alone. - Heiron Crysin, Sublime Form
Adventures: Alot of Disciples of Anima venture into the outside world to fight the law breaking presence of the Delirionists, which they call mortal enemies, although the feeling is not mutual.
Characteristics: As a shortrange tanky caster, you want to focus on Wisdom and Constitution to maximize your spell efficiency and hitpoints. You can also build the Disciple as a buffer that can protect the backline in a pinch.
Alignment: A Disciple of Anima must always be lawfull, but good or evil does not matter.
Religion: They often do not worship a god, believing that the souls themselves are worthy enough to be worshipped. If they worship a god, it is always a lawfull aligned one, preferably one that is affiliated with crystals, as that is the symbol of the soul.
Background: Disciples of Anima are the masters of the soul. They believe that to be strong means to be strong in both mind and body. Becoming a Disciple is a hard and difficult path. You need to be found worthy by the Sublime Form himself (More information on the organisation in my upcoming Grand Cross of Four post, which contains the magic part of my campain setting). Then, after countless years, the exact time depends on the discipline of the student (Between 7 and 30 years, if at all), the student gains the ability to use Soul Magic and is promoted to the Small Shard rank. As he progresses in power, the rank he can achieve will be higher and higher, but each increase in rank requirs a test in both discipline and power, which must be done in complete solitude, after which the Sublime Form decides if he is worthy or not.
Races: Everyone that can muster the discipline to meditate for years and years can become a Disciple of Anima.
Other Classes: They tend to be very focused inwards, seeing others as objects or important assets that need to be protected. For the rest, they hate the Delirionists with a passion.
Role: A Disciple can function as a tank, healer, buffer or limited blaster.
Adaptation: You can change the powersource of the Disciple to Positive energy for a more cleric or divine feel.
GAME RULE INFORMATION
Disciples of Anima have the following game statistics.
Abilities: Wisdom determines your DC’s and damage, Dexterity improves your chances to hit with them. As you have fairly short range on your spells, you might want to put a good score in Constitution also.
Alignment: Any Lawfull
Hit Die: d10
Starting Age: Adult Age of Race.
Starting Gold: 7d4x10.
Class Skills
The Disciple of Anima's class skills (and the key ability for each skill) are Autohypnosis, Climb, Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (Geography), Knowledge (The Planes), Profession, Search, Spellcraft, Spot, Survival.
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency: As a Disciple, you are proficient with all simple weapons and light armor.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Known
1st
+0
+2
+0
+2
Soul Magic, Soul Sight (Hitdice), Soul Cap 2/creature
2
2nd
+1
+3
+0
+3
Improved Unarmed Strike
2
3rd
+1
+3
+1
+3
See the Soul
3
4th
+2
+4
+1
+4
Soul Check, Soul Fist (Sickened, Fatigued, 1/day)
3
5th
+2
+4
+1
+4
Soul Sight (Soul Type), Simple Soul Mastery
3
6th
+3
+5
+2
+5
Mass Soul Sight
4
7th
+3
+5
+2
+5
Soul’s Intuition
4
8th
+4
+6
+2
+6
Soul Channel
4
9th
+4
+6
+3
+6
Soul Sight (Type), Soul Fist (Nauseated, Exhausted, 2/day)
5
10th
+5
+7
+3
+7
Moderate Soul Mastery, Soul cap 3/creature
5
11th
+5
+7
+3
+7
Soul Calling (1/day)
5
12th
+6
+8
+4
+8
Soul Dance
6
13th
+6
+8
+4
+8
Soul Sight (Subtype), Soul Store (1)
6
14th
+7
+9
+4
+9
Crystaline Fists, Soul Calling (2/day)
6
15th
+7
+9
+5
+9
Complex Soul Mastery
6
16th
+8
+10
+5
+10
Soul Store (2)
7
17th
+8
+10
+5
+10
Soul Sight (Mental Ability)
7
18th
+9
+11
+6
+11
Mass Soul Sight (At will)
7
19th
+9
+11
+6
+11
Soul Store (3)
7
20th
+10
+12
+6
+12
Soul Cap 4/creature, Crystal Transcension
8
“With great discipline, comes great power.”
Soul Magic (Su): Soul Magic is magic that changes somebody's soul to the caster's visage, transforming the targets physical shape (which resembles the soul) or its mental capabilities.
You can use this type of magic at will, but on a specific target it does not takes long before his soul becomes resilient and eventually immune. This is specified by the “Soul cap” class feature in the table. The amount specified in the table indicates how many times you can affect any target with 1 school of magic in a 24 hour period. So if you have a soul cap of 3, you can affect a target with a Judge school spell 3 times, with an Perception School spell 3 times and so on. However, soul magic has one great limitation: you need to “scan” your opponents soul first to get a grip on how to manipulate that soul (also, mechanic-wise, this feature is kind of necessary). At first level, you can, as a swift action, specify one target which target you want to identify. On this target only you can cast your spells. Although this seems very limiting, note that the class gets features at higher levels that more than make up for this. Also note that Soul Magic is NOT mindaffecting.
The effects a Soul Magic spell has is typically determined by the strength of the targets soul plus the strength of your own will. Mechanically this means that the strength of a spell is determined by the targets HD, but specifics are listen in the spells themselves. Your casterlevel, for all other purposes is equal to your class level. The minimal amount of dice you can have on a spell, either damaging or healing, is 0.5 times your casterlevel, while the maximum is 1.5 times your casterlevel.
Soul Magic counts as a supernatural ability and is as such not affected by spell resistance and it doesn’t have a verbal or somatic component . Also, this kind of magic doesn’t need a material component. It is however blocked by an antimagic field.
You have five different schools of Soul Magic. Each school of Soul Magic consists of a couple of spells that, in contrast to Vancian spells, scale with your level mechanic-wise, gaining new effects or options. In addition, each school has a bonus effect that depends on your level of Soul Mastery. If you have the Soul Mastery: Simple class feature for example and you use a Judge School spell on a creature with a Simple soul (such as a plant), the target is automatically staggered for one round (And no, the Srd does not state an immunity for stagger with plants, I checked).
Different Schools of Soul Magic, plus their Soul Mastery Effect:
1. The Judge School, damage focused school that inflicts more damage the stronger the target is.
Soul Mastery Effect: Staggered for 1 round on Soul Mastery targets (No Save, does not stack with itself).
2. The Atonement School, support focused school that repairs an allied soul, but cannot be used on yourself.
Soul Mastery Effect: You can trade 4 healing or 2 ability damage healing for 1 point of ability drain healing.
3. The Perception School, recon focused school that focuses on masking and controlling other souls.
Soul Mastery Effect: 20% concealment to allied Mastery Targets, combat does not break spells on enemy Mastery Targets.
4. The Manipulation School, which focuses on transforming the soul, giving buffs, debuffs or other stuff.
Soul Mastery Effect: Temporary Hitpoint equal to twice your casterlevel to allied Mastery Targets, minus ¼ casterlevel on saves to enemy Mastery Targets, both for 1 round.
5. The Displacement School, which focuses on the moving and anchoring of souls.
Soul Mastery Effect: You can “lift” with the souls you teleport with at no extra cost on allied Soul Mastery targets, minus ¼ casterlevel on the save to enemy Mastery Targets)
“Your Soul is crystal clear to me.”
Soul Sight (Ex): In order to use your soul altering magic, you need what you are up against first. As a swift action, you can designate one target. You immediately know the amount of HD the target has and are able to use Soul Magic on that target. Soul Magic cannot be used on a target not affected by Soul Sight.
At level 5, you are able to deduct the soul type of the target in addition to its HD. To find the targets soul type, refer to the list below (Consult DM, you do only know the soul type, not the monster type at this stage).
Simple: Plant, Ooze, Animal, Mindless Undead, Vermin.
Moderate: Humanoid, Monstrous Humanoid, Fey, Giant, Magical Beast, Intelligent Undead, Intelligent Construct.
Complex: Dragon, Outsider, Aberration, Elemental.
At level 9, you get to know the target’s monster type in addition to the other effects.
At level 13, you get to know the target’s subtype in addition to the other effects.
At level 17, you get to know all the target’s mental ability scores in addition to the other effects.
“Strong mind, strong fists.”
Improved Unarmed Strike (Ex): At level 2, the Disciple of Anima gains Improved Unarmed Strike as a bonus feat. In addition, his unarmed strike deal damage equal to a monk of 4 levels lower than his Disciple of Anima level. This means that the base damage of the unarmed strike is 1d3 until level 5, after which it progresses normally.
“I can see your every move.”
See the Soul (Ex): Your superior knowledge about souls and their workings allow you to spot hostile intent coming at you in advance. How stronger the soul, how more obvious the intent is. At level 3, you gain a dodge bonus to AC equal to 1/3 the HD of the creature you marked with your Soul Sight class feature.
“The waves of the soul tell all.”
Soul Check (Ex): The subtle fluctuations in the magnitude of the soul is a good indicator of the enemies health. At level 4, when using your Soul Sight class feature, you know the current hitpoint total of the target. Temperary hitpoints are not included in this knowledge.
“Your soul is weak.”
Soul Fist (Su): By infusing your fists with the discipline of a Disciple of Anima, you can influence an enemy’s soul just by punching them. At level 4, once per day, you can make a Soul Fist attack as a standard action. Resolve this attack normally. If the attack hits, the opponent must succeed on a DC 10+Half Class level+Wisdom modifier Fortitude Save or be Sickened or Fatigued for 2 rounds (Your choice at the moment you use this ability). At level 9, you can also choose to inflict your opponent with the Nauseated or Exhausted statuses and you can now use this ability twice per day.
“The intricate ways of the soul are mine to understand.”
Soul Mastery (Ex): As you gain in power and discipline, the ways and intimacies of the soul also become more and more clear to you. At level 5, you gain so much insight in Simple souls, that your Soul Magic becomes more powerful against them, for the good or for the worse. From this point on your spells gain a bonus effect depending on what school of spell you use on the target. The bonuses themselves are written below at the different schools themselves.
At level 5, these bonuses only work on targets with a Simple soul. At level 10, these bonuses also work on targets with a Moderate soul. At level 15, even creatures with a Complex soul are affected by this class feature.
“Sight on all, mind upon all.”
Mass Soul Sight (Ex): By using your discipline, you can get your focus in such a state that you can see multiple souls at once. At level 6, as a swift action, you can designate 3 targets to be affected by your Soul Sight class feature, instead of only 1.
For abilities depended on the HD of a Soul Sight target, take the target with the highest HD that is affected. The targets are marked till the end of the round. This ability is usable once per encounter. On level 19, the focusing does not strain you any longer, you are now able to use your Mass Soul Sight class feature at will.
“Eyes in the back of your head.”
Soul’s Intuition (Ex): You are so sensitive to souls around you, that you can anticipate attacks and react to them faster than most others can. At level 7, you can switch the target of your Soul Sight class feature as an immediate action. If you do this in reaction to an attack which has an attack roll and mark the creature who is attacking you, you gain your Wisdom Modifier as a dodge bonus on AC, in addition to the dodge bonus from See the Soul. This class feature can be used once per encounter.
“Your soul strengthens me.”
Soul Channel (Su): At level 8, you gain Insightful Strike as a bonus feat, but only against targets marked with your Soul Sight class feature. In addition, whenever you successfully hit a target against which you have Soul mastery, you gain temporary hitpoints equal to your Wisdom Modifier.
“I command you, you weak-souled fool!”
Soul Calling (Su): Manipulation of the soul is not only handy for damaging your enemy and buffing your allies, but also for stopping the enemy from moving. At level 11, if you successfully hit an enemy with an unarmed strike, you can use a swift action to force the target to make a DC 10+half Disciple of Anima level+Wisdom Modifier Will save. If the target fails, he can target nobody but you for any hostile action for the next 2 rounds. He must include you in all his attacks and spells, and he must include you in all his AoE spells and attacks. This class feature can be used once per day plus an additional time on level 14.
“Power in grace.”
Soul Dance (Su): Much like a bard can enhance his attacks by singing, you can use your physical prowess to enhance your magic. At level 12, when casting a spell, you can opt to increase the casting time to a Full Round action. If you do so, for each unarmed strike attack you would have had in a full attack (Rapid Strike and Snap Kick also count as attacks for this purpose) the DC of the spell increases by 1.
“Your very being is mine to control.”
Soul Store (Su): You are the master of souls, the one who can decide their fate and their purpose. At level 13, when an enemy within 20 feet of you dies, you can use an immediate action to crystalize its soul. The soul crystalizes in a tiny object called an Anima gem weighing 1 pound per HD of the creature. It has a hardness equal to the creature’s HD and a total amount of hp equal to twice that amount.
When in possession of such a gem, you gain a +5 bonus on two skill-checks associated with that Soul type as seen below. Other creatures cannot benefit from a Anima gem, unless they are also level 13 Disciples or higher. In addition, you can crush the Anima gem by dispelling your grip upon it as a mental standard action to regain hitpoints equal to half the maximum amount of hitpoints the creature had without its constitution modifier. This destroys the gem and deletes the skill bonuses. You can only have 1 such gem in existence at a time.
When capturing a soul, you need to wait 24 hours to use this class feature again. At level 16 and 19, the amount of Anima gems you can hold and benefit from increases by 1. The skill bonuses stack, but bonuses on the same skill overlap.
Creature Type
Associated Skill
Plant
Knowledge (Nature), Survival
Ooze
Knowledge (Dungeoneering), Spellcraft
Animal
Knowledge (Nature), Handle Animal
Mindless Undead
Knowledge (Religion), Intimidate
Vermin
Knowledge (Nature), Climb
Humanoid
Knowledge (Local), Diplomacy
Monstrous Humanoid
Knowledge (Nature), Intimidate
Fey
Knowledge (Nature), Bluff
Giant
Knowledge (Nature), Jump
Magical Beast
Knowledge (Arcana), Handle Animal
Intelligent Undead
Knowledge (Religion), Spellcraft
Intelligent Construct
Knowledge (Arcana), Craft
Dragon
Knowledge (Arcana), Use Magic Device
Outsider
Knowledge (The Planes), Diplomacy
Aberration
Knowledge (Dungeoneering), Use Magic Device
Elemental
Knowledge (The Planes), Spellcraft
“My fists, imbued with discipline.”
Crystaline Fists (Ex): Crystals are your tools of the trade, and you can punch through everything using them. Your unarmed attack now count as one size category bigger for damage purpose. In addition, you can touch a creature or object within your reach as a swift action. All other attacks made in that turn ignore 20 points of hardness or damage reduction, whatever applies. If both apply, the highest is brought down.
“Souls, come unto me!”
Crystal Transcension (Su): At the pinnacle of your power, you can use the power of your captured souls to enter a trance so powerfull that you temporarily gain total control over all the souls in your vicinity, either hostile or friendly. This class feature can only be used when you have 3 Anima gems created with your Soul Store class feature. As a mental swift action, you must break all 3 Anima gems, rendering them all useless. You regain hitpoints as if you broke the one with the highest HD creature in it and all effects that prevent you from casting are removed. For the rest of this round, everyone within 50 ft. is affected by Soul Sight. In addition, your next Soul Spell affects every applicable target within 50 ft.. Hostile spells only trigger on enemy targets, beneficial spell trigger only on allied targets. This ability is usable once per day.
This is the last class I will be working on for a while. I'm planning to incorperate this class and 3 of my other classes (Goaler of Frostflame, Spellguide and Delirionist) in my campainsetting. This means I'll be revamping and adjusting those classes. After that, I'll add the fluff I'm making and post it all in one big thread titled: "The Grand Cross of Four". What it is and what is it all about, you'll need to wait just a bit longer to find out. But for now, I present to you my latest class: The Disciple of Anima!
Disciple of Anima
http://desktopwallpaperz.com/thumbs/video-games-blade-fantasy-art-artwork-diablo-iii-shaolin-monk-meditate-t2.jpg
Picture from the game Diablo III
You will find true power in discipline and in discipline alone. - Heiron Crysin, Sublime Form
Adventures: Alot of Disciples of Anima venture into the outside world to fight the law breaking presence of the Delirionists, which they call mortal enemies, although the feeling is not mutual.
Characteristics: As a shortrange tanky caster, you want to focus on Wisdom and Constitution to maximize your spell efficiency and hitpoints. You can also build the Disciple as a buffer that can protect the backline in a pinch.
Alignment: A Disciple of Anima must always be lawfull, but good or evil does not matter.
Religion: They often do not worship a god, believing that the souls themselves are worthy enough to be worshipped. If they worship a god, it is always a lawfull aligned one, preferably one that is affiliated with crystals, as that is the symbol of the soul.
Background: Disciples of Anima are the masters of the soul. They believe that to be strong means to be strong in both mind and body. Becoming a Disciple is a hard and difficult path. You need to be found worthy by the Sublime Form himself (More information on the organisation in my upcoming Grand Cross of Four post, which contains the magic part of my campain setting). Then, after countless years, the exact time depends on the discipline of the student (Between 7 and 30 years, if at all), the student gains the ability to use Soul Magic and is promoted to the Small Shard rank. As he progresses in power, the rank he can achieve will be higher and higher, but each increase in rank requirs a test in both discipline and power, which must be done in complete solitude, after which the Sublime Form decides if he is worthy or not.
Races: Everyone that can muster the discipline to meditate for years and years can become a Disciple of Anima.
Other Classes: They tend to be very focused inwards, seeing others as objects or important assets that need to be protected. For the rest, they hate the Delirionists with a passion.
Role: A Disciple can function as a tank, healer, buffer or limited blaster.
Adaptation: You can change the powersource of the Disciple to Positive energy for a more cleric or divine feel.
GAME RULE INFORMATION
Disciples of Anima have the following game statistics.
Abilities: Wisdom determines your DC’s and damage, Dexterity improves your chances to hit with them. As you have fairly short range on your spells, you might want to put a good score in Constitution also.
Alignment: Any Lawfull
Hit Die: d10
Starting Age: Adult Age of Race.
Starting Gold: 7d4x10.
Class Skills
The Disciple of Anima's class skills (and the key ability for each skill) are Autohypnosis, Climb, Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (Geography), Knowledge (The Planes), Profession, Search, Spellcraft, Spot, Survival.
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency: As a Disciple, you are proficient with all simple weapons and light armor.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Known
1st
+0
+2
+0
+2
Soul Magic, Soul Sight (Hitdice), Soul Cap 2/creature
2
2nd
+1
+3
+0
+3
Improved Unarmed Strike
2
3rd
+1
+3
+1
+3
See the Soul
3
4th
+2
+4
+1
+4
Soul Check, Soul Fist (Sickened, Fatigued, 1/day)
3
5th
+2
+4
+1
+4
Soul Sight (Soul Type), Simple Soul Mastery
3
6th
+3
+5
+2
+5
Mass Soul Sight
4
7th
+3
+5
+2
+5
Soul’s Intuition
4
8th
+4
+6
+2
+6
Soul Channel
4
9th
+4
+6
+3
+6
Soul Sight (Type), Soul Fist (Nauseated, Exhausted, 2/day)
5
10th
+5
+7
+3
+7
Moderate Soul Mastery, Soul cap 3/creature
5
11th
+5
+7
+3
+7
Soul Calling (1/day)
5
12th
+6
+8
+4
+8
Soul Dance
6
13th
+6
+8
+4
+8
Soul Sight (Subtype), Soul Store (1)
6
14th
+7
+9
+4
+9
Crystaline Fists, Soul Calling (2/day)
6
15th
+7
+9
+5
+9
Complex Soul Mastery
6
16th
+8
+10
+5
+10
Soul Store (2)
7
17th
+8
+10
+5
+10
Soul Sight (Mental Ability)
7
18th
+9
+11
+6
+11
Mass Soul Sight (At will)
7
19th
+9
+11
+6
+11
Soul Store (3)
7
20th
+10
+12
+6
+12
Soul Cap 4/creature, Crystal Transcension
8
“With great discipline, comes great power.”
Soul Magic (Su): Soul Magic is magic that changes somebody's soul to the caster's visage, transforming the targets physical shape (which resembles the soul) or its mental capabilities.
You can use this type of magic at will, but on a specific target it does not takes long before his soul becomes resilient and eventually immune. This is specified by the “Soul cap” class feature in the table. The amount specified in the table indicates how many times you can affect any target with 1 school of magic in a 24 hour period. So if you have a soul cap of 3, you can affect a target with a Judge school spell 3 times, with an Perception School spell 3 times and so on. However, soul magic has one great limitation: you need to “scan” your opponents soul first to get a grip on how to manipulate that soul (also, mechanic-wise, this feature is kind of necessary). At first level, you can, as a swift action, specify one target which target you want to identify. On this target only you can cast your spells. Although this seems very limiting, note that the class gets features at higher levels that more than make up for this. Also note that Soul Magic is NOT mindaffecting.
The effects a Soul Magic spell has is typically determined by the strength of the targets soul plus the strength of your own will. Mechanically this means that the strength of a spell is determined by the targets HD, but specifics are listen in the spells themselves. Your casterlevel, for all other purposes is equal to your class level. The minimal amount of dice you can have on a spell, either damaging or healing, is 0.5 times your casterlevel, while the maximum is 1.5 times your casterlevel.
Soul Magic counts as a supernatural ability and is as such not affected by spell resistance and it doesn’t have a verbal or somatic component . Also, this kind of magic doesn’t need a material component. It is however blocked by an antimagic field.
You have five different schools of Soul Magic. Each school of Soul Magic consists of a couple of spells that, in contrast to Vancian spells, scale with your level mechanic-wise, gaining new effects or options. In addition, each school has a bonus effect that depends on your level of Soul Mastery. If you have the Soul Mastery: Simple class feature for example and you use a Judge School spell on a creature with a Simple soul (such as a plant), the target is automatically staggered for one round (And no, the Srd does not state an immunity for stagger with plants, I checked).
Different Schools of Soul Magic, plus their Soul Mastery Effect:
1. The Judge School, damage focused school that inflicts more damage the stronger the target is.
Soul Mastery Effect: Staggered for 1 round on Soul Mastery targets (No Save, does not stack with itself).
2. The Atonement School, support focused school that repairs an allied soul, but cannot be used on yourself.
Soul Mastery Effect: You can trade 4 healing or 2 ability damage healing for 1 point of ability drain healing.
3. The Perception School, recon focused school that focuses on masking and controlling other souls.
Soul Mastery Effect: 20% concealment to allied Mastery Targets, combat does not break spells on enemy Mastery Targets.
4. The Manipulation School, which focuses on transforming the soul, giving buffs, debuffs or other stuff.
Soul Mastery Effect: Temporary Hitpoint equal to twice your casterlevel to allied Mastery Targets, minus ¼ casterlevel on saves to enemy Mastery Targets, both for 1 round.
5. The Displacement School, which focuses on the moving and anchoring of souls.
Soul Mastery Effect: You can “lift” with the souls you teleport with at no extra cost on allied Soul Mastery targets, minus ¼ casterlevel on the save to enemy Mastery Targets)
“Your Soul is crystal clear to me.”
Soul Sight (Ex): In order to use your soul altering magic, you need what you are up against first. As a swift action, you can designate one target. You immediately know the amount of HD the target has and are able to use Soul Magic on that target. Soul Magic cannot be used on a target not affected by Soul Sight.
At level 5, you are able to deduct the soul type of the target in addition to its HD. To find the targets soul type, refer to the list below (Consult DM, you do only know the soul type, not the monster type at this stage).
Simple: Plant, Ooze, Animal, Mindless Undead, Vermin.
Moderate: Humanoid, Monstrous Humanoid, Fey, Giant, Magical Beast, Intelligent Undead, Intelligent Construct.
Complex: Dragon, Outsider, Aberration, Elemental.
At level 9, you get to know the target’s monster type in addition to the other effects.
At level 13, you get to know the target’s subtype in addition to the other effects.
At level 17, you get to know all the target’s mental ability scores in addition to the other effects.
“Strong mind, strong fists.”
Improved Unarmed Strike (Ex): At level 2, the Disciple of Anima gains Improved Unarmed Strike as a bonus feat. In addition, his unarmed strike deal damage equal to a monk of 4 levels lower than his Disciple of Anima level. This means that the base damage of the unarmed strike is 1d3 until level 5, after which it progresses normally.
“I can see your every move.”
See the Soul (Ex): Your superior knowledge about souls and their workings allow you to spot hostile intent coming at you in advance. How stronger the soul, how more obvious the intent is. At level 3, you gain a dodge bonus to AC equal to 1/3 the HD of the creature you marked with your Soul Sight class feature.
“The waves of the soul tell all.”
Soul Check (Ex): The subtle fluctuations in the magnitude of the soul is a good indicator of the enemies health. At level 4, when using your Soul Sight class feature, you know the current hitpoint total of the target. Temperary hitpoints are not included in this knowledge.
“Your soul is weak.”
Soul Fist (Su): By infusing your fists with the discipline of a Disciple of Anima, you can influence an enemy’s soul just by punching them. At level 4, once per day, you can make a Soul Fist attack as a standard action. Resolve this attack normally. If the attack hits, the opponent must succeed on a DC 10+Half Class level+Wisdom modifier Fortitude Save or be Sickened or Fatigued for 2 rounds (Your choice at the moment you use this ability). At level 9, you can also choose to inflict your opponent with the Nauseated or Exhausted statuses and you can now use this ability twice per day.
“The intricate ways of the soul are mine to understand.”
Soul Mastery (Ex): As you gain in power and discipline, the ways and intimacies of the soul also become more and more clear to you. At level 5, you gain so much insight in Simple souls, that your Soul Magic becomes more powerful against them, for the good or for the worse. From this point on your spells gain a bonus effect depending on what school of spell you use on the target. The bonuses themselves are written below at the different schools themselves.
At level 5, these bonuses only work on targets with a Simple soul. At level 10, these bonuses also work on targets with a Moderate soul. At level 15, even creatures with a Complex soul are affected by this class feature.
“Sight on all, mind upon all.”
Mass Soul Sight (Ex): By using your discipline, you can get your focus in such a state that you can see multiple souls at once. At level 6, as a swift action, you can designate 3 targets to be affected by your Soul Sight class feature, instead of only 1.
For abilities depended on the HD of a Soul Sight target, take the target with the highest HD that is affected. The targets are marked till the end of the round. This ability is usable once per encounter. On level 19, the focusing does not strain you any longer, you are now able to use your Mass Soul Sight class feature at will.
“Eyes in the back of your head.”
Soul’s Intuition (Ex): You are so sensitive to souls around you, that you can anticipate attacks and react to them faster than most others can. At level 7, you can switch the target of your Soul Sight class feature as an immediate action. If you do this in reaction to an attack which has an attack roll and mark the creature who is attacking you, you gain your Wisdom Modifier as a dodge bonus on AC, in addition to the dodge bonus from See the Soul. This class feature can be used once per encounter.
“Your soul strengthens me.”
Soul Channel (Su): At level 8, you gain Insightful Strike as a bonus feat, but only against targets marked with your Soul Sight class feature. In addition, whenever you successfully hit a target against which you have Soul mastery, you gain temporary hitpoints equal to your Wisdom Modifier.
“I command you, you weak-souled fool!”
Soul Calling (Su): Manipulation of the soul is not only handy for damaging your enemy and buffing your allies, but also for stopping the enemy from moving. At level 11, if you successfully hit an enemy with an unarmed strike, you can use a swift action to force the target to make a DC 10+half Disciple of Anima level+Wisdom Modifier Will save. If the target fails, he can target nobody but you for any hostile action for the next 2 rounds. He must include you in all his attacks and spells, and he must include you in all his AoE spells and attacks. This class feature can be used once per day plus an additional time on level 14.
“Power in grace.”
Soul Dance (Su): Much like a bard can enhance his attacks by singing, you can use your physical prowess to enhance your magic. At level 12, when casting a spell, you can opt to increase the casting time to a Full Round action. If you do so, for each unarmed strike attack you would have had in a full attack (Rapid Strike and Snap Kick also count as attacks for this purpose) the DC of the spell increases by 1.
“Your very being is mine to control.”
Soul Store (Su): You are the master of souls, the one who can decide their fate and their purpose. At level 13, when an enemy within 20 feet of you dies, you can use an immediate action to crystalize its soul. The soul crystalizes in a tiny object called an Anima gem weighing 1 pound per HD of the creature. It has a hardness equal to the creature’s HD and a total amount of hp equal to twice that amount.
When in possession of such a gem, you gain a +5 bonus on two skill-checks associated with that Soul type as seen below. Other creatures cannot benefit from a Anima gem, unless they are also level 13 Disciples or higher. In addition, you can crush the Anima gem by dispelling your grip upon it as a mental standard action to regain hitpoints equal to half the maximum amount of hitpoints the creature had without its constitution modifier. This destroys the gem and deletes the skill bonuses. You can only have 1 such gem in existence at a time.
When capturing a soul, you need to wait 24 hours to use this class feature again. At level 16 and 19, the amount of Anima gems you can hold and benefit from increases by 1. The skill bonuses stack, but bonuses on the same skill overlap.
Creature Type
Associated Skill
Plant
Knowledge (Nature), Survival
Ooze
Knowledge (Dungeoneering), Spellcraft
Animal
Knowledge (Nature), Handle Animal
Mindless Undead
Knowledge (Religion), Intimidate
Vermin
Knowledge (Nature), Climb
Humanoid
Knowledge (Local), Diplomacy
Monstrous Humanoid
Knowledge (Nature), Intimidate
Fey
Knowledge (Nature), Bluff
Giant
Knowledge (Nature), Jump
Magical Beast
Knowledge (Arcana), Handle Animal
Intelligent Undead
Knowledge (Religion), Spellcraft
Intelligent Construct
Knowledge (Arcana), Craft
Dragon
Knowledge (Arcana), Use Magic Device
Outsider
Knowledge (The Planes), Diplomacy
Aberration
Knowledge (Dungeoneering), Use Magic Device
Elemental
Knowledge (The Planes), Spellcraft
“My fists, imbued with discipline.”
Crystaline Fists (Ex): Crystals are your tools of the trade, and you can punch through everything using them. Your unarmed attack now count as one size category bigger for damage purpose. In addition, you can touch a creature or object within your reach as a swift action. All other attacks made in that turn ignore 20 points of hardness or damage reduction, whatever applies. If both apply, the highest is brought down.
“Souls, come unto me!”
Crystal Transcension (Su): At the pinnacle of your power, you can use the power of your captured souls to enter a trance so powerfull that you temporarily gain total control over all the souls in your vicinity, either hostile or friendly. This class feature can only be used when you have 3 Anima gems created with your Soul Store class feature. As a mental swift action, you must break all 3 Anima gems, rendering them all useless. You regain hitpoints as if you broke the one with the highest HD creature in it and all effects that prevent you from casting are removed. For the rest of this round, everyone within 50 ft. is affected by Soul Sight. In addition, your next Soul Spell affects every applicable target within 50 ft.. Hostile spells only trigger on enemy targets, beneficial spell trigger only on allied targets. This ability is usable once per day.