Master of Souls (3.5e Prestige Class)
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Master of Souls
|“||The power of those who came before is greater than any you'll ever see, youngling...||”|
|—Areitius, Half-Elf Master of Souls|
Masters of Souls are spellcasters of both the arcane and divine type that are particularly attuned to the world of souls. They are often aloof from the events around them, preferring to listen to the souls flying around them, which only they can see. They are mighty beings, most of the time, able to call on the powers of the past in order to match the greatest entities of their present. Evil Masters of Souls are often occupied with manipulating the souls of others into evil, while good Masters of Souls tend to try to turn evil souls to good.
Becoming a Master of Souls
Most characters who pursue this class do not do so out of choice but out of necessity. When one can speak to souls, ask them questions, and is generally surrounded by these beings at all times, one has little choice. Very often, such characters are paragons of their race, surrounded by the souls of their races as they become so attuned to their races that nobody can deny that they are exemplary, as souls are drawn to such beings.
|Base Attack Bonus:||+3|
|Skills:||8 Ranks in Knowledge (Arcana), 8 Ranks in Knowledge (Religion)|
|Spellcasting:||Able to cast 3rd-level arcane spells and 3rd-level divine spells.|
|Special:||Must have been exposed to a commune spell or must have died and been brought back to life.|
|1st||+0||+0||+0||+2||Soul Sight||+1 to previous spellcasting class|
|2nd||+1||+0||+0||+3||Magic Aid (+1)||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|3rd||+1||+1||+1||+3||Soul Armor||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|4th||+2||+1||+1||+4||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|5th||+2||+1||+1||+4||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|6th||+3||+2||+2||+5||Magic Aid (+2)||+1 to previous arcane spellcasting class|
|7th||+3||+2||+2||+5||Soul Protection||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|8th||+4||+2||+2||+6||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|9th||+4||+3||+3||+6||Greater Defense of the Souls, Detect Thoughts||+1 to previous arcane spellcasting class & +1 to previous divine spellcasting class|
|10th||+5||+3||+3||+7||Magic Aid (+3), Commune||+1 to previous divine spellcasting class|
All of the following are class features of the Master of Souls.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class and in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine or arcane spellcasting class before becoming a Master of Souls, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Soul Sight (Ex): At first level, the Master of Souls can see the souls that constantly surround them, as well as listen to them, but he cannot yet see them. The knowledge the souls can tell him about give him a +2 circumstance bonus on Knowledge (Arcana) and (Religion) checks. They do, however, obstruct his view, so he receives a permanent -2 to Spot, as well as make it more difficult to listen through their chatter, giving him a -2 penalty to Listen.
Magic Aid (Ex): At second level and every fourth level after that, the souls surrounding the Master of Souls help him with his spellcasting. His caster level is increased by 1 at second level, 2 at 6th level, 3 at 10th level, for the sole purpose of overcoming spell resistance.
Soul Armor (Su): At third level, the souls help carry the weight of the Master of Souls' armor. The Armor Check Penalty of his armor (but not his shield) drops by 1.
Protection of the Souls (Su): At 7th level, the souls floating around the Master of Souls learn to protect against enchantment. He gains a +1 miscellaneous bonus to all saves against enchantment spells or effects.
Commune (Sp): At 10th level, the Master of Souls' ability to listen to dead souls increases to the point where he can speak to them, as well as to other souls. He gains the ability to use commune once a day for the souls floating around him, and once a month for other souls.
Playing a Master of Souls
Combat: A Master of Souls typically acts in the back of the party, but in front of the weaker members (pure arcane casters, for one), as their defensive capabilities are greater.
Advancement: Those who have completed the Master of Souls progression may want to continue with the Mystic Theurge
Resources: Masters of Souls offer each other respect and little else.
Masters of Souls in the World
|“||Some fear us. Perhaps they are right to do so.||”|
|—Alrac, Human Master of Souls|
The Master of Souls usually floats around on his own, as he is so engrossed in conversation with his souls that he does not speak to most other people. They are not any particular organization, but the most powerful are well known and very dangerous.
NPC Reactions: NPCs who recognize a Master of Souls are afraid of them, usually, or intrigued, as they cannot truly understand the relationship that such characters have with the souls around them.
Master of Souls Lore
Characters with ranks in Knowledge (Arcana) and Knowledge (Religion) can research Masters of Souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Masters of Souls are arcane and divine casters who tap into the power of the souls of the past.|
|16||Souls float around each Master of Souls.|
|21||The Master of Souls is very often protected by the souls floating around him.|
|26||The souls are very often the ancestors of a Master of Souls, and usually show themselves more often when near a point of particular arcane power.|