Soul Collector (3.5e Prestige Class)

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Soul Collector
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Status: v2.0.0
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Soul Collector

This class needs a completed general description and/or information about where it excels. If you have read and understand this class enough to add this information please edit this page and add it.
This article has been tagged since May 2007.

When a living creature is slain, it releases a soul. While it is a vile thing to do, these can be captured and used to power abilities.

Prerequisites


Table: The Soul Collector
Hit Die: d4

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +1 +0 +0 +2 steal soul +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class
3rd +2 +1 +1 +3 spectral scapegoat +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 phantom weapon +1 level of existing arcane spellcasting class
5th +3 +1 +1 +4 soul blast +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 dement +1 level of existing arcane spellcasting class
7th +4 +2 +2 +5 ghostly aid +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 spiritual mount +1 level of existing arcane spellcasting class
9th +5 +3 +3 +6 possess object +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 possess person +1 level of existing arcane spellcasting class
Class Skills (4 + Int modifier per level)
Concentration (Con), Decipher Script (Int), spellcraft (Int), Use Magic Device (Cha), intimidate (Cha).

Class Features

All the following are class features of the soul collector:

Steal soul (Su): A soul collector may, upon death of a creature whose charisma and wisdom scores have a sum of at least 15 or are each at least 6, imprison its soul. The soul is stored in the soul collector's own body. The subject must have been dead no more than 1 round per class level. This functions as the soul bind spell for the purposes of determining range and saving throw DCs. A successful saving throw means that the soul is not imprisoned, and that the soul collector receives 1d4 points of wisdom damage. Every hit die of the creature whose soul is imprisoned grants the soul collector one soul point. The soul collector's player should keep track of whose souls he has, as well as how many soul points he has spent from each. The souls are kept separate from the soul collector's own soul, and there is no danger of the souls escaping or otherwise overpowering the soul collector while he is alive. A soul collector may have as many souls imprisoned in this way as he desires, but every two soul points beyond his class level he has give him a -1 penalty to his wisdom modifier, and this persists until soul points are spent or released to bring his soul point total back down to a safe level. These soul points can be "spent" on various abilities, and when they are spent they are destroyed. The soul collector may decide which creature's soul points to spend, and may use multiple creatures' soul points in a single use of an ability. After a soul is fully spent, it is destroyed and can never return, even through divine intervention, so the creature cannot be returned to life, even through such spells as wish, miracle, or true resurrection. If a soul collector dies, all of the souls he still has imprisoned (or what remains of them) are released, and the creature may then be restored to life by the usual means, but for each of its soul points that was spent, it loses a hit die, in addition to any hit dice that may be lost by the raising process. Additionally, a soul collector may voluntarily release soul points instead of spending them. These soul points are released as if he had died, but he may choose not to release the entirety of the soul. The creature whose soul he has released may still be raised as normal no matter how many soul points have been withheld, but the creature has a number of hit dice equal to the number of its soul points that the soul collector released minus any hit dice that may be lost through the raising process. If the creature is raised and the soul collector later decides to release more of the creature's soul points, the creature regains one hit die per round at the beginning of its turn until it regains a number of hit dice equal to the number of its soul points that the soul collector released. Imprisoning a soul is a full round action and releasing soul points is a standard action, both invoking attacks of opportunity.

Spectral scapegoat (Su): A soul collector may, on any given will save, spend a number of soul points less than or equal to his class level / 4, rounded up. For every soul point spent, the soul collector gains a +1 bonus to the roll. Using this ability is a free action that does not provoke attacks of opportunity.

Soul blast (Su): A soul collector may spend any number of souls less than or equal to his class level to create a magical blast. The blast is a burst centered on the soul collector, dealing damage depending on range, the number of soul points spent, and class level. The damage at a radius of X squares with Y soul points spent at a class level of Z is equal to (Y-X+1)d4+(Z/3), rounded up. The damage to creatures sharing a space with the soul collector is equal to the damage dealt at a radius of one space. In other words, at a class level of one with one soul point spent, the damage at a radius of one square is equal to 1d4+1. At a class level of four under the same conditions the damage is 1d4+2. At a class level of one with two soul points spent, the damage at a radius of one space is 2d4+1, and the damage at a radius of two spaces is 1d4+1. All damage is fully effective against incorporeal creatures. Using this ability is a full-round action that does not provoke attacks of opportunity.

Phantom weapon (Su): A soul collector may create any weapon he chooses by spending a number of soul points equal to the base price of the weapon divided by 5, minimum of 1. Regardless of the base weight of the weapon, this weapon is treated as a ghost touch +1 weapon that weighs one pound. It has a translucent gray appearance. The weapon lasts 5 rounds per class level. The soul collector gains all penalties associated with using a weapon with which he is not proficient, if applicable. The soul collector may, at any point, spend more soul points to extend the duration by 5 additional rounds per soul point, assuming there is a line of effect between the soul collector and the weapon. Creating this weapon or sustaining it with more soul points is a standard action that provokes attacks of opportunity.

Ghostly aid (Su): Functions almost identically to unseen servant. However, it does cost one soul point per half hour instead of being one hour per level. The soul collector may, at any point, spend more soul points to extend the duration by an additional half hour per soul point, assuming there is a line of effect between the soul collector and the servant. Using this ability or sustaining it with more soul points is a standard action that does not provoke attacks of opportunity.

Spiritual mount (Su): Functions almost identically to phantom steed. However, it does cost one soul point per half hour instead of being one hour per level. The soul collector may, at any point, spend more soul points to extend the duration by an additional half per soul point, assuming there is a line of effect between the soul collector and the steed. Using this ability or sustaining it with more soul points is a standard action that does not provoke attacks of opportunity.

Possess object (Su): Functionally almost identically to animate objects, except that it cannot be made permanent. The duration of this ability is equal to five rounds per soul point spent. The soul collector may, at any point, spend more soul points to extend the duration by an additional five rounds per soul point, assuming there is a line of effect between the soul collector and the object. Using this ability or sustaining it with more soul points is a standard action that provokes attacks of opportunity.

Possess creature (Su): Functions almost identically to dominate monster. Upon attempted possession and every half hour thereafter, the subject can make a will save with a DC equal to the soul collector's class level + the number of soul points spent - the number of half hours already under the effect. A successful save means that the soul collector is dealt 1d4 points of wisdom damage and that the effect is negated. The effect lasts one half hour per soul point spent, unless the target makes a successful will save. Using this ability is a standard action that provokes attacks of opportunity.

Dement (Su): The soul collector may release soul points into the body of another, temporarily corrupting the target's soul. These effects manifest as fear. The soul collector spends a number of soul points up to half his character level / 2, rounded up and at least 1. The target must make a will save against a DC equal to the soul collector's class level + the number of soul points spent. If the target succeeds on the save, the target is unaffected and the soul collector takes 1d4 points of wisdom damage, but if the target fails the save, a d20 is rolled to determine the effect (given in the table below). The number of soul points spent is added to the roll to determine the final result. The duration of the effect is 1d4 + the number of soul points spent rounds. Using this ability is a standard action that provokes attacks of opportunity.

d20 Roll Effect
1-10 Shaken
11-17 Frightened
18-20 Panicked



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