Soul Contractor (3.5e Class)
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- 1 Soul Contractor
Everyone has someone they can rely on for support. However, in the case of Soul Contractors, that someone can do more than just support you with cheers.
Making a Soul Contractor
Abilities: Charisma is one of the most important aspects of a Soul Contractor due to its use in diplomatic activities and garnering of support. Strength, Dexterity and Constitution are also important due to their uses in physical combat.
Races: Only Humanoid races may take on this class.
Starting Gold: 4d4 ×10 gp (85 gp).
Starting Age: Simple.
|1st||+1||+2||+0||+2||Contract, Charismatic Grace, Unearthly Grace|
|4th||+4||+4||+1||+4||Last Resort, Bonus Feat|
|16th||+16/+11/+6/+1||+10||+5||+10||Quadruple Contract, Bonus Feat|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Soul Contractor.
Weapon and Armor Proficiency: A Soul Contractor is proficient with all simple and martial weapons. However, a Soul Contractor is not proficient with any type of armour or shield.
Contract: The Soul Contractor has the ability to form a contract with any humanoid, fey, or human-like outsider (the usage of human-like is in reference to the creature's anatomy). This contract of sorts must be something that both people must agree upon. Due to the nature of such a contract, it may be terminated at any moment by either person.
The way by which this contract works is that the physical body of the other party (the non-Soul Contractor) becomes a type of weapon who's statistics largely depend on their abilities. The soul of the contracted person then becomes a variation of an ethereal creature, however in such a state they are not subjected to direct physical harm, except through the damage of the weapon their body has become.
The type of weapon which the contracted's physical body becomes is at the DM's discretion. Although, if the DM so chooses, the weapon created may also have another application such as armour or a tool of transport (e.g. a spring powered grappling hook). Note: weapon damage does not depend on the type of weapon,
The damage of the weapon is based on the contracted's charisma modifier. For every charisma mod (over 0) the damage die raises by one size with a minimum and base of 1d4 (e.g. 2 cha mod = 1d8 weapon).
The attack bonus of the weapon is based upon the contracted's wisdom modifier. The attack bonus is equal to the contracted's wisdom modifier, with a minimum of 0.
The critical range of the weapon is based upon the contracted's intelligence modifier. The critical range is equal to the contracted's intelligence modifier, with a minimum and base of 20 (e.g. 2 int mod = 18-20 crit).
The critical multiplier of the weapon is equal to 1 + the contracted's dexterity score divided by 5, rounding down.
The contract's round limit is equal to the constitution modifier of the contracted (minimum of 1) + 2. If the contract expires, or if it's terminated after 2/3 into the contract, the contracted becomes fatigued.
The weapon has an ability which decreases the effectiveness of damage reduction. This works in junction with the contracted's strength score. Half of the contracted's strength score is treated as 'additional weapon damage'. However, this damage may not decrease the HP of the target, but it does nullify an amount of DR equal to the 'additional weapon damage'.
The weapon's hardness is equal to the contracted's AC.
The weapon's HP is equal to the contracted's HP.
Whatever damage the weapon suffers shows up only as small cuts and bruises on the contracted's body. Also, the weapon remains as a whole unless its HP is reduced to 0. At which point, the contracted can no longer endure the contract; the contract is terminated henceforth with the contracted being unconscious at 0 HP.
Notes: - the weapon is weightless - forming a contract takes a free action - forming a contract requires a DC 10 concentration check - if the stats do not produce the minimum, take the minimum - by no means will a contractor ever be unable to make a contract - the weapon is not subject to magical enchantments - the contracted may still cast spells while in a contract, but cannot use any weapons to affect the physical world - the HP of the weapon rises to 25% of its total HP if the contracted was below that threshold before the contract - when the weapon is not in the immediate possession of the Soul Contractor the weapon returns on command, or in 1d4 rounds if no command is issued (the command is verbal, therefore a free action) - an NPC's attitude must be helpful in order to initiate a contract - the Soul Contractor is automatically proficient with a weapon created from a contract, however this does not add proficiencies to the Soul Contractor's list - the weapon may do a type of energy damage instead of the normal damage associated with its weapon type (this is at the DM's discretion) - the ethereal-like form of the contracted must remain within 10ft of the Soul Contractor; the contracted may choose to 'ride' the Soul Contractor's movement pattern
Flavor Notes: - usually contractors only contract people of the opposite sex
Charismatic Grace: A Soul Contractor adds two times their Soul Contractor level and two times their charisma modifier to diplomacy checks. Diplomacy checks may also be made as standard actions without penalty.
Unearthly Grace: A Soul Contractor gains an deflection bonus equal to their charisma modifier.
Forceful Personality: A Soul Contractor adds their Soul Contractor level to intimidate check. Intimidate can be used as a standard action and also changed their outlook to helpful instead of just friendly.
Last Resort: A Soul Contractor is able to summon a weapon (once per day) without the use of a living person by basing the weapon's properties off his own abilities. However, the Contractor's round duration is (1/2 Soul Contractor levels + Charisma) rounds and after those rounds have passed, the weapon disappears and the Soul Contractor is left in exhaustion. Also, any damage the weapon takes is transfered to the Soul Contractor. (e.g. an AOE spell that does 20 damage to all objects in range deals 20 damage to the weapon and 20 damage directly to the Soul Contractor, for a total of 40 damage.)
Dual Contract: A Soul Contractor gains the ability to hold two contracts at the same time. Normally, only one contract is allowed at a time.
Triple Contract: A Soul Contractor gains the ability to hold three contracts at the same time.
Quadruple Contract: A Soul Contractor gains the ability to hold four contracts at the same time.
Quintuple Contract: A Soul Contractor gains the ability to hold five contracts at the same time.
Total Fanatic: When you cause a NPC to become fanatic, they gain a +2 dexterity, intelligence, wisdom and charisma bonus in addition to their strength and constitution augmentations. However, they suffer a total of -5 to AC
Complete Fanatic: When you cause a NPC to become fanatic, the AC penalty no longer applies.
Valiant Devotion: When you cause a NPC to become fanatic, they gain a sum of 10 hit points, +5 to all abilities and AC.
Bonus Feat: A Soul Contractor gains access to bonus feats as a fighter would.
If a Soul Contractor were ever to take a level in another class, they would lose the ability to make contracts.
Epic Soul Contractor
6 + Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Soul Contractor Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Soul Contractor
Religion: A Soul Contractor may be of any religion and acts towards religion in accordance to his alignment.
Other Classes: Soul Contractors are generally extremely nice to everyone save for people of their own class. This unfriendliness is due to the fact that Soul Contractors typically try to "steal" another Soul Contractor's contracted person.
Combat: Soul Contractors' role in combat varies depending on their weapon. However, they are seen as types of guardians more than anything.
Advancement: Typical advancement in this class usually leads Soul Contractors to multi-class into another combat oriented class with similar abilities.
Soul Contractors in the World
Notables: Rowen, is a young man noted to have excelled at all he tried. Being raised as a Soul Contractor he was naturally very adept at such of its concepts and philosophies. He was noted to have a permanently contract young woman named Kuea. Not much else is known about him.
Organizations: Arc Aile - a small guild of sorts composed of primarily Soul Contractors who make it their mission to enforce what is good and just.
NPC Reactions: NPCs are usually unaware that a person is a Soul Contractor until they have seen them enter into a contract. However, when one becomes aware a person is a Soul Contractor, their reactions may vary due to their circumstances and personality, among other things. Some may look at them as nothing but magnets for trouble while others may see a great protector or ally.
Soul Contractor Lore
Characters with ranks in Arcana can research Soul Contractors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Soul Contractors derive power from the essence of the contracted person.|
|10||Soul Contractors usually have an eerily charismatic aura, much like that of a bard.|
|15||A Soul Contractor may, as a last resort, fight without a contracted person.|
|20||A Soul Contractor may be assisted in combat with spells cast by the contracted, even while in a contract.|
Soul Contractors in the Game
Sample Encounter: .
EL : .