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View Full Version : New 3.5e base class, Soul Keeper



Kaellin Tare
2009-05-23, 12:59 AM
Soul Keepers
A binder and user of souls, the Soul Keeper could be easily mistaken for being evil if one did not understand how much they revere and honor the souls in their possession. Soul Keepers are first and foremost interested in learning, and each soul they bind reveals a new ocean of knowledge to be explored. For each soul in their possession, a Soul Keeper hears another voice in their head, almost an echo of their own thoughts, but with a personality all its own. Some Soul Keepers are driven near to insanity if they bind too many souls, the cacophony too much to think clearly through, and their actions become more and more erratic. Others, however, learn to suppress the flow of conversation from the souls, only drawing upon their knowledge when he or she desires.

A Soul Keeper prefers to stay out of combat, but in a pinch he has several abilities at his disposal to fend off enemies. All but a few of these are incapable of actually killing an enemy, though they can render most unconscious given enough time.

Abilities: Wisdom is very important to a Soul Keeper, due to the fact that they need high Will checks to use many of their main abilities effectively. Constitution is very helpful as well, as they get few hitpoints per level and even fewer defensive abilities.
Races: Any.
Alignment: Any non-Evil.
Starting Age: Complex
Hit Dice: d4

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +0 | +2 | Enhanced Awareness, Soul Lance
2nd | +1 | +0 | +0 | +3 | Haunting
3rd | +1 | +1 | +1 | +3 | Engulf Soul, Soul Shroud
4th | +2 | +1 | +1 | +4 | Extract Soul, Soul Release
5th | +2 | +1 | +1 | +4 | Elemental Soul
6th | +3 | +2 | +2 | +5 | Siphon Soul
7th | +3 | +2 | +2 | +5 | Revitalize Soul, Soul Leech
8th | +4 | +2 | +2 | +6 | Soul Storm
9th | +4 | +3 | +3 | +6 | Empowered Soul
10th | +5 | +3 | +3 | +7 | Protective Soul
11th | +5 | +3 | +3 | +7 | Dichotomy
12th | +6/+1 | +4 | +4 | +8 | Corporeal Lances, Soul Gift
13th | +6/+1 | +4 | +4 | +8 | Transcend
14th | +7/+2 | +4 | +4 | +9 | Soul Bond
15th | +7/+2 | +5 | +5 | +9 | Soul Barrier, Restore Soul
16th | +8/+3 | +5 | +5 | +10 | Improved Empowered Soul
17th | +8/+3 | +5 | +5 | +10 | Trichotomy
18th | +9/+4 | +6 | +6 | +11 | Improved Transcend
19th | +9/+4 | +6 | +6 | +11 | Combined Willpower
20th | +10/+5 | +6 | +6 | +12 | Soul Barrage[/table]

Class Skills (4+Int modifier per level; ×4 at 1st level)
Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and royalty) (Int), Knowledge (Religion) (Int), Concentration (Con), Listen (Wis), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis)


Class Features
All of the following are class features of the Soul Keeper.
Weapon and Armor Proficiency: A Soul Keeper is proficient with all simple weapons and with light armor.

Pacifist: Under normal circumstances, a Soul Keeper prefers to avoid killing sentient creatures if at all possible. A Soul Keeper does not take a penalty on his attack roll when attempting to inflict nonlethal damage with a normally lethal weapon. Instead, he takes a -4 penalty on his attack roll if attempting to do lethal damage with any weapon.

Font of Knowledge: A Soul Keeper has a vast amount of knowledge at his disposal, as much of it his own as the souls'. For each soul he has bound, a Soul Keeper adds +1 to his knowledge checks.

Acquired Skill: Any time the Soul Keeper binds the soul of a creature with an intelligence score of 5 or more, he gains one additional skill point. He cannot gain more than two skill points per level in this way.

Acquired Language: Any time the Soul Keeper binds the soul of a creature with a spoken language different than his own, he gains the ability to speak that language fluently.

Overwhelming Thoughts: The presence of other thoughts in the Soul Keeper's head can sometimes become too much to handle. Each time he wakes (either from resting or having spells such as sleep cast on him) he must make a will save against the rush of thoughts or become Confused. The DC for this is 5 x the number of souls he has bound. There is no limit to how long he can be Confused, but he is allowed another will save each minute. The DC for each additional will save is reduced by 1, as the Soul Keeper readjusts to the presence of the voices in his head.

At 10th level, the DC for this check becomes 3 x the number of souls he has bound.

At 15th level, the DC for this check becomes 2 x the number of souls he has bound.

Soul Charms: A Soul Keeper's souls are stored in small crystals that radiate with an inner white light when filled. This light brightly illuminates an area five feet around the Soul Keeper and dimly illuminates an area an additional five feet away.

Soul Charms cannot be broken by any normal means while they are within five feet of the Soul Keeper, though they are exceptionally brittle if moved beyond that point. If anyone but the Soul Keeper touches the Soul Charms with the intent to remove them from the Soul Keeper's possession, the souls within will react violently, dealing 1d6 points of nonlethal damage per level of Soul Keeper, per Soul Charm disturbed, in addition to waking the Soul Keeper if he was sleeping. Soul Charms whose souls have had their power exhausted cannot defend themselves, though they can still wake the Soul Keeper.

The number of Soul Charms a Soul Keeper can have filled at any one time is equal to his class level/2, to a maximum of 9 and a minimum of 1. A Soul Keeper starts with one filled Soul Charm.

Enhanced Awareness (Ex): Through his long connection with the many souls in his possession, the Soul Keeper has gained an unnatural level of awareness.

At 1st level, the Soul Keeper gains darkvision to a range of 150 feet. This effect includes magical darkness starting at 5th level.

At 7th level, the Soul Keeper gains the ability to see invisible creatures.

At 12th level, the Soul Keeper gains the ability to see through any illusion.

At 15th level, the Soul Keeper gains the ability to see the true form of any creature or object.

At 20th level, the Soul Keeper gains the ability to see into the Ethereal Plane.


Soul Lance (Ex): At 1st level, the Soul Keeper gains the soul lance ability. By focusing on one of his bound souls, the Soul Keeper forms it into a floating shaft of soul energy, which he then directs at an enemy. If the Soul Keeper lands a ranged touch attack, his enemy suffers 1d4 points of nonlethal damage, plus an additional 1 point of nonlethal damage per level of Soul Keeper. If the target possesses True Seeing or the equivalent, they are allowed a will save at DC 10 + Soul Keeper level/2 + Wis modifier. A successful will save halves the damage.

Whether the soul lance strikes or not, the soul used to make it reforms within its crystal a moment later.

Soul lance has a range of 50 feet.

Haunting (Sp): At 2nd level, the Soul Keeper gains the haunting ability. By concentrating entirely on one target, the Soul Keeper wills his souls to frighten an enemy to the point of becoming Panicked. The souls surround the target, brushing it with invisible fingers and whispering horrifying tales into its ears. In addition, the target takes 1d4 points of nonlethal damage each round. This ability lasts for 1d6 rounds, though the target is allowed a will save each round at DC 10 + Soul Keeper level/2 + 1 for each soul channeled toward the target. A successful will save ends haunting and leaves the target shaken for 2 rounds.

The Soul Keeper can extend the duration of haunting by 1 round at the cost of exhausting a soul.

The Soul Keeper can take no other action while maintaining haunting.

Haunting has no effect on creatures whose hit dice exceed the Soul Keeper's class level.

Engulf Soul (Sp): At 3rd level, the Soul keeper gains the engulf soul ability. Once per day, he can will his souls to directly attack that of a single enemy. The target enemy falls helpless for one round, in addition to taking 1d6 points of nonlethal damage per two levels of Soul Keeper. The enemy is allowed a will save at DC 15 + Soul Keeper level/2 + Wis modifier, or at DC 10 + Soul Keeper level/2 + Wis modifier if he possesses True Seeing or the equivalent. A successful will save negates the helpless state and halves the damage.

This ability has no effect on creatures without souls.

Soul Shroud (Sp): At 3rd level, the Soul Keeper gains the soul shroud ability. Once per day, the Soul Keeper can direct one of his souls to form a protective barrier around his body. This barrier acts as either the spell protection from arrows or protection from energy, with a caster level equal to the Soul Keeper level and a set duration of twenty rounds. The soul used in this process becomes exhausted, and cannot be used again for any purpose for eight hours.

Extract Soul (Sp): At 4th level, the Soul Keeper gains the extract soul ability. Once per day he can use this ability on a creature who has died within the last 1 round/character level. Extract soul will remove the lingering soul from the body and bind it inside a Soul Charm. If the creature was of a different alignment than the Soul Keeper, the soul is considered unwilling and the Soul Keeper must surpass a DC (15+1 per hit die of the creature) will check to extract it.

Alternately, extract soul may be used offensively, against a living opponent. To do so, the Soul Keeper must land a ranged touch attack on his enemy. If the enemy fails a will save of DC 10 + Soul Keeper level/2 + Wis modifier, it takes 1d8 points of nonlethal damage per two levels of Soul Keeper. If this damage would either stagger the enemy or render it unconscious, the Soul Keeper may forcefully remove its soul from its body, effectively killing it. If the enemy is staggered, it is allowed a fortitude save at DC 12 + Soul Keeper level/2, but it is allowed no save if unconscious. A soul extracted in this fashion is considered unwilling. Unwilling souls will escape their Soul Charms if the Soul Keeper falls unconscious.

This ability has no effect on creatures without souls.

Soul Release (Ex): At 4th level, the Soul Keeper gains the soul release ability. At will, he can release a number of souls equal to his Soul Keeper level/3, to a maximum of five per day. For each non-exhausted soul released, the Soul Keeper gains 1d4 hitpoints, plus 3 additional hitpoints for every two levels of Soul Keeper.

Elemental Soul (Ex): At 5th level, the Soul Keeper chooses between fire, cold, and electricity. For every three levels of Soul Keeper, his soul lance ability now deals an additional 1d6 points of the selected damage type. In addition, the soul lance ability gains +2 to the DC on its will save.

Siphon Soul (Sp): At 6th level, the Soul Keeper gains the siphon soul ability. Siphon soul deals 1d4+1 points of nonlethal damage to a single enemy, and an additional 3 points of damage for every two levels of Soul Keeper if the target fails a fortitude save at DC 10 + Soul Keeper level. The Soul Keeper gains temporary hitpoints equal to the amount of damage dealt. These hitpoints disappear after 1 minute/character level.

Siphon soul may not be used more than one time on any one creature.

This ability has no effect on creatures without souls.

Revitalize Soul (Sp): At 7th level, the Soul Keeper gains the revitalize soul ability. Revitalize soul is similar in function to extract soul, but instead of binding the soul in a Soul Charm, the Soul Keeper uses its essence to restore one of his exhausted souls. The damage and will saves for revitalize soul are the same as extract soul.

Soul Leech (Sp): At 7th level, the Soul Keeper gains the soul leech ability. Twice per day, the Soul Keeper may attempt a ranged touch attack on a creature. If the touch attack lands, the creature must immediately make a will save against DC 12 + Soul Keeper level/2 + Wis modifier, or else it permanently loses 1d4 hit dice, which the Soul Keeper gains as temporary hitpoints that last for 2 rounds/character level.

A creature cannot be affected by Soul Leech more than one time.

This ability has no effect on creatures without souls.

Soul Storm (Sp): At 8th level, the Soul Keeper gains the soul storm ability. Once per day, the Soul Keeper can cause up to 2(+1 per 3 Soul Keeper levels over 8th) souls to manifest in a swirling storm at a location centered around a creature of the Soul Keeper's choosing. Each round, all creatures within 30 feet of the selected target suffer 1d6 points of nonlethal damage for each soul channeled, plus an additional 1d4 points of nonlethal damage for each Soul Keeper level over 8th. The target of soul storm is not affected. A successful will save against DC 15 + the Soul Keeper's level/3 negates all damage.

Soul storm has a base duration of 1d2 rounds, plus one round for every six levels of Soul Keeper. Its duration can be extended by up to three rounds, at the cost of exhausting an equal number of souls. Regardless of whether the duration is extended or not, one soul is exhausted.

Empowered Soul (Ex): At 9th level, the Soul Keeper gains the empowered soul ability. At will, he can imbue his soul lance with a second spirit, doubling the damage inflicted as well as raising the DC by 5 points. The second spirit used to do this becomes exhausted after returning to its Soul Charm.

Protective Soul (Ex): At 10th level, the Soul Keeper becomes partially immune to sneak attacks. At will, he can completely negate the damage caused by a sneak attack at the cost of exhausting one soul. Only the damage of a sneak attack is negated; any other effects that would be caused are still inflicted.

Dichotomy (Ex): At 11th level, the Soul Keeper gains the ability to split his soul lance into two separate attacks. Each attack must target a different creature, and the second creature must be within 30 feet of the first. Due to the difficultly inherent in dividing the soul, the DC of the will save is lowered by 3 points.

Corporeal Lances (Ex): At 12th level, the Soul Keeper gains the ability to form partially corporeal soul lances at will. Doing so adds 2d6 points of piercing damage, plus an additional 1d6 points of piercing damage per Soul Keeper level over 12th. However, using this ability negates the need to have True Seeing to attempt a will save. In addition, a successful will save now negates all nonlethal damage from the soul lance and halves the piercing damage.

Soul Gift (Ex): At 12th level, the Soul Keeper gains the soul gift ability. Soul gift functions similarly to soul release, but it heals all allies within 10 feet of the Soul Keeper. This healing is divided between all affected allies. The Soul Keeper is unaffected.

Transcend (Sp): At 13th level, the Soul Keeper gains the transcend ability. Once per day, the Soul Keeper may use transcend to temporarily leave whatever plane of existence he is currently on for 1d4 rounds. A visible distortion is left at his location, and any creature who comes within five feet of this distortion takes 2d8 points of nonlethal damage per round for each non-exhausted soul in the Soul Keeper's possession at the time he used transcend. Furthermore, any creature attempting to pass through the distortion must make a will save against DC 18 or be stunned for 2 rounds.

Upon the Soul Keeper's return, all of his souls return to their Soul Charms and are exhausted. Transcend cannot be used without at least one non-exhausted soul.

The Soul Keeper cannot choose which plane of existence he travels to, but transcend will never take him to a plane that he cannot exist upon. The Soul Keeper can take no actions while under the effect of transcend.

Soul Bond (Sp): At 14th level, the Soul Keeper gains the soul bond ability. Soul bond functions similarly to extract soul, but instead of binding the soul in an empty Soul Charm, the Soul Keeper imbues an already filled charm with a second soul. For a duration of 1 minute/Soul Keeper level, all soul lances crafted from this soul are considered to be affected by empowered soul.

Soul Barrier (Sp): At 15th level, the Soul Keeper gains the soul barrier ability. As a swift action, the Soul Keeper can either create a wall-like invisible barrier of souls ten feet high and fifty feet wide, or a globular barrier that extends ten feet in any direction. In either case, any creature attempting to pass through the barrier must make a will save against DC 18 or be stunned for 2 rounds. This barrier lasts for 1d4 rounds, plus an additional one round for each additional soul the Soul Keeper decides to use in its creation, to a maximum of two.

Upon fading, the souls used to power the barrier return to their Soul Charms and are exhausted.

Restore Soul (Ex): At 15th level, the Soul Keeper gains the restore soul ability. At the cost of some of his own hitpoints, he can decrease the recovery time of all his currently exhausted souls to 1 hour. For each soul affected by this ability, the Soul Keeper temporarily loses 1d6 hitpoints. These hitpoints are restored only when the Soul Keeper rests for a period of at least 8 hours.

Improved Empowered Soul: At 16th level, the Soul Keeper's empowered soul ability becomes even stronger. At will, the Soul Keeper can add a third spirit to his soul lance, tripling the damage as well as raising the DC by another 3 points. Both additional souls used to do this become exhausted after returning to their Soul Charms.

Trichotomy (Ex): At 17th level, the Soul Keeper gains the ability to split his soul lance into three separate attacks. Each attack must target a different creature, and both the second and third creatures must be within 30 feet of the first. Due to the difficultly inherent in splitting the soul, the DC of the will save is lowered by an additional 6 points.

Improved Transcend: At 18th level, the Soul Keeper's transcend ability becomes more powerful. The duration is increased to 1d6 rounds, the damage is increased to 2d12 damage per non-exhausted spirit, and the DC for the will save increases to 25. In addition, upon returning, the Soul Keeper is allowed a fortitude roll against a DC of 25. If successful, he is cured of all negative status effects, including level drain. For each level restored, transcend cannot be used for an additional day.

Combined Willpower (Ex): At 19th level, the Soul Keeper gains the combined willpower ability, which allows him to add a +1 bonus to any will saving throws for each non-exhausted soul in his possession.

Soul Barrage (Sp): At 20th level, the Soul Keeper gains the soul barrage ability. Once per day, the Soul Keeper can direct all non-exhausted souls in his possession to assault a single creature. Each soul can attack three times, and for each attack the Soul Keeper must make a successful ranged touch attack. Each attack that hits deals 1d12 points of nonlethal damage. In addition, for each attack that hits, the target must make a will save against DC 18 + Soul Keeper level/2 + Wis modifier or be stunned for 1 round (cumulative, maximum of 5 rounds).

All souls in the Soul Keeper's possession are exhausted after using this ability.



Full disclosure: this has yet to be playtested in any capacity, so it's entirely possible that this whole class is severely under/overpowered due to some combination that I'm not aware of. Feel free to point out any flaws and make any suggestions you think would lead to this being a viable choice.

Lerky
2009-05-23, 01:11 AM
jawsome work here Kaellin Tare. Hope to see more work by you, hope I could possibly borrow this:smallwink:

Kaellin Tare
2009-05-23, 01:21 AM
Anyone who likes is more than welcome to use this, of course. What's the point of coming up with a (hopefully) interesting new class if not to share? :smallsmile:

Pyrusticia
2009-05-23, 09:08 AM
Nice. Very detailed, and well thought-out. It occurs to me that their major flaw is dependent on sleep...which gives an inherent advantage to a Warforged Soul Keeper...

I do have a couple of questions (and if these have already been answered and I missed it, I apologize in advance):

First, the process for filling soul charms is described under Extract Soul. However, how do you empty a soul charm? I assume it must be possible, since you can benefit from Acquired Soul a number of times equal to 2x class level, but you can only have a number of filled charms equal to 1/2x class level.

Second, how long does an exhausted soul take to recover? It can be shortened with Revitalize Soul and Restore Soul, but I don't see a base time. Do they restore whenever the Soul Keeper gets his 8 hrs of sleep? If so, that would neatly sidestep the problem of sleepless Keepers never having to deal with the Overwhelming Thoughts flaw...

Kaellin Tare
2009-05-23, 11:09 AM
Oh, whoops. I had originally intended to add a skill that allowed you to release souls, but I completely forgot it. I'll fix that.

Exhausted souls automatically recover eight hours after they become exhausted, whether the Soul Keeper rests or not.

I don't know whether not having to sleep at all is too great a boon for Soul Keeper anyway, since even if they could use all their abilities continuously, the vast majority of the damage they do wouldn't stack with what their allies are doing (unless said allies are sneak attacking with saps regularly or taking -4 penalties on their attack rolls, I suppose?)

Shalizar
2009-05-23, 05:12 PM
I have to say, this is looking like a good class, but I do have some problems with it.

1. please try and add the ability names to the table with the saves and base attack bonus, it would make things a lot easier to see.

2. I personally don't like the idea of having a 5th-8th level spell (true seeing) functioning all the time on a first level character. I suggest having it be used equal to ether class level or 1/2 class level times per day for a limited amount of time. I just felt that was a bit over powered as a first level ability.

3. Soul Lance - the math behind it is a bit complicated, I suggest just lowering it to 1d4+1x Soul Keeper level to make it easier. Also make it a standard action over a swift.

4. Haunting- Have a limit for how long it can last for.

5. Soul Siphon- Allow a Will or Fortitude Save for it.

6. Soul Leech- Very powerful for a 7th level ability. I suggest ether raising the level in which the character gains it, or limit the amount of times it can be used ether per hour or day.

7. Soul Storm - Change damage to 1d6+1 per Soul Keeper level instead of 1d6 per soul + 1d4 per soul keeper level, over powered the way you have it.

8. Corporal Lances- Leave it with just a change from 1d4 to 2d6 instead of 2d6 + 2d4 per Soul Keeper level over level 12

9. Soul Gift- Have the total be normal, but it has to be spread out amongst the party members ex. level 12 so 4d4+18= 28 and have that 28 separated between the party members.

10. Transcend- I do not like this ability at all, I would suggest at this point allowing them to have True Seeing activated at all times over this ability.

11. Soul Barrier - Make it a Standard Action not a Swift.

12. Improve Transcend - Replace it with Transcend from earlier, also make it so then the Soul Keeper is unable to have any actions while doing this or have the effect end if they perform an action.

13. Soul Barrage - Change d20's to d8's, and also make just one will save for 5 rounds of combat stunned.

Well there is my overview of this class. I like the idea, it was worked out very well, but severely over powered. I hope my changes will help make it better.

Kaellin Tare
2009-05-23, 05:47 PM
Implemented several of your suggestions, and I added the abilities to the table.

-Soul Lance now does 1d4 points of nonlethal damage, plus an additional 1 point of damage for each level of Soul Keeper.

-Haunting now lasts for 1d6 rounds, plus an additional round at the cost of exhausting one soul.

-Siphon Soul now allows for a fortitude save.

-Toned down the power of Transcend; it now stuns for two rounds on an unsuccessful save.

-Soul Barrier now stuns for two rounds on an unsuccessful save.

-Soul Barrage had the damage dice reduced to d12s and had a maximum stun cap of 5 rounds added.


Transcend and Improved Transcend still retain their places while I look into changing them further.

Edit: Soul Gift now divides healing between affected allies.

Edit the second: Soul Leech already had a limit of 2 uses/day. It has been changed to be unable to affect the same creature twice.

Kaellin Tare
2009-05-25, 07:11 PM
A little nudge for some more comments.

Xefas
2009-05-25, 07:40 PM
...the vast majority of the damage they do wouldn't stack with what their allies are doing (unless said allies are sneak attacking with saps regularly or taking -4 penalties on their attack rolls, I suppose?)

Keep in mind that:


...when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious.

So, yes, they do stack. If a Constrictor Snake (19hp), for instance, was fighting a 1st level Soul Keeper and 1st level Fighter, and the Soul Keeper opened up with three Soul Lances on the first round (they're a swift action, after all) for an average of 10 nonlethal damage (no save, auto hit), and then the Fighter rolls an attack and hits with his greatsword for average 11 damage, bringing his hp total down to 8, which is less than his 10 nonlethal damage, then the snake is knocked unconscious.

----------

Anyway, most of the things you have marked as Spell-like Abilities (Sp) seem like they should be Supernatural Abilities (Su) to me.

And I think making Enhanced Awareness a progression might be better. Maybe make it only see perfectly in normal darkness at first. Then have it work on magical darkness. Then have it see invisible creatures. Then have it see through all illusions. Then have it see through polymorphed, transmuted, or otherwise physically changed things. Then have it be the full True Seeing spell by letting you see into the Ethereal Plane.

I mean, it's a 5th level minutes/level spell that normally costs 250gp a pop. I think a progression of its effects isn't too big a nerf.

Kaellin Tare
2009-05-25, 07:42 PM
Current? I thought it was total. Well, that's why I had the presence of mind to add a disclaimer, I guess. This is what happens when somebody whose DnD experience is limited to Baldur's Gate/IWD/Neverwinter Nights tries to make something factually accurate. :smalleek:

Edit: Yes, you're right about Enhanced Awareness. I was going to change that over the weekend, but my internet decided to play dead.

Edit the second: Soul Lances shouldn't still be swift actions. I thought I changed that earlier... ah well, fixed now.

Xefas
2009-05-25, 07:50 PM
Current? I thought it was total. Well, that's why I had the presence of mind to add a disclaimer, I guess. This is what happens when somebody whose DnD experience is limited to Baldur's Gate/IWD/Neverwinter Nights tries to make something factually accurate. :smalleek:

S'why we have a homebrew forum. :smallsmile:

And I forgot to add that I don't much like Pacifist. The part about not taking a penalty for dealing nonlethal damage is fine. I just think the penalty to lethal damage isn't really necessary.

I see where you're going with the fluff of a good-aligned soul-stealer, but there's no reason why the class has to be restricted to that. Case in point, in the PHB, it's printed that a Paladin can only be lawful good. But at the same time, there've been printed rules for Blackguards, Lawful Evil Paladins, Chaotic Evil Paladins, Chaotic Good Paladins, Grey Guards, and feats that allow you to circumvent the alignment restriction (and finally the Crusader, who is a paladin, but awesome, and can be any alignment).

All of it could have been solved by just saying anyone can be a paladin, and leaving the fluff up to roleplaying.

Kaellin Tare
2009-05-25, 07:58 PM
An... evil Soul Keeper? :smallconfused: Why, this breaks all the laws of the universe!

Or, you know, I could change it. Gotta appease the masses, after all. :smallsmile:

Kaellin Tare
2009-07-04, 12:26 PM
Cleaned some things up a bit, looking for some more input.

Kaellin Tare
2009-07-05, 08:39 PM
Dropped off the first page, so up we go. Still looking for input here, guys.

Kaellin Tare
2009-07-06, 01:04 AM
*cough*

Not to seem bump-happy here, but it's about to drop off the first page again and I've yet to get any input. C'mon, it's not that bad, is it? :smalltongue:

AzazelSephiroth
2009-07-06, 04:47 PM
I like it!!... but-
Why are they pacifist? It seems very unsusual that a class built upon harnessing the souls of their enemies is squeamish about killing. It also seems that they will quickly fall behind in combat ability as they level compared to other classes- Although Soul Barrage is very nice at the end. Maybe making the soul lance a more powerful scaling attack- similar but not identical to the Warlock's Eldritch Blast.
Great idea though I like the concepts just confused on some of the fluff.:smallsmile:

Kaellin Tare
2009-07-06, 09:49 PM
The problem with increasing the damage of Soul Lance lies in the mechanics behind it. All you have to do is land a touch attack (doesn't get much easier than that) and poof, no-save damage, except in relatively rare circumstances. It doesn't even offer SR. And that's fine, really, so far as I see it. Of course a wizard is going to outdo it damage-wise; a wizard outdoes everything. However, whereas a wizard has a limited number of spells he can cast in a day, the Soul Keeper can keep churning out lances round after round, no save, easy hit.

If you play the typical fifteen-minutes-of-adventuring-then-let's-rest-because-our-wizard-just-cast-all-his-disintegrates style of DnD, then yes, this is probably going to come off as underpowered in combat, for the same reason that most physical attackers do. There just isn't spike power here, and there isn't supposed to be. I wasn't trying to recreate a spellcaster - the abilities are only SLA's to force concentration checks - I was trying to create something new, with a kicker of RP value.

Pacifist allows you to do nonlethal damage with a greataxe, if you felt like it, with no penalty to the roll. Considering all the nonlethal damage the Soul Keeper already churns out, it seemed to fit with the flavor of the class. Since darkvision (150 feet!) is a permanent ability starting at level 1, the -4 to lethal attack rolls is a little reminder to other classes that dipping one level for a class effect should have a downside, however small. It doesn't hurt the Soul Keeper in the slightest, so far as I can tell.

As for why they don't enjoy senseless slaughter... these are not CE necromancers that go around killing things and trapping their souls for malicious purposes. The Soul Keeper takes willing souls that aren't ready to leave the material plane just yet, for whatever reason, and gives them a sanctuary and a purpose. At least, that's what the fluff would imply. People are free to do whatever they want RP-wise.