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View Full Version : Your Soul is my Power! NOT a Monk fix! (Disciple of Anima, 3.5 Baseclass, PEACH)



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.

WaylanderX
2013-06-27, 06:41 AM
Soul Magic Spells

The Judge School

Soul Mastery Benefit: Targets that are hit or fail their saves are staggered for 1 round. Spells with touch attacks require a successful hit to trigger the stagger, spells with a save require a failed save to trigger the effect. This doesn’t stack with itself, but it does stack with any other spell effects, applying after the spell itself.


Overload

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One Creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You modify your opponents soul in such a way that extreme quantities of natural magic course though its body, gravely damaging it.

You make a ranged touch attack against a creature within range, dealing an amount of 1d6 die equal to half the creatures HD plus half your relevant casting stat modifier.

At casterlevel 8, the damage improves to the creature’s HD plus your relevant casting stat, instead of half.
At casterlevel 16, on a succesfull hit, the creature must succeed on a Fortitude save or staggered for 3 rounds.

Soul Wave

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: 10 ft. burst
Duration: Instantaneous
Saving Throw: Will Halfs
Spell Resistance: No

You tear the opponents soul apart in a small area. Although rough, it gets the job done quite well.

You indicate a 10 ft. area, dealing an amount of damage equal to half the creatures HD in 1d6 die to all creature caught in the blast. You expend a use of your soul casting to all targets affected.

At casterlevel 8, the damage improves to half the creature’s HD plus half your relevant casting stat, instead of half.
At casterlevel 12, the radius of the blast improves to 20 ft..
At casterlevel 16, on a failed save, the creature must succeed on a Fortitude save or be stunned for 1 round.

Soul Bomb

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Halfs
Spell Resistance: No

You put a small tear in your opponents soul, causing no direct damage. However, after a few seconds, his weakened soul begins to tear under the strain of natural magic flows

You target a creature within 50 ft.. That creature is then affected by a Soul Bomb. This Soul Bomb detonates 3 rounds after the initial cast, causing damage equal to half the creatures HD plus half your relevant casting stat in 1d10 die. A successful Fortitude save halves this damage. The use of your soul casting is expended when the spell is cast on the target, not the detonation.

At casterlevel 8, the damage improves to half the creature’s HD plus half your relevant casting stat, instead of half.
At casterlevel 16, on a failed save, the creature must succeed on a second Fortitude save at the detonation or be instantly slain. You can opt to disable this feature and only deal damage without the chance for instakill.

Spirit Deterioration

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You put a couple of cracks in your opponents soul, causing it to deteriorate over time, dealing large amounts of damage
You make a touch attack against a creature within 50 ft.. The target takes damage equal to half its HD in 1d4 die. This damage repeats itself every round for 3 rounds.

At casterlevel 8, the damage die improve to 1d6
At casterlevel 16, after the duration, the target must make a successful Will save or have its current hp reduced to 1.

Spiritual Lance

Components: None
Casting Time: Standard Action
Range: 20 ft. Line
Target: --
Duration: Instantaneous
Saving Throw: Reflex Halfs
Spell Resistance: No

You meld your willpower into a spiritual lance, damaging the souls of all enemies it passes through.

You deal damage in a 20 ft. line, dealing an amount of damage equal to half the creatures HD in 1d6 die to all creature caught in the line. You expend a use of your soul casting to all targets affected.

At casterlevel 8, the damage improves to half the creature’s HD plus half your relevant casting stat.
At casterlevel 12, the lenght of the line improves to 40 ft..
At casterlevel 16, on a failed save, the creatures must succeed on a Fortitude save or be thrown back 5 feet and fall prone.


The Atone School

Soul Mastery Benefit: When casting one of your spells from this school, you can trade 10 points of hitpoint healing or 3 point of ability damage healing to restore 1 point of ability drain instead. This can be applied multiple times on the same spell (If a spell heals 40 damage, you can heal 4 ability drain instead). This can be determined after the amount of healing is rolled. Also, the type of ability drain healed is the same as the type of ability damage sacrificed.


Soothing the Soul

Components: None
Casting Time: Standard Action
Range: Touch.
Target: One Ally
Duration: Instantaneous
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You lay your hand upon your friend, carefully soothing the pain that was inflicted upon his soul, at the same time healing his wounds because of it.

You can touch an ally within reach as a standard action to heal him damage equal to half the target’s HD in 1d10 die (Minimum 1d10). This spell cannot be cast on yourself.

At casterlevel 8, the spells gains a reach of 50 ft. (No touch attack required if the target is willing).
At casterlevel 12, this spell heals 10 hitpoints per casterlevel instead of 1d10.
At casterlevel 16, this spell also grants the target temporary hitpoints equal to 20% the amount healed.

Madness Ward

Components: None
Casting Time: Standard Action
Range: Touch.
Target: One Ally
Duration: Instantaneous
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You lay your hand upon your friend, carefully repairing the damage inflicted to his soul so his mental facilities may work again.

You can touch an ally within reach as a standard action to heal him ability damage equal to half the target’s HD times 2 die (Minimum 2). This can only be applied to a mental ability score and all healing must be applied to the same ability score. This spell cannot be cast on yourself.

At casterlevel 8, the spells gains a reach of 50 ft. (No touch attack required if the target is willing).
At casterlevel 12, this spell heals 4 ability damage per casterlevel instead of 2.
At casterlevel 16, this spell also grants the target an Perfection bonus of +2 to that ability score for 10 minutes.

Rebuild the Soul

Components: None
Casting Time: Standard Action
Range: Touch.
Target: One Ally
Duration: Instantaneous
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You lay your hand upon your friend, carefully repairing the damage inflicted to his soul, converting his twisted physique back to its natural state.
You can touch an ally within reach as a standard action to heal him ability damage equal to half the target’s HD times 2 die (Minimum 2). This can only be applied to a physical ability score and all healing must be applied to the same ability score. This spell cannot be cast on yourself.

At casterlevel 8, the spells gains a reach of 50 ft. (No touch attack required if the target is willing).
At casterlevel 12, this spell heals 4 ability damage per casterlevel instead of 2.
At casterlevel 16, this spell also grants the target an Perfection bonus of +2 to that ability score for 10 minutes.

Cure the Soul

Components: None
Casting Time: Standard Action
Range: Touch.
Target: One Ally
Duration: Instantaneous
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You lay your hand upon your friend, mending foreign status throughout his soul, making him healthy again.

You can touch an ally within reach as a standard action to heal him of one of the following conditions: Shaken, sickened, dazzled, deafened and fatigued. This spell cannot be cast on yourself.

At casterlevel 5, the spells also clears exhausted, frightened, nauseated, blind and dazed.
At casterlevel 8, this spell heals 2 of the targets current conditions, instead of 1. Also, this spell gains a range of 50 ft..
At casterlevel 10, this spell also clears panicked, stunned and curses.


The Perception School

Soul Mastery Benefit: When buffing an ally, you give 20% concealment to them for 1 round. When controlling an enemy, being in combat does not break your spells, but the enemy must make an additional Will save against the same DC as the original spell or stay under your influence or control.


Soul Control

Components: None
Casting Time: Standard Action
Range: 50 ft..
Target: One Creature
Duration: 10 minutes
Saving Throw: Yes
Spell Resistance: No

By controlling the enemies soul input, you can make him more friendly and even control him.

You target an enemy within 50 ft.. That enemy then acts as if under a Charm Person cast by you. The spell wears off then the subject enters combat involving you (Even the dominate effect). Only one target can be affected by this spell at any time.

At casterlevel 5, you can give the target 1 command, as through the Suggestion spell.
At casterlevel 8, the target is subject to a Charm Monster effect instead.
At casterlevel 16, if you wish, you can subject the target to a Dominate Monster effect, as the spell.

Soul Redirect

Components: None
Casting Time: Standard Action
Range: 50 ft..
Target: One Creature
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: No

By controlling the enemies soul input, can make him so angry at one person, that he has to attack that specific target.

You target an enemy within 50 ft.. That enemy then must attack a taunt target also within the targets range, designated by you, unless it succeeds on a Will save. It can still use all modes of attack.

At casterlevel 5, the target must move within 30 feet of the taunt target before attacking.
At casterlevel 8, the target can only use melee or ranged attacks (Magic, spelllike abilities and supernatural abilities cannot be used).
At casterlevel 12, the target must move within 15 feet of the taunt target before attacking.
At casterlevel 16, the target can only use melee attacks (All ranged attacks, magic, spelllike abilities and supernatural abilities cannot be used).

Soul Mask

Components: None
Casting Time: Standard Action
Range: Touch.
Target: One Ally
Duration: 2 min
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You cover you allies inner flame to an extent, masking his presence and letting him seem unimportant.

You can touch an ally within reach as a standard action mask his presence. Any neutral or unfriendlier creature that has the intention to harm the ally within 50 ft. must make a Willsave equal to 10+half your casterlevel+half target allies HD or deem the subject to be unworthy of their attention, taking a -4 penalty to initiative when a battle starts involving the target of this spell and regard him as the lowest threat, attacking all other hostile entities first if possible. This only has effect on single target attacks. The enemy is affected for 1 min and can only be affected once per casting of this spell. This spell cannot be cast on yourself.
Each time the target of this spell attacks an enemy, that enemy may make a Willsave to break free of the effect with a cumulative +2 bonus each time the target of this spell attacks that enemy.

At casterlevel 10, if an enemy fails their Willsave, the enemy cannot include the ally in any AoE attack they might make. They see an area of the AoE placed on the target as an even worse waste then casting the spell on an empty square.
At casterlevel 12, The area of the aura is increased to 100 ft..



The Manipulation School

Soul Mastery Benefit: When casting a Manipulation school spell on an allied target, you grant them temporary hitpoints equal to twice your casterlevel, when casting a Manipulation school spell on an enemy target, you debuff them with a penalty on saves equal to ¼ your casterlevel. Both options last for 1 round.


Soul Fusion (Fusion)

Components: None
Casting Time: Two rounds
Range: 10 ft.
Target: Two Allies
Duration: 2 minutes
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You use your superior knowledge of souls to entwine the souls of your companions, giving them superior mental facilities.

You designate two willing allies within 10 ft.. Those allies minds then entwine together, granting the following benefits: if one of the two is not flatfooted, neither is. Both can use the skill ranks of his partner for Spot and Listen checks. You cannot be part of the fusion yourself.

At casterlevel 8, Both participants gain the highest mental ability score shared between the both of them. Also, the other participant can make Spot and Listen checks as if he was at his partner’s location.
At casterlevel 12, both can use the skill ranks of his partner for any Intelligence or Wisdom based skill check.
At casterlevel 16, both participants can take 10 on 2 Intelligence bases skills that one of both have ranks in.
You can only be subject to one Fusion effect at a time.

Body Fusion (Fusion)

Components: None
Casting Time: Two rounds
Range: 10 ft.
Target: Two Allies
Duration: 2 minutes
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You use your superior knowledge of souls to entwine the bodies of your companions, giving them superior physical prowess while retaining their two minds.

You designate two willing allies within 10 ft.. Those allies body then entwine together, granting the following benefits: The targets bodies are now one, their physical ability scores are the higher Strenght of the two, the higher Constitution of the two and the higher Dexterity of the two. They now act on one initiative count and have one action pool. Their size is the average height (rounded up). The penalties and benefits for size are not added again for this fusion. All other bonuses are the highest of the two, such as natural armor, resistances and spell resistance. At the time of the fusion, only the equipment of one of the participants is active. You cannot be part of the fusion yourself.

At the beginning of each fusion, the two participants decide who is in control. If they cannot agree on this, both must make an opposed Charisma or Strength check (each participant chooses which ability score to use). The one who wins is in control. When the one in control does something that severely conflict with the alignment or values of the other participant, that participant can force another check to try and assume control. The fusion used the mental ability scores and skills of the one that is in control.

At casterlevel 8, once per turn, the participants may switch control as a free action, if they both agree with the switch. Also, the fusion gains an extra move action every turn.
At casterlevel 12, you may add the natural armor bonus and resistances of both participants together. If the total resistance for a given energy type exceeds 40, it becomes immunity instead.
At casterlevel 16, when fused, the fusion gains an extra standard action every turn in addition to the move action.
You can only be subject to one Fusion effect at a time.

Soul Manifest

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One Ally
Duration: 1 minute
Saving Throw: No (Harmless)
Spell Resistance: No (Harmless)

You bring out your ally’s soul, transforming his feelings and determination into reality.

You can cast this buff onto an ally within range as a standard action. He then gains a number of buffs, which are chosen by the recipient. You can only choose a buff once, except when a buff is tagged with an *, then it may be taken multiple times. The recipient may chose 2 of the following buffs:

{table=head]Buffs | Buffs
+2 on any ability score*|Critical strike range +1
+2 on attack and damage*| Uncanny Dodge
+2 natural armor*| Resistance 10 to one elemental type*
Swim speed (Half base land speed)| Dark Vision 60 ft[/table]

At casterlevel 8, you may also choose from the following list:
{table]Tremorsense 20 ft| +5 untyped bonus on one skill*
+2d6 elemental damage on weapon attacks (one type)|Evasion
Spell Resistance 10+targets HD| 20% concealment
Fly speed (Half base land speed, Good)|Burrow Speed (base land speed)[/table]

At casterlevel 12, you may choose 3 of the buffs, instead of 2.

At casterlevel 16, you may also choose from the following list:

{table]Blindsight 50 ft| Mettle
Immunity to one energy type*| 50% concealment
Mind Blank| Freedom of Movement
+1 Casterlevel*|Weapon attacks are touch attacks
Crit modifier +2| 30 foot Dimension Door once per round, swift action[/table]

You can only be subject to one Soul Manifest spell at a time.

Spirit Lock

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: No

You put the soul of you enemy under lockdown, locking some psychical or mental abilities of the enemy away, decreasing his combat potential.

You designate a creature within 50 ft.. The target must succeed on a Save of suffer one of the following effects for 3 rounds:

{table]-2 strenght penalty (Fort Save)|-2 dexterity penalty (Fort Save)
-2 wisdom penalty (Will Save)|-2 charisma penalty (Will Save)[/table]

At casterlevel 4, you can choose 2 out of the available debuffs. You can only choose 1 type of debuff, physical or mental (so that the saving throw stays the same) and you can choose the same type twice.
At casterlevel 8, the debuffs become damage, instead of penalties. They also last 5 minutes. If the target is immune for ability damage, it is a penalty instead, but still last 5 minutes.
At casterlevel 16, You can choose 3 out of the available debuffs. They also last indefinite and heal as normal for ability damage. If the target is immune for ability damage, it is a penalty instead, but lasts for 24 hours. You can only choose 1 type of debuff, physical or mental (so that the saving throw stays the same) and you can choose the same type multiple times.

Sensory Lock

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: No

You restrict the input the soul of your enemy recieves, denying him control over his senses.

You designate a creature within 50 ft.. The target must succeed on a Save of suffer one of the following effects for 3 rounds:

{table]Blinded (Fort Save)|Deafened (Fort Save)
Cant use Magic (1 round duration, Will Save)|Cant use spelllike abilities or supernatural abilities (1 round duration, Will Save)[/table]

At casterlevel 8, the debuffs last twice as long.
At casterlevel 16, the debuffs last for 2 minutes, or 1 minutes with the magic or spelllike abilities/supernatural abilities.


The Displacement School

Soul Mastery Benefit: When casting a Displacement school spell on an allied target, You can “lift” with the souls you teleport with at no extra cost. when casting a Manipulation school spell on an enemy target, you debuff them with a penalty on AC and all physical skills checks equal to ¼ your casterlevel. The debuff lasts for 2 rounds.


Soul Flicker

Components: None
Casting Time: Standard Action
Range: 50 ft.
Target: One Creature
Duration: Instantaneous
Saving Throw: Yes (If unwilling)
Spell Resistance: No

You grab the targets soul and drag it somewhere else within your range, shifting the body along with it.

You designate a creature (enemy or ally) for this spell. The target must then make a Will save (if unwilling) of be subject to this spell. As part of this spell, you can displace a creature within range to another location within the range of this spell. The space must be free of obstructions and you cannot place a subject in a solid block of matter. You cannot designate yourself as the target of this spell.

At casterlevel 8, the range of this spell improves to 100 ft..
At casterlevel 16, the range of this spell improves to 200 ft..

Relocate the Soul

Components: None
Casting Time: 1 minute
Target: 5 allies within 20 ft..
Duration: Instantaneous
Saving Throw: Yes (Harmless)
Spell Resistance: No

You descend into a trance and when you're done chanting, you teleport your allies a long distance away from you.

You designate up to 5 allies for this spell. After 1 minute of casting this spell, you can teleport all partymembers, including you (this is an exception to the rule that you cannot include yourself in your spells), 10 miles from your current location. This has the same chance of failure of a normal teleport spell as shown in the table below.

{table]Familiarity|On Target|Off Target|Similar Area|Mishap
Very Familiar|01-97|98-99|100|-
Studied Carefully|1-94|95-97|98-99|100
Seen Casually|01-88|89-94|95-98|99-100
Viewed Once|01-76|77-88|89-96|97-100
False Destination|-|-|1-92|93-100[/table]

At casterlevel 4, the range of this spell improves to 50 miles.
At casterlevel 8, the casting time of this spell is decreased to 2 rounds and you always arrive at your intented destination, assuming that you do not have pictured a false destination, in which case, roll on the false destination part of the table.
At casterlevel 12, the range of this spell improves to 500 miles.
At casterlevel 16, the range of this spell improves to anywhere on your current plane, also the casting time of this spell is decreased to 1 fullround action.

Soul Tether

Components: None
Casting Time: Standard Action
Range: 50 ft..
Target: One Creature
Duration: 3 rounds
Saving Throw: Yes
Spell Resistance: No

By connecting 2 souls together, you can control the enemy’s movement.

You target an enemy and a secondary target within 50 ft.. These targets must be 40 ft. of each other. The target must succeed on a Will save or suffer the effect of this spell. If the secondary target is unwilling, he can make a Will save as well. If the secondary target The target cannot move more than 40 ft. from the secondary target by any means short of drastic. Teleporting away or other displacing magic automatically fails and the target cannot leave the area by their own volition, but another person can drag the target out of the area with a successful DC 12+your casterlevel strength check.

At casterlevel 5, the target must stay within 40 ft. of the secondary target.
At casterlevel 8, the target must stay within 30 ft. of the secondary target. The DC is increased to 14+ your caster level.
At casterlevel 12, the target must stay within 15 ft. of the secondary target.
At casterlevel 16, the target must stay within 5 ft. of the secondary target.

WaylanderX
2013-06-27, 06:42 AM
Feats:

Circumvent Allied Resistance

You are trained in helping your allies and as such are adept in working your magic in such a way that allies are less likely to resist your buffs.
Requisites: Soul Magic casting class level 9
Benefit: Allies are counted as having 1 higher Soul Cap then normal. You can only use this extra Soul Cap to buff or heal allies. A target that is helpfull for 1 day and stays helpfull towards you is considered an ally for purpose of this feat.
Special: You cannot select this feat if you choose the Judgement Archetype.

Circumvent Foe Resistance

You are trained in damaging and debuffing foes and as such are adept in working your magic in such a way that enemies are less likely to resist your magic.
Requisites: Soul Magic casting class level 9
Benefit: Enemies are counted as having 1 higher Soul Cap then normal. You can only use this extra Soul Cap to debuff or damage enemies. A target that is hostile towards you is considered an enemy for purpose of this feat.
Special: You cannot select this feat if you choose the Atonement Archetype.

School Focus

You are trained in specific school and your spells from that school are harder to resist.
Requisites: --
Benefit: Choose any school but the Atonement school. Spells cast from that school gain +1 DC.

Greater School Focus

You are trained in specific school and your spells from that school are very hard to resist.
Requisites: School Focus (Any), Soul Magic casting class level 12, Primary casting stat: 17
Benefit: Spells cast from the school you choose with the school focus feat gain a bonus on the DC equal to 1/4 your character level. Does not stack with School Focus.

Soul Surge Feats:
Soul Surge feats function much like metamagic: they empower your spells in exchange for less spells that you can use. When using a Soul Surge feat, which is a swift action, your next spell that round is strenghened in a specific way, as mentioned in the feat description. The spell will burn a number of additional Soul Cap charges depending on what kind of Soul Surge feat you are using. The stronger Soul Surge feats also have a limited amount of uses per day, to counteract balance issues. Soul Surge feats have the (Soul Surge) tag.

Soul Surge: Empower (Soul Surge)

By increases your pressure on the targets soul, you can increase the effects dramaticly, but the soul becomes immune at a faster rate.
Requisites: Soul Magic casting class level 6
Benefit: As a swift action, you can Empower (As the metamagic) your next spell this turn. Doing this though burns 2 Soul Cap charges instead of 1 on the target. This can be used on spells that deal damage or heal hitpoint damage. The total amount of damage die cannot exceed twice your casterlevel (so your maximum is twice casterlevel, instead of 1.5).

Soul Surge: Maximize (Soul Surge)

By increases your pressure on the targets soul, you can greatly stabilize the effects so they are always strong, but the soul becomes immune at a faster rate.
Requisites: Soul Magic casting class level 9
Benefit: As a swift action, you can Maximize (As the metamagic) your next spell this turn. Doing this though burns 2 Soul Cap charges instead of 1 on the target. This can be used on spells that deal variable damage or heal variable hitpoint damage.

Soul Surge: Soul Breaker (Soul Surge)

By increases your pressure on the targets soul, circumvent your limits and inflict massive damage to powerful foes.
Requisites: Soul Magic casting class level 12
Benefit: As a swift action, you can remove the 1.5 casterlevel limit on your next spell. For example, if you're level 12 and fight a 40 HD monster and cast Judge, you deal 40 dice of damage, instead of only 18. Doing this though burns 3 Soul Cap charges instead of 1 on the target and cannot be combined with Soul Surge: Empower or Soul Surge: Maximize. This feat can be used twice per day.

Soul Surge: Extend (Soul Surge)

By increases your pressure on the targets soul, you can leave a powerful enough force upon your targets soul that the effect stays longer.
Requisites: Soul Magic casting class level 6
Benefit: As a swift action, you can Extend (As the metamagic) your next spell this turn. Doing this though burns 2 Soul Cap charges on the target instead of 1 on the target. This can be used on spells that of the Perception and Manipulation school that have a duration.

Soul Surge: Persist (Soul Surge)

By increases your pressure on the targets soul, you can leave such a powerful force upon your allies soul that is persists the entire day.
Requisites: Soul Magic casting class level 12
Benefit: As a swift action, you can Persist (As the metamagic) your next spell this turn. Doing this though burns 3 Soul Cap charges on the target instead of 1 on the target. This can be used on spells that of the Perception and Manipulation school and only when using it to buff an ally. This feat is usable twice per day.

Archetypes:

Protector (Tank):

Default setting of the class.

Judicator: (DPS):



http://static.gamesradar.com/images/mb/GamesRadar/us/Games/D/Dungeon%20Fighter%20Online/Everything%20Else/priest04--article_image.jpg
Picture from Dungeon Fighter Online

An Judgement Disciple loses Autohypnosis and Craft as class skills and instead gains Use Magic Device.

An Judgement Disciple loses the following class features:

Level 3: See the Soul
Level 11: Soul Calling (1/day)
Level 14: Soul Calling (2/day)

Also, they cannot cast any Soul Magic from the Atonement School.

And gains the following class features instead:


Swift Judgement upon you!

Echoes of Judgement (Su): At level 3, foes that are successfully judged by you strengthen your resolve and your will to pursue. Each time you successfully damage a foe with a Judgement spell, you gain a 20 ft. Untyped bonus to your landspeed for 3 rounds. At level 10, this bonus also applies to all your other modes of movement.


I Judge you, Guilty!

Soul Burst (Su): At level 11, your Soul Sight acts as a catalyst for your damaging powers, inflicting even more damage than usual. The first spell of the Judgement school you cast on an enemy inflicted with your Soul Sight class feature is automatically Empowered (As the metamagic) without increases the number of Soul Cap charges consumed. This class feature can be used Wisdom modifier times per day. Only permanent bonuses or semi-permanent bonuses (Amulet of Wisdom for example) apply to the number of uses available. This does not stack with any MetaSoul feats.


Perish in your own guilt!

Soul Collapse (Su): At level 14, your Soul Burst becomes even more powerful. You can now choose to either Maximize (As the metamagic) or Empower (As the metamagic) the spell you cast, both without an increase in Soul Cap charges consumed. This does not stack with any MetaSoul feats.


Atoner: (Healer):



http://fireemblemblog.files.wordpress.com/2007/06/renault.jpg
Picture from Fire Emblem

An Atonement Disciple loses Intimidate as a class skill and instead gains Diplomacy.

An Atonement Disciple loses the following class features:

Level 2: Improved Unarmed Strike
Level 3: See the Soul
Level 4: Soul Fist (1)
Level 8: Soul Channel
Level 9: Soul Fist (2)
Level 11: Soul Calling (1/day)
Level 14: Soul Calling (2/day)

Also, they cannot cast any Soul Magic spells from the Judgement school.

And gains the following class features instead:


Atonement has no bounderies

Soul Reach (Su): At level 2, your attempts at atoning your souls allows you to aid friendly souls from a distance. Your range when casting is increased to 10 feet, instead of touch. This increases by 10 feet every 2 levels after, to a maximum of 50 feet at level 10. At level 8, when your Atonement spells gain a 50 foot reach, the reach gained from this class feature stack with that range, increasing the range to 100 foot by level 10.


My discipline will ease your pain

Atone the Soul (Su): At level 3, you gain a limited pool of healing which does not expend soul cap points. With a touch, you heal half your Wisdom modifier times half your targets HD in hitpoints to the target (rounded down, minimum 1 hitpoint of healing). You can use this ability twice per day. At level 9, you gain an extra 2 uses of this ability.


My soul to your soul

Soothing Stream(Su): At level 4, the mere connection to your soul has a healing effect. The first 5 rounds an allied target in under the effect of your Soul sight class feature, they gain fast healing equal to your Wisdom modifier. This class feature can affect a certain target only once per day.
At level 10, the first Atonement spell you cast on a target affected with this class feature is 50% stronger than usual. This does not stack with any MetaSoul feats.


Foreign element of the soul, be gone from my ally!

Atonements (Su): At level 8, you can imbue your Atone the Soul class feature with so-called Atonements. These Atonements allow to remove a condition from an allied target which is healed by your Atone the Soul. You can choose to remove the following conditions: Dazzled, shaken, frightened, sickened, fatigued, deafened and staggered. At level 14, you can also choose to remove the following conditions: paralyzed, nauseated, stunned, dazed, panicked and blind.


You wouldn't attack an emissary of peace, would you?

Atonements Favor (Su): At level 11, you can soothe the souls around you by your path of atonement, forcing them to ignore you in favor of other, more dangerous targets. Especially big, strong enemies will ignore you, thinking you are a useless, peaceful noncombatant. How they are wrong. In combat, whenever an enemy wants to attack you or perform any hostile action against you, it need to succeed on a Will-save with a DC equal to 10+half enemy HD+your Wisdom modifier. If they fail, they can’t attack you or target you with any hostile effect. This does not prevent the enemy from including you in an AoE attack. Whenever you cast a spell hostile to the enemy (buffing or healing an ally, damaging or debuffing an enemy), roll a Spot check with a modifier equal to the highest Spot modifier of any enemy within 30 feet of you versus your Diplomacy check. If the Spot check beats your Diplomacy check, the effect of this class feature is suppressed for 1 round. After that round, the class feature resumes working with no action required.


Regulator: (Buff/Debuff):


http://i305.photobucket.com/albums/nn230/eternalsnow08/anime_wallpapers-1124485602_i_8757_.jpg
Orginal Author Unknown, Background by Ayasal

An Regulator Disciple has the same skills as the normal Disciple of Anima.

An Regulator Disciple loses the following class features:

Level 2: Improved Unarmed Strike
Level 3: See the Soul
Level 8: Soul Channel
Level 11: Soul Calling (1/day)
Level 14: Soul Calling (2/day)

Also, they cannot cast any Soul Magic spells from the Displacement school.

And gains the following class features instead:


I am in total control

Soul Erosion/Soul Bolster (Su): At level 2, your targets either weaken or become stronger with your sights upon them. When an enemy is affected by your Soul Sight, he takes a -1 cumulative penalty to AC every 2 rounds (Max -5 AC). The penalty disappears 2 rounds after your Soul Sight class feature is no longer on that target. When an ally is affected by your Soul Sight class feature, he gains 2 temporary hitpoints every 2 rounds. These stack with each other for a maximum of 10 and lasts for 2 rounds after your Soul Sight class feature is no longer on that target.

At level 8, if used on an enemy, it also lowers the targets saves by the same amount of AC reduction. If used on an ally, it grants 4 temporary hitpoints instead of 2 and the maximum is increases to 20.


For my Allies, against my foes, it is all fair game to me!

Side Focus (Ex): At level 3, you can choose to focus either on helping your allies or be a far greater hindrance to your enemies. You must choose one of the following benefits:

Ally Focus: Each time you cast a beneficial spell on an ally, that ally gains a +2 bonus to an ability score of their choice. This stacks with all other buffs.

Foe Focus: Each time you cast a debuff on an enemy, that enemy takes a -2 penalty to an ability score of your choice. This stacks with all other debuffs. If the enemy succeeds its save against the carrier spell, this effect is not applied.


My discipline lets me focus on both of you!

Soul Link (Su): At level 4, you can link soul together to provide the same benefits or hexes to multiple targets. Whenever you cast a spell from the Manipulation or Perception school on a single target, you can choose a secondary target within 15 feet of it. However, this effect only is 50% as powerful as normal and its duration is only 2 rounds. Also, if the original spell targets an enemy, this ability must target another enemy, if the original spell targets an ally, this ability must target another ally.

At level 10, its duration increases to the normal duration of the original spell used.


I decide when my power take effect!

Soul Delay (Su): At level 11, you gain major control over when your spells take effect. When successfully casting a spell upon a target (target failed the save in case of an enemy), you can choose to not let it take effect immediately. If you do, you can trigger the effect as a standard action at a later time. The maximum amount of time that can transpire between the casting and the activation is 10 min per caster level. Your target must be within 5 miles of you all the time between the first casting and the activation or the spell dissipates from the target.

WaylanderX
2013-06-30, 11:20 AM
Changelog 30-6-2013:

Added Soul Fusion Spell.
Fleshed out Archetypes.

Also bumping for great justice. Any remarks, things that must or can be changed? Any first insights?

malonkey1
2013-06-30, 05:05 PM
Alright, comment and minor question.

First, this is a very interesting system.

Second, can you take Spell Focus for the Soul Magic Schools?

I look forward to learning about this class, and maybe seeing some Prestige classes stemming from it? (Flavor-wise, it feels like it fits well with Psionics and Incarnum)

WaylanderX
2013-07-01, 03:16 AM
A sort of Spell Focus is planned for each of the schools in the Feat section, I'll get to that later ^^.

After I balanced this class out, I'm going to make at least 1 Prc stemming from it. This I've done with every baseclass of this project, so that one is a certainty.

Thank you for the feedback and hope you stay tuned for more,

Way

WaylanderX
2013-08-10, 02:12 PM
Update 10 august 2013

Added all Archetypes
Added a bunch of feats
Added a bunch of new spells, although its not complete yet.

So here you have it, new Archetypes and feats. The class is almost complete now, so a PEACH would be very appreciated ^^.

I look forward to your comments.

DragGon7601
2013-08-12, 06:18 AM
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 (or your effective caster level, if you will) is half the targets HD plus half your Intelligence modifier or your Wisdom modifier (this is class dependent, in this case it is Wisdom). Changes to total stat modifier plus half target HD at level 10.

This seems a bit scary to me... If I'm reading this right, no mater how much stronger you get (as a bad guy) you are just as likely to be hit by the characters spells if its vs your good saves. Poor saves mean the stronger you get the more likely you are to be hit... :smalleek:

and it wont mater if the dood doing it to you is level 10 or level 20, there spells are going to be just as strong... :smallfrown:

Arcanist
2013-08-12, 09:16 AM
This class makes you Shang Tsung... I hope you're happy about that... :smallannoyed:

WaylanderX
2013-08-12, 11:29 AM
This seems a bit scary to me... If I'm reading this right, no mater how much stronger you get (as a bad guy) you are just as likely to be hit by the characters spells if its vs your good saves. Poor saves mean the stronger you get the more likely you are to be hit...

True enough. To be honest, in later builds, this feature is largely redundant.
Changed it to Caster level = class level.


This class makes you Shang Tsung... I hope you're happy about that...

Is that a good or a bad thing? :P
And if it is a bad thing, what changes do you propose?

Edit: clearified some things about the total amount of dice on a spell.

malonkey1
2013-08-12, 04:03 PM
I noticed mention of a "Soul" bonus type. I'm personally a little leery of adding new bonus types, as it means it's less likely for womething else to mesh with it mechanically. Perhaps it could be changed to a Perfection Bonus (as in Book of Exalted Deeds)?

WaylanderX
2013-08-13, 03:46 AM
I noticed mention of a "Soul" bonus type. I'm personally a little leery of adding new bonus types, as it means it's less likely for womething else to mesh with it mechanically. Perhaps it could be changed to a Perfection Bonus (as in Book of Exalted Deeds)?

That is indeed a good point, and a Perfection bonus would also fit nicely fluff-wise. Changed. Thanks for the heads-up.

WaylanderX
2013-08-14, 09:00 AM
Update 14 august 2013:

Finished the Manipulation School of spells.
Perception and Displacement Schools up for completion later this day.

WaylanderX
2013-08-31, 01:31 PM
Update 31 august:

Completed all archetypes
Added spells to all schools of soul magic
Added a b*ttload of feats

Also, bumping for great PEACH justice.

WaylanderX
2013-09-13, 03:31 PM
Update 13 september 2013

Added new spells for the Perception and Displacement School.

Also bumping for PEACH. Nobody has anything to say about this class? Not even a small remark? Everything helps, so if you read this and you noticed something, please tell me. I'm willing to trade PEACHes if you post here, just notify me which homebrew you want PEACHed.

Thanks in Advance,
Way