Gatherer of Souls (Pathfinder Class)
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Gatherer of Souls
Having studied the properties of the soul and soul gems for many years, or perhaps gifted from birth with some talent or ability, the Am'nai Kao-Ren (Godspeak for "Gatherer of Souls") is in tune to the energy of the Soul. Whether binding souls to weapons, absorbing souls to heal themselves, or destroying them to unleash massive blasts of energy, the Am'nai is one to be feared by all. However, this power comes at a cost, and has strong limits; if they are not careful, they might easily destroy themselves and their allies.
This class relies on a Homebrew system for the properties of Soul Gems, this system must exist for the Gatherer of Souls to be of use in a campaign.
Soul gems are odd crystals found in the depths of the Earth with unusual properties; they can be “engraved” with the energy of a once-living being’s Soul. This “engraving” is the storing of a living creature’s energy pattern within the gem; the gem holds the “information” which once described the living creature. This energy can be used in many different ways. It can be bound to machines to give them pseudolife, it can be absorbed into the body to be later used to heal or be unleashed outward, or it can be bound to items to awaken them.
Soul Gem Conversions and Energy Stats (CR are typicalities and used mainly as reference for the Soul Partner, can vary for souls of enemies):
- Mindless Soul – 1hp (.1 basic souls)
- Pathetic Soul (Listed in Daemon page as “animal souls”, changed due to the fact that there are high-CR animals) (< CR 1) – 1d3hp (.25~ basic Souls)
- Basic Soul (CR 1-7) – 2d6hp or 2 ability points, extra attack +1d6 (1 basic souls)
- Noteworthy Soul (CR8-11) – 6d8hp or 2d3 ability points, extra attack +3d8 (5 basic souls)
- Minor Grand Soul (CR 12-17) – 10d10hp or 2d6 ability points, extra attack +5d10 (10 basic souls)
- Medium Grand Soul (CR 18-20) – 12d20hp or 2d12 ability points, extra attack +6d20 (20 basic souls)
- Major Grand Soul (Quasideities, CR 21+) – 6d100hp or 2d20 ability points, extra attack +3d100 (50 basic souls)
- Unique Soul (Deities) – Specific to soul (100+ basic souls)
Making an Am'nai
The Am'nai is a soul cannon; although they are capable of tremendous damage output, they require extensive training (several feats) to be able to use armor without taking a penalty to their performance. In addition, their abilities have the potential to backfire horribly and possibly critically injure them or an ally. As a matter of fact their very existence is a danger, as the Souls kept within them are at constant risk of taking control or bursting free.
Abilities: The Am'nai is a warrior, and as such it has an obvious focus on Strength, Dexterity, and Constitution. They also rely on the wisdom of the inner self to control the energies within them.
Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
|1st||+0||+2||+0||+2||Soul Partner, Bind Soul 1, Absorb Soul|
|4th||+3||+4||+0||+4||Stable Mind, Share Soul|
|5th||+3||+4||+1||+4||Bind Soul 2, Soul/Self Resonance 1|
|7th||+5||+5||+1||+5||See the Soul|
|8th||+6/+1||+6||+1||+6||Soul Partner: Noteworthy|
|10th||+7/+2||+7||+2||+7||Bind Soul 3, Transfer Bound Item|
|11th||+8/+3||+7||+2||+7||Efficient Soul 1|
|14th||+10/+5||+9||+3||+9||Soul Partner: Minor Grand|
|15th||+11/+6/+1||+9||+3||+9||Bind Soul 4|
|16th||+12/+7/+2||+10||+3||+10||Efficient Soul 2|
|18th||+13/+8/+3||+11||+4||+11||Soul Partner: Medium Grand|
|20th||+15/+10/+5||+12||+4||+12||Bind Soul 5, Perfect Soul/Self Resonance|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Has the following: Acrobatics, Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Souls), Knowledge (Local), Perception, Sense Motive, Stealth, Survival, Swim, Use Soul Gem
Weapon and Armor Proficiency: The Am’nai is not proficient with any particular weapons as a class. However, the character may choose one weapon at the start of play and be proficient with that weapon. Am’nai are not proficient in any kind of armor or shield.
Soul Partner: Having attuned themselves to the secrets of the Soul, Am’nai often discover extremely intimate relationships with one another, being able to see one another’s souls. An Am’nai never travels alone: they are always with their Soul Partner, one who they were either raised and trained with or have found on their journeys and who understands their partner’s Soul more than anyone else. Usually, the stronger of the two Am’nai is allowed dominance so that they may use the other to keep them both alive. Am’nai do not dread being kept in soul-form and bound; they find it a great honor and pleasure.
The Am’nai starts play with one willing Basic Soul of an Am’nai of loyal disposition. They can choose to hold them freely within them or bind them to a weapon or construct. This Soul becomes stronger with the character. This soul adds nothing to the character’s fortitude or will saves when held in body. If bound, it counts towards the Am’nai first bound weapon. If this soul is killed or destroyed, the Am’nai takes 1d6 permanent wisdom drain a day until the soul is reincarnated/resurrected and brought back to the Am’nai. This damage cannot be healed by any means short of a wish or a miracle. If the Soul Partner is somehow destroyed permanently (unable to reincarnate/resurrect), the Am’nai becomes catatonic and dies in 1d3 days. Should they (the character) be resurrected and reincarnated afterwards, they will only fall back into this state and die again in another 1d3 days.
- Soul Partner Noteworthy: At level 8, this soul becomes a Noteworthy Soul in all respects.
- Soul Partner Minor Grand: Starting at level 14, this soul becomes a Minor Grand Soul in all respects.
- Soul Partner Medium Grand: Starting at level 17, this soul becomes a Medium Grand Soul in all respects
- Soul Partner Major Grand: Starting at level 21 (epic levels), this soul becomes a Major Grand Soul in all respects.
Absorb Soul: The Am’nai main technique is the integrating of several souls into their own body. They begin play knowing how to capture souls in gems and absorb them into their body. This poses many problems but also allows for very powerful techniques.
If you have a soul gem and the proper magic abilities, you can force the soul of a near-dead body to inhabit your body instead (This technique can be used on any creature who is at 0 or lower HP but not dead, i.e. knocked unconscious and/or dying). This is known as absorption. Absorbing a soul takes a standard action if the soul is willing and a full-round action when the soul is unwilling. When a soul is forced into the body unwillingly, the essence of that soul will attempt to control that body. The more souls, the more infighting occurs. On top of this, bodies can only withstand so much energy coursing through them. If too much energy is put into the body, the body is at risk of rupturing.
When a soul is successfully absorbed, it can be used as the wielder desires. If it has intelligence, it is up to the wielder whether it is allowed to express itself intelligently (i.e. allowing it to speak within the Am’nai’s mind). It may be bound to an item to give that item special properties. The energy may also be absorbed into the flesh for healing or expended out in blasts of energy; these two actions destroy the soul, releasing its energy back into the background of the universe. If the vessel of these souls becomes unable to support them (I.e. the character dies), all of the souls are released from the body into the universe, where they can be retrieved by a divine caster via reincarnation or resurrection. Souls destroyed forcibly, however, (healing or expulsion) become too muddled and fragmented for retrieval, and cannot be revived with anything short of a wish or miracle.
Note in most settings, holding anything more than a mindless soul is considered cruel and unlawful imprisonment, unless the subject held can express that they are willing. The detect life spell will tell immediately how many souls a person has in them.
Infighting and Energy Capacity: The infighting and energy capacity DC’s function exactly the same except that they use two different saves. For both of these, the DC starts at 10 with the first soul and increases by +1 for every "basic soul" worth of souls held (conversions above). The character must make a will save to keep control of their body; failure results in the last captured soul controlling the body and the character becoming an NPC until they regain control (they may attempt to regain control once a day). The character must attempt this save every day. Souls that are absorbed willingly do not contribute to this DC; the character does not have to make this save if all souls within the character were absorbed willingly. The character must also succeed a fortitude save to withstand the energy within each gem. All souls count towards this save. This save only occurs every time a new soul is absorbed. Should the character fail this save, the gem they are currently attempting to absorb will be violently expelled, causing damage twice as powerful as its healing/expulsion score (ex., a Mindless Gem would do 2 damage, a Pathetic Soul 2d3, a Basic Soul 4d6, etc.)
Bind Soul: Souls of basic or higher can be bound to inanimate objects to give those objects special abilities. To bind a soul to an inanimate object the soul must either be willing or the soul must fail a will save of DC 10 + Am’nai’s wisdom modifier + ½ Am’nai’s character level.
A soul bound to a plain inanimate object (objects with no inherent mobile capabilities) gives that object the mental scores of that soul, the conscience of that soul, telepathic communication with the Am’nai, and the ability to fly as the spell at a very slow speed (5ft/round). Souls bound to objects with mobile capabilities of their own may use those to move. Souls bound to constructs are able to control that construct in every aspect and gain physical stats, AC, and HP of that construct with their own mental stats.
A soul bound to a weapon gives the weapon their mental stats and the awakened state. In addition, the weapon receives an enhancement bonus equal to the number of noteworthy souls that soul was worth (min. +1), and does extra damage equal to half the soul’s listed energy content (for example, a weapon bound with a basic soul does +1d6 damage, a noteworthy +3d8, etc.)). Enchantments can be added to this weapon, but at twice the normal cost.
An Am’nai may only control one item-bound soul at first level. This increases by one every five levels.
Souls can only be bound to one thing at a time
Soul Healing: At second level, the Am’nai learns how to heal themselves with souls. They may expend any souls contained within their body and heal the values listed above. This destroys the soul completely, making the life it once was irretrievable (cannot be reincarnated/resurrected).
The Am’nai must focus to complete this action. To focus, they must make a wisdom check that beats a DC of 10 plus +1 for every basic soul worth of energy they wish to use. The Am’nai can use as many souls at once as they desire; the only limit is the DC. Armor interferes with this focus in the same way it does with arcane magic, incurring the same failure chance for focusing as there is for arcane spells. Failure of this check results in the energy being improperly expelled and wasted, the Am’nai becomes nauseated for 1d3 rounds. Souls MUST be absorbed into the body first before being expended to heal. Healing in this manner is a standard action
Soul Channeling: Beginning at level 3, the Am’nai can channel soul energy through parts of their body, allowing them to release that soul’s energy through an unarmed strike. Doing so expels the soul’s energy, destroying it. The Am’nai adds half the souls listed energy content to the damage of their unarmed strike.
The Am’nai must focus to complete this action. To focus, they must make a wisdom check that beats a DC of 10 plus +1 for every basic soul worth of energy they wish to use. The Am’nai can use as many souls at once as they desire; the only limit is the DC. Armor interferes with this focus in the same way it does with arcane magic, incurring the same failure chance. Failure of this check results in the energy being improperly expelled and wasted, and the Am’nai becomes nauseated for 1d3 rounds. Souls MUST be absorbed into the body first before being expended in this way. Channeling in this manner is a swift action; The Am’nai may make a full attack in the same round as channeling, but the extra damage only applies to the first strike. The extra damage is not multiplied by a vital strike or critical hits.
Stable Mind: Starting at level 4, Whenever the Am’nai is called to concentrate for any reason, they may apply their wisdom modifier to the skill check.
Share Soul: At level 4, the Am’nai may expel souls in a light stream of energy, using them to heal his teammates. This functions just like Soul Healing, except that it heals another creature. The Am’nai must be touching the creature they wish to heal.
Soul Resonance: At fifth level, the Am’nai can choose to Resonate with any of his soul-bound weapons a number of rounds a day equal to his Wisdom modifier. This Resonance is expelled all at once after it is activated and cannot be split between rounds. To resonate, they must spend a move action concentrating on the Soul Wavelength of their partner. Both must succeed a concentration check of DC 10 plus +1 per basic soul’s worth of the bound soul (e.g. a weapon bound with a Noteworthy Soul would incur a DC 15 check). When resonating, the wielder receives a +4 bonus to their physical stats and the weapon receives a -4 penalty to their mental stats (to a minimum of 1). In addition, the extra damage dealt by the weapon is now the listed energy content of that soul (e.g. a noteworthy soul now deals 6d8) rather than half. Failure of the check results in both the Am'nai and the partner taking 1d6 wisdom damage and becoming nauseated for the next round,
Self-Resonance: The Am’nai is in tune with themselves and has a good understanding of their true self. A number of times per day equal to half their wisdom modifier, they can resonate with themselves and channel, expel, or heal twice as much energy as usual (ex. A Basic Soul will now heal 4d6). While resonating, they gain a +2 to all physical stats and a -2 to all mental stats. This Resonance is used up all at once and cannot be split between rounds. This replaces Soul Resonance.
Soul Expulsion: At level 6, the Am’nai learns to expel souls as blasts of energy. These blasts do the same amount of damage as would be healed by expelling the equivalent souls. They function as ray attacks and can be halved (or if the enemy has evasion, negated) by a reflex save of DC 10 + Wisdom modifier + ½ Character Level
The Am’nai must focus to complete this action. To focus, they must make a wisdom check that beats a DC of 10 plus +1 for every basic soul worth of energy they wish to use. The Am’nai can use as many souls at once as they desire; the only limit is the DC. Armor interferes with this focus in the same way it does with arcane magic, incurring the same failure chance. Failure of this check results in the energy being improperly expelled and wasted, and the Am’nai becomes nauseated for 1d3 rounds. In addition, when expelling energy fails the Am’nai takes damage equal to twice that which he attempted to expel. Souls MUST be absorbed into the body first before being expelled. This is a full-round action.
See the Soul: Beginning at level 7, an Am’nai can use their senses to search for other living souls. While they cancel out all other senses and maintain focus (wisdom DC 15), they may search 5feet/level for other souls. They can sense most creatures within this radius (things like plants and small bugs give off too weak an aura to be seen), and have an immediate sense of their inner power (approximate CR) and immediately know what creature they are (though they may not be knowledgeable on the name). Should they concentrate on a specific soul for one round and succeed a DC 20 concentration check, they learn that soul’s alignment and exact CR. Should they concentrate another round and succeed a DC 25 check, they gain an idea of that soul’s current intentions and their capabilities (their ability scores).
While the Am’nai is doing this, all of their other senses are completely blanked out. They are considered completely helpless in this state, even with uncanny dodging abilities or enhanced senses such as scent. Armor interferes with this focus in the same way it does with arcane magic, incurring the same failure chance.
Efficient Soul 1: At level 9, the Am’nai has become exceptional at conducting energy through their body with incredible efficiency. They DC for fort saves now only increases by +1 for every two basic souls rather than every basic soul. The will save remains the same, as do the saves for concentrating for various abilities and for Resonance.
Transfer Bound Item: Beginning at level 10, the Am’nai may transfer the telekinetic tie between a soulbound object and himself to another person. This person receives the telekinetic link and can use the soulbound weapon to its full extent. As a result the bind to the Am’nai is cancelled and they lose the ability to command or communicate with that item (unless it can speak freely).
Controlled Resonance: Starting at level 11, the Am’nai may control their Resonance more proficiently. They can now resonate for a chosen number of rounds rather than all at once, and can “store” unused resonance for later use. Their store is reset at the beginning of each day.
Rapid Absorb: Beginning at level 12, the Am’nai becomes adept at taking souls into their body. Absorbing a soul now only takes a move action.
Soulsight: At level 13, the Am’nai has become proficient in seeing the souls of others in detail. If they focus for another round as they do for See the Soul on a particular creature and succeed a DC 30 concentration check, they may know all there is to know about that creature’s physical and mental abilities. They know the creature’s ability scores, saves, CR, most prominent class, three most prominent skills, and current intentions. They are still completely helpless while using this ability. Armor interferes with this focus in the same way it does with arcane magic, incurring the same failure chance.
Efficient Soul 2: At level 16, the Am’nai has become very familiar with having energy in their body, and their body has become stronger as a result. The fortitude DC now increases by +1 for every noteworthy soul held rather than every basic soul. The will save DC now increases by +1 for every two basic souls held.
Soul Sacrifice: At level 17, the Am’nai can expend souls of noteworthy or higher to save themselves from death. This is only possible if the soul is willing or if it fails a will save of DC 10 + Am’nai’s Wisdom modifier. When the Am’nai’s HP reaches 0, they may choose to immediately expend a soul to prevent going unconscious. Should they succeed, they heal half of that soul’s energy value (i.e. a noteworthy soul would only heal 3d8 in this situation).
Soul Theft: At level 19, the Am’nai can steal the souls from weak opponents while they are alive. This can be done to creatures of <6HD while they are at full health, creatures of 6-12HD while they are at half health, creatures of 12-17HD while they are at one-fourth health, and creatures of 17+HD only after they have been reduced to ten percent of their health. The creature receives a will save of DC 10 + Am’nai’s wisdom modifier to negate this effect.
Perfect Soul Resonance: At level twenty, the Am’nai has completely familiarized themselves with their Soul Partner or whichever soul they have bound to their weapon. The physical bonuses of Resonance increase to +8, the penalty to mental scores is removed, and the extra damage is now twice the listed energy content of that soul. Am’nai must know Soul Resonance to choose this.
Perfect Self-Resonance: The Am’nai has discovered all there is to know about their own Soul. They can now resonate a number of times a day equal to their wisdom modifier. The bonus to their physical stats increases to +4 and the penalties to mental stats are removed. They now receive their wisdom modifier to their AC. They may now use the Channel Soul ability to do four times normal damage (twice the listed soul content). Healing and Expulsion remain the same. Am’nai must know Self-Resonance to choose this.
Please consult your GM with this class before playing; it is only appropriate for settings in which Soul Gems exist. Your GM may wish to change some details or features of the class to better accommodate his/her setting.
Am'nai in the World
|“||All that is lies within the Soul. All that may be lies in how the Soul is used.||”|
|—Riöl, Third Celestial King of the Sun, prominent Am'nai Kao-Ren Monk|
The Am'nai are composed mostly of Angels who shepherd the Souls of the dead across the Planes. However the knowledge of it has, over time, seeped into the other races, and now it is a common practice by priests of all races to hold other Souls within them, although there are still only few who dare use them in combat.
Most are priests or monks who take in the Souls of their dead companions so that they may live through them and see more of the world. Some hold the Souls of animals or other creatures of low intelligence to be used for healing.
They are regarded by the common folk with a mixture of fear and awe, as their powers save lives, but can also enslave them.
The GM may generate Lore for this class as he/she sees fit.