Cursed Soul (3.5e Prestige Class)

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Cursed Soul
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Cursed Soul[edit]

I've come to the conclusion that I exist only to prove the apathy of the Gods.
—Gazardiel, Aasimar cursed soul
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When a God grants a favored soul with great power, a certain dark energy is released into the world as well. Usually, this energy dissipates harmlessly, but on rare occasion the energy binds itself to a mortal soul. This mortal is given great power, but at the cost of a great evil within his being.

Becoming a Cursed Soul[edit]

No one ever chooses to become a Cursed Soul, but a cursed soul is not chosen either. Rather, a cursed soul is created purely by chance. A cursed soul's dark energy prevents it from becoming a cleric, favored soul, druid, or otherwise divine casting class, but otherwise cursed souls may come from any path of life. Those who persue the cursed soul do so to wield powerful magic and demonic powers.

Entry Requirements
Base Attack Bonus: +5.
Spellcasting:

Must be unable to cast divine spells from any other class (spell-like abilities can still be available).

Special: Must have been infected with the dark energy left over from the creation of a favored soul. Powers remain dormant until the cursed soul makes physical contact with his favored soul link.

Table: The Cursed Soul

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Bonus Domain, Nightmares <-effects of existing spellcasting at this level-> 4 2
2nd +1 +3 +0 +3 Deadly Touch <-effects of existing spellcasting at this level-> 5 3 0
3rd +2 +3 +1 +3 Demonic Form (1 Trait) <-effects of existing spellcasting at this level-> 5 3 1 0
4th +3 +4 +1 +4 Demonic Form (2 traits), Murderous <-effects of existing spellcasting at this level-> 6 3 2 1 0
5th +3 +4 +1 +4 Cursed Companion, Demonic Form (3 traits) <-effects of existing spellcasting at this level-> 6 3 3 2 1 0
6th +4 +5 +2 +5 Bonus Domain, Demonic Form (4 traits), No Turning Back <-effects of existing spellcasting at this level-> 6 3 3 3 2 1 0
7th +5 +5 +2 +5 Demonic Form (5 traits) <-effects of existing spellcasting at this level-> 6 4 3 3 3 2 1 0
8th +6 +6 +2 +6 Demonic Form (6 traits) <-effects of existing spellcasting at this level-> 6 4 4 3 3 3 2 1 0
9th +6 +6 +3 +6 Demonic Form (7 traits) <-effects of existing spellcasting at this level-> 6 5 4 4 4 4 3 2 1 0
10th +7 +7 +3 +7 Demonic Form (8 traits) <-effects of existing spellcasting at this level-> 6 5 5 4 4 4 4 3 2 1

Class Skills (<-skill points-> + Int modifier per level)
<-list of class skills->.

Class Features[edit]

All of the following are class features of the cursed soul.

Spellcasting: A cursed soul casts divine spells, which are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a cursed soul must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cursed soul’s spell is 10 + the spell’s level + the cursed soul’s Charisma modifier. Like other spellcasters, a cursed soul can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cursed Soul. In addition, he receives bonus spells for a high Charisma. Unlike a cleric, a cursed soul’s selection of spells is limited. A cursed soul begins play knowing five 0-level spells and two 1st-level spells of your choice. At each new cursed soul level, he gains one or more new spells, as indicated on Table: Cursed Soul Spells Known. (Unlike spells per day, his Charisma score does not affect the number of spells a cursed soul knows; the numbers on Table 1–2 are fixed.) A cursed Soul casts spells as an evil cleric, regardless of alignment. Upon reaching 4th level, and at every even-numbered cursed soul level after that (6th, 8th, and so on), a cursed soul can choose to learn a new spell in place of one he already knows. In effect, the cursed soul “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level cursed soul spell the cursed soul can cast. A cursed soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Table: Cursed Soul Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 2
2nd 6 3 2
3rd 7 4 3 2
4th 8 5 4 3 2
5th 9 5 5 4 3 2
6th 9 5 5 5 4 3 2
7th 9 5 5 5 5 4 3 2
8th 9 5 5 5 5 5 4 3 2
9th 9 5 5 5 5 5 5 4 3 2
10th 9 5 5 5 5 5 5 5 4 3

Bonus Domain: Upon adopting the cursed soul class, and again at 6th level, a cursed soul gains access to a bonus domain of his choice. The cursed soul can choose any domain associated with the God who inadvertantly gave him his powers. The cursed soul gains the granted power associated with the domain he chooses, and learns the spells in that domain. A cursed soul can cast domain spells regardless of alignment, as he does not learn these spells through a God's favor but possesses the powers inately.

Nightmares: A cursed soul is in inner torment, which manifests when he sleeps. A cursed soul is ridden with constant nightmares, and as such takes a -4 on checks to resist fatigue.

Deadly Touch (Su): Beginning at 2nd level, a cursed soul can cause wounds with a successful touch attack. Each day he can deal a total number of hit points of damage equal to his Charisma bonus x (his cursed soul level + 3). An opponent subjected to this attack can make a Will save (DC 10 + 1/2 cursed soul level + cursed soul’s Charisma modifier) to halve the damage dealt. Furthermore, whenever a cursed soul deals at least 10 damage with a single deadly touch, the target takes 1d6 + 1 per two cursed soul levels strength damage.

Demonic Form (Su): Upon reaching 3rd level, a cursed soul gains a demonic form. The cursed soul can switch between this form and his standard form at will, though changing takes a full round action. A cursed soul's demonic form behaves exactly as the The exact powers bestowed onto a cursed soul varied among individuals. A demonic form behaves exactly as the standard form, but with added abilities (and added physical changes) as determined by the chosen traits At 2nd level, a cursed soul selects one trait from the below list. He can then access the ability associated with that trait whenever in demonic form. He can pick a new trait each following level. Once a cursed soul's trait is chosen, it cannot be changed.

Aura of Discourse: You gain an aura of negative energy. Any creature (friend or foe) with an intelligence of 3 or higher who comes within 30 feet of you must make a will save. If they fail the save, they enter a rage as a first level barbarian (unless they have a rage or frenzy of their own, in which they enter a rage or frenzy as they do normally.) This trait can only be taken by those with at least 7 levels of cursed soul.

Camoflage: Your skin adapts to its environment, granting you a +4 bonus on hide checks.

Claws: Your hands become large grotesque talons, gaining you a natural claw attack for 1d8 points of damage. This trait can only be taken by those with at least 5 levels of cursed soul.

Darkvision: You gain darkvision.

Deadly Reach: Your reach extends by +5 feet. This trait can only be taken by those with at least 9 levels of cursed soul.

Devil's Flesh: Your flesh resonates with dark energy, granting you damage reduction 5/Holy. This trait can only be taken by those with at least 9 levels of cursed soul.

Fangs: You grow deadly fangs and an elongated snout, gaining you a natural bite attack for 1d10 damage. This trait can only be taken by those with at least 5 levels of cursed soul.

Ferocity: You can continue to fight without penalty even when disabled or dying. This trait can only be taken by those with at least 7 levels of cursed soul.

Gills: You sprout fishlike gills, allowing you to breathe both air and water.

Hellfire: Your unarmed attacks deal fire damage like that of a Nightmare. This trait can only be taken by those with at least 9 levels of cursed soul.

Levitation: You gain a flight speed of 30 feet with perfect maneuvrability. This trait can only be taken by those with at least 9 levels of cursed soul.

Low-Light Vision:: You gain Low-Light vision.

Acid Skin: You can release acid from your natural weapons, dealing an additional 1d4 acid damage. This trait can only be taken by those with at least 7 levels of cursed soul.

Powerful Build: You gain the powerful build special ability. This trait can only be taken by those with at least 9 levels of cursed soul.

Scent: You gain scent as a bonus feat.

Shadow Pit: You can release shadows as a spell like ability around yourself with a radius of 30 feet for one round as a swift action. Those within these shadows suffer the effects of total darkness, even if they have darkvision. You do not suffer such ill effects. This trait can only be taken by those with at least 7 levels of cursed soul.

Survivor: You can survive without food or water.

Swift Predator: Your speed increases by +5 feet.

Tempter: You can cast suggestion as a spell-like ability at will. Your caster level is equal to your cursed soul level. This trait can only be taken by those with at least 7 levels of cursed soul.

Thick Blood: You bleed much more slowly than most humanoids, taking half damage from wounding.

Thorns: small needles protrude from your flesh, causing your unarmed or natural attacks to deal +1d3 points of piercing damage. This trait can only be taken by those with at least 5 levels of cursed soul.

Tough Hide: Your skin becomes calliced over, granting a +2 natural armor bonus to Armor Class. This trait can only be taken by those with at least 9 levels of cursed soul.

Wings: You grow wings, gaining you a flight speed of 60 feet with average maneuvrability. The exact appearance of your wings varies by individual. This trait can only be taken by those with at least 9 levels of cursed soul.

Murderous: A cursed soul is overcome with a powerful innate blood-lust, Starting at level 4. a cursed soul must commit a coup de gras whenever the option is available, including on teammates. a will save (DC 10+ Cursed Soul Level) can be made to resist this temptation. A cursed soul also takes a -2 to attack rolls with nonlethal weapons.

Cursed Companion: If a cursed soul has an animal companion, familiar, or special mount, at level five it grows dangerously sick. It cannot be healed by any means, and within 24 hours it dies. The severed bond grants a cursed soul a +3 to his cursed soul level for the sake of dealing deadly touch damage, and he cannot obtain a new companion for as long as he lives. If the cursed soul does not have a companion, he gains no benefits, but still may not obtain a new companion.

No Turning Back: At 6th level, a cursed soul's dark powers become hard to control. A cursed soul suffers multiclassing penalties if he is to take a level in any class other than cursed soul (including his favored class). This feature is negated upon reaching cursed soul 10.

Campaign Information[edit]

Playing a Cursed Soul[edit]

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Combat: A cursed soul serves primarily as a combat spellcaster, using his magic to augment his demonic form. Because his powers can be problematic for those around him, the cursed soul works best with those who can protect themselves. The cursed soul may also serve by primarily boosting his teammates with his magic, or might perhaps take a summoning or necromancy route and serve to fill these rolls. Cursed Souls cannot usually cast healing spells, but those with access to the healing domain can serve as a healer as well.

Advancement: Cursed Souls find themselves complete in terms of magic, and as such most advance as fighters or otherwise martial classes. Those who wish to repent for their dark nature may attempt to take levels in classes which allow them to augment their dark powers with less harmful ones. On rarest of occasions, a god may recognize his cursed soul creation and give them his blessing, allowing them to take levels in contemplative, boosting their domain powers and augmenting their demonic powers with holy ones.

Resources: The cursed soul is very much misunderstood by the world around him, and as such he will find little support from others, particularly divine casters. Among evil, a cursed soul might be hired and sent on tasks, but there is very little trust in such arrangements. The cursed soul gets along best with neutral characters, who more often do not concern themselves with good or evil.

Cursed Souls in the World[edit]

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The Gods never expected me to be so powerful, never expected me to be at all. I will make them pay for their insolence.

Cursed Souls are generally found wandering the world, not entirely certain of what they search for. Most cursed souls simply wish to find a way to end their destined pains, though many admit this is very unlikely to happen. Cursed souls can often be seen wandering near holy lands and holy temples, perhaps wondering how they might be perceived by the gods. Certain evil cursed souls will often form a vendetta against the good aligned and perhaps the evil aligned gods, tearing down temples and killing worshipers, and certain good cursed souls will be secretly working within the lands of their Gods, attempting to wash the bloodstains from their souls.

NPC Reactions: Most NPCs will look onto a cursed soul with terror, thinking they have come across a being of vile evil (which very well could be true.) Those who are themselves of vilest darkness might be more welcoming, though they themselves are confused by how the cursed soul seems to have dark powers as well as good powers (if their domains grant them) so innately.

Cursed Soul Lore[edit]

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Characters with ranks in Knowledge (Religion) can research cursed souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 A cursed soul is a being who can control dark energy naturally.
16 A cursed soul's spirit is linked to the spirit of a god, allowing him to perform a wide array of magic.
21 The gods might be unaware of the cursed soul's existence.
26 Only death can ever separate a cursed soul from his dark energies. Cursed souls are destined for a life of eternal suffering.

Cursed Souls in the Game[edit]

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Cursed souls generally play the roll of the misfit hero, a character who struggles with inner darkness. Cursed souls acting as villains will often be seen as the most extreme of evils, working to possess powers above the very gods that cursed them. Cursed souls possess great powers, and may be seen using those powers for either others or themselves, always to drastic results.

Adaptation: Cursed souls can be adapted to fit any world with favored souls. However, including a cursed soul forces some aspects commonly associated with the deities to change. The deities in this situation must be at least somewhat apathetic, and for one to be all knowing completely nullifies the cursed soul's possibilities of entering the world. A cursed soul of an evil deity could quite possibly be made as well, by simply modifying the spell access to that of a good cleric, though demonic form would most likely remain the same.

Sample Encounter: Gazardiel had always wondered if there was something unholy about him. Though raised among aasimar, the paladin calling never came to him, and any attempt he had at casting divine magic fell flat. As he aged, Gazardiel compromised by taking up the mantle of the knight and worshiping the gods in spirit rather than in practice. However, all that changed upon meeting the favored soul of Pelor, a classmate only a few years his junior. Upon shaking his hand, Gazardiel felt an unusual feeling of hatred within himself, a strong unprecedented desire to tear at the man's throat. And the next day, Gazardiel found he had gained divine powers as his colleagues could, but with a terrorizing taint of evil. Terrified at this development, Gazardiel escaped from his homeland, his powers quickly growing greater beyond his will. He found himself haunted in the night, and what's more, found his mind filling with terrifying thoughts. And though for a long time he resisted, he eventually let himself break free, becoming a terror to all who crossed his path. Gazardiel still hopes to vanquish the darkness inside of him, but every day this seems less likely to be possible.

EL 14:



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