Maryring
2005-12-11, 06:08 PM
In an attemp to be creative, I've tried to make a base class for DnD. But I am stumped as to how it would actually work, and it still needs minor adjustments, at least. I would love any kind of feedback that would help me improve this class.
Classname: Lifesoul, (though I'm not sure if it is good enough. This is perhaps what I need most help with. Other names I've come up with includes "followers of the high priestess", "lifeguardians" and "lifeseeds")
Classnature: While the Monk tries to make her body a perfect single entity, the lifesoul tries to make her body a perfect unity of all life. The lifesoul protects, guards and heals all life, regardless of who or what they are. The lifesoul spins her powers of life itselfs and uses it to soothe the pain of others, heal physical and mental damage and restore their faith in life.The lifesoul is so in tune with life around her that death damage her and can even kill her. In return, few can kill a lifesoul.
(Is that good enough. When I write it, it seems so cliche, so I want your input here as well)
Role: The lifesoul has a poor physical health and an innability to deal lethal damage. She can deal slight nonlethal damage and change lethal attacks to nonlethal attacks, but she truly shines when she tends to the wounded. The lifesoul rarely enters combat willingly, but when she is there, she truly shines when she can heal and defend others.
(This should be a near perfect description of how she is right now, but it will have to change with other responses)
Alignment: A lifesoul must be of good alignment, as only a good person is capable of committing the sacrifices a lifesoul must go through. The training a lifesoul goes through and the principles she has to live by are so strict that few of chaotic alignment can walk this path. However, a few of chaotic good alignment manage to endure the strictness. Neutral good lifesouls also occur, but not as frequently as Lawful Good lifesouls.
(Alignment is set in stone on the good-evil axis. I think you'll agree with me there. When it comes to law and chaos, then I may have to change)
Relationships: Lifesouls get along with all those who hold life as something sacred. They get along quite well with most classes and especially Paladins and good aligned Bards, Druids and Monks. This is because the Paladin is a shining beacon of good that many lifesouls strive to attain, Bards are merry and helpful and their songs are as alive to a lifesoul as the Bard who plays the song, the Druid gains her respect from her own respect for nature. The lifesoul has more in common with the Druid than any other class. Monks also gain much respect from Lifesouls because of how they appreciate the life given them and for how they tries to attain perfection. Lifesouls just get along with Wizards, Sorcerers, Rouges and Clerics, but they have a very hard time getting along with Rangers, Fighters and Barbarians.
Religion: A lifesoul does not necessarily worship a god or godess. To them, life is the only thing to worship and they find life in the animals of the forest, the children playing on the street and the plants who twist and grow. Those who do worship a god tend to go towards Pelor. There are also a few who worship the lifesoul founder as a godess, but they are few and far between.
Skills: The lifesoul's classkills (and the key ability for each skill) are Balance,(dex) Bluff,(cha) Concentration,(con) Craft,(int) Dechiper script,(int) Diplomacy,(cha) Gather Information,(cha) Handle animal,(cha) Heal,(wis) Knowledge: Arcana,(int) Knowledge: History,(int) Knowledge: Nature,(int) Knowledge: Religon,(int) Knowledge: The planes,(int) Listen,(wis) Perform,(cha) Profession,(wis) Search,(int) Sense Motive,(wis) Spot(wis).
Skillpoints at first level: (5+Int modifier) x 4
Skillpoints at each additional level: 5+Int modifier
(I thought that 4 was to little and 6 too much, so I used 5 to be diplomatic. Now I need your help to tip it in the right direction)
Key abilities: The lifesoul needs all the mental skills she can aquire. Intelligence is used to determine what level of spells she can cast, as well as for bonus spells and for extra skill points. Wisdom determines the durability of some of her abilities as well as it improves the power of her spells. Charisma is used for most of her special abilities. Strength, Dexterity and Constitution is rarely needed.
Hit die: d4
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Shield of the soul 1, Part of life
2 +1 +0 +0 +3 Knowledge about life
3 +1 +1 +1 +3 Willing sacrifice
4 +2 +1 +1 +4 Aura of kindness
5 +2 +1 +1 +4 Shield of the soul 2, heart of understanding, learning from life
6 +3 +2 +2 +5 Unity of life 1
7 +3 +2 +2 +5 Speak with animals
8 +4 +2 +2 +6 Kinder hearth
9 +4 +3 +3 +6 Shield of the soul 3
10 +4 +3 +3 +6 Lingering life, learning from life
11 +5 +3 +3 +7 Knowledge from life
12 +6/+1 +4 +4 +8 Unity of life 2
13 +6/+1 +4 +4 +8 Shield of the soul 4
14 +7/+2 +4 +4 +9 Tounge of the Sun and Moon
15 +7/+2 +5 +5 +9 Learning from life
16 +8/+3 +5 +5 +10 Not dead yet
17 +8/+3 +5 +5 +10 Plane step, shield of the soul 5
18 +9/+4 +6 +6 +11 Unity of life 3
19 +9/+4 +6 +6 +11 Knowing me is knowing you
20 +10/+5 +6 +6 +12 One with life, Indestructible soul, Bound by destiny, Soul of good, Empowered life
——–——————— Spells per Day —–———————
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 1 — — — — — — — —
4 2 — — — — — — — —
4 2 1 — — — — — — —
4 3 2 — — — — — — —
4 3 2 1 — — — — — —
4 3 3 2 — — — — — —
4 4 3 2 1 — — — — —
4 4 3 3 2 — — — — —
4 4 4 3 2 1 — — — —
4 4 4 3 3 2 — — — —
4 4 4 4 3 2 1 — — —
4 4 4 4 3 3 2 — — —
4 4 4 4 4 3 2 1 — —
4 4 4 4 4 3 3 2 — —
4 4 4 4 4 4 3 2 1 —
4 4 4 4 4 4 3 3 2 —
4 4 4 4 4 4 4 3 2 1
4 4 4 4 4 4 4 3 3 2
4 4 4 4 4 4 4 4 3 3
4 4 4 4 4 4 4 4 4 4
Class features: All of the following are features of the lifesoul class.
Weapon and Armor Proficiency: Lifesouls are proficient with no weapons and no armor. However they can use improvised weapons and staffs to deal nonlethal damage. If a lifesoul wears armor of any kind or wears leather of any kind she loses all her spells and abilities except for Part of Life, hearth of understanding, speak with animals and willing sacrifice.
Spells: A lifesoul cast arcane and divine spells drawn from the life around her. She can only cast spells that invoke no harm on other beings around her, physically or mentally. To learn or cast a spell, a lifesoul must have an intelligence score equal to at least 10 + the level of the spell. The DC for the saving throw against a lifesouls spell is 10 + the spell level + her intelligence. A lifesoul can learn as many spells as she wants, but has to prepare them ahead of time. She is not dependant upon sleep, but can prepare one spell less for each night she doesn't get any sleep. A lifesoul prepares her spells by meditating for one hour.
Shield of the soul: At first level the lifesoul can call on the power of life to form a shield around her once each day. All damage done to the lifesoul while this shield is activated change to nonlethal damage. The lifesoul can also choose to use the shield on a weapon. The weapon will then deal nonlethal damage for the duration. The shielded weapon can still hit critically. The duration of this ability is equal to 1 + the lifesouls charisma bonus. At level five and every four levels after that, the times you can use this ability increase by one.
Part of life: Whenever a creature is killed withing 100 feet of a lifesoul, she will take half the damage dealth as lethal damage too. This damage cannot be prevented in anyway. Not even by a wish or a miracle. If this damage would kill the lifesoul, her hp is instead dropped to -9 and she'll auto stabilize. Natural deaths such as those from disease or age has no effect on the lifesoul.
Knowledge about life: When a lifesoul reaches level two she gains a +2 bonus on all her Knowledge: History and Knowledge: The Planes checks. This bonus stack with whatever other bonuses the lifesoul already has.
Willing sacrifice: When a lifesoul reaches level three she can take the damage of someone else. This can be used as many times a day as the lifesoul wants. However, she has to be aware of the attack and withing thirty feet of the one attacked. The damage she receives is the one the creature would take if she had not interferred and not the one she would take if it had hit her instead. Poisons and other effects also carry over to the lifesoul.
Aura of Kindness: When a lifesoul reaches level four, she gains an aura that forces everyone within thirty feet of her to make a will save equal to her level + her wisdom modifier in order to attack somebody else inside the radius of the aura. Others can still attack those inside the aura without having to roll the will save. If someone tries to attack the lifesoul then the DC for the will save is her level + charisma modifier + wisdom modifier. All creatures who fail their will save treats the lifesoul as friendly unless she performs any acts that are dangerous to them.
Heart of understanding: When a lifesoul reaches level five she gains the ability to understand all other beings that can communicate. She must be able to hear and see the creature in order to understand. This does not give her the ability to communicate back.
Learning from life: When a lifesoul reaches level five and every five levels after that the lifesoul reaches a point where her own life gets so in tune with the life around her that she can choose to add different skills to her class abilities. These abilities are:
Fast movement. This increase the lifesouls land speed by ten feet. This can be chosen several times.
Uncanny dodge: The lifesoul retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. The lifesoul must have a positive dexterity modifier in order to gain this ability.
Improved Uncanny dodge: The lifesoul can no longer be flanked. This defense denies a rogue the ability to sneak attack the lifesoul by flanking her, unless the attacker has at least four more rogue levels than the target has lifesoul levels. A lifesoul can only choose this ability if she already has Uncanny dodge.
Trap Sense: The lifesoul gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This ability can be chosen several times. It's effects stack. The lifesoul must have at least three on her reflex save before gaining this ability.
Inspire Courage: The lifesoul can create a performance like that of a Bard, granting a +1 morale bonus to all beings with hearing that hears her performance. This ability can be chosen several times. It's effects stack. A lifesoul needs at least three ranks in perform before she can choose it.
Turn undead: A lifesoul can turn undead like a cleric once each day. This ability can be chosen several times. Each time it is chosen gives the lifesoul another turning attempt. The lifesoul must have at least 8 ranks in Knowledge: Religion to gain this ability.
Greater turn undead: A lifesoul can choose to upgrade on of her turning attempts to a greater turn undead. This ability can be chosen as many times as you have regular turn undead tries.
Wild empathy: A lifesoul can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her lifesoul level and her Charisma modifier to determine the wild empathy check result. The lifesoul must have at least six ranks in Handle animal in order to gain this ability.
Woodland stride: A lifesoul may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. The lifesoul must have at least four ranks in survival.
Trackless step: The lifesoul leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. The lifesoul must have woodland stride before she can learn this ability. The lifesoul must have at least eight ranks in survival to gain this skill.
Resist nature's lure: The lifesoul gains a +4 bonus on saving throws against the spell-like abilities of fey. The lifesoul must already have a willsave of at least six.
Wild Shape: The lifesoul can change to an animal once a day like a druid. The size of the animal must be choosen when this ability is taken and it cannot be changed later. The size she can choose from are diminutive, tiny, small and medium. The duration is one hour per lifesoul level A lifesoul can choose this ability several times. Each time it is chosen, the lifesoul must decide if it will allow her access to another animal size or if it gives her another wildshape for that day. The lifesoul must have learned polymorph self before learning this ability.
A thousand faces: The lifesoul gains the ability to change her appearance at will, as if using the alter self spell. A lifesoul must have wild shape before she can choose this ability and she must know alter self.
Evasion: If the lifesoul makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing no armor. The lifesoul must have the feat lightning reflexes in order to gain this ability.
Still mind: The lifesoul gains a +2 bonus on saving throws against spells and effects from the school of enchantment. The lifesoul must have the feat Iron will to gain this ability.
Purity of body: The lifesoul gains immunity to all regular diseases. Magical or supernatural still affect her though. The lifesoul must have learned a spell that can remove diseases.
Wholeness of body: The lifesoul gains the ability to heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level + her current lifesoul level each day, and she can spread this healing out among several uses. The lifesoul must have the feat Great Fortitude to gain this ability.
Improved evasion: When a lifesoul's evasion improves, she still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless lifesoul does not gain the benefit of improved evasion. The lifesoul must have chosen evasion earlier in order to gain this ability.
Diamond body: The lifesoul gains immunity to poisons of all kind. You must have Purity of body before choosing this.
Diamond soul: The lifesoul gains spell resistance equal to her current monk level + her lifesoul level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. The lifesoul must have Diamond body before choosing this.
Empty body: The lifesoul gains the ability to assume an ethereal state for one round per monk level + lifesoul level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk and lifesoul level. The lifesoul cannot choose this ability before she reaches level twenty.
Camouflage: The lifesoul can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. The lifesoul must have gained hide as a classkill and have at least 6 ranks in hide.
Hide in Plain Sight: While in any sort of natural terrain, the lifesoul can use the Hide skill even while being observed. The lifesoul must have gotten camouflage before getting this ability.
Trapfinding: The lifesoul can gain the ability to find traps like a Rouge. She still cannot disarm them though. You need to have at least four ranks in disable trap and search to get this ability You also need to have disable trap as one of your classkills.
Disarm Trap: The lifesoul gains the ability to Disarm Traps like a Rouge. She must have gained the Trapfinding ability before she can learn how to disarm them.
Slippery Mind: The lifesoul gain another saving throw against enchantment spells if she fails her original roll. She can reroll against the same DC on round later and try to break free from the enchantment. The lifesoul must have the still mind ability before attempting to gain this.
Learn skill: The lifesoul may choose to add a skill to her classkills so she no longer has to pay extra skill points for it.
Extra feat: The lifesoul may choose a new feat instead of any of the afforemented abilities.
A lifesoul must have someone teach her the ability, or she has to study it on her own. Both ways takes one month.
Unity of life: At level six the lifesoul gains the ability to copy a defensive ability of a creature within 100 feet of her once each day. At level twelve, and every six levels after that, she can use it one more time per day.
Speak with animals: When the lifesoul reaches level seven she can speak with all animals that have a language. This ability does not let her speak with magical creatures with an intelligence of 1 or 2.
Kinder hearth: When the lifesoul reaches level eight, all who attack her on purpose must make a willsave with a DC of lifesoul level + charisma modifier or have his or her alignment changed to good.
Lingering life: When a lifesoul reaches level ten she can add her wisdom modifier to the duration of her spells.
Knowledge from life: When a lifesoul reaches level two she gains a +2 bonus on all her Knowledge: Religion and Knowledge: Nature checks. This bonus stack with whatever other bonuses the lifesoul already has.
Tounge of the Sun and Moon: A lifesoul of level fourteen or higher can speak with any living creature.
Not dead yet: When a lifesoul reaches level sixteen she can prevent the death of a creature within fifty feet of her. When the lifesoul uses this ability, the creature is not killed, but reduced to -9 hp and stabilized. All damage dealt to the creature is also changed to nonlethal damage. This ability can be used once each week.
Plane Step: When a lifesoul reaches level seventeen she can step between planes, giving her the ability to teleport thirty feet in any direction as a free action. This ability can be used a number of times each day equal to 1 + the lifesouls wisdom modifier.
Knowing me is knowing you: When the lifesoul reaches level nineteen she gains the ability to monitor the status of any creature she can see, as if she had cast the spell status on them. Those who are affected by this ability also gains the ability to monitor the lifesouls status. The lifesoul can supress this ability at will if she so wishes.
One with life: When a lifesoul reaches level twenty, her body, mind and soul are so in tune with the life around her that her type changes. She is forevermore treated as an outsider rather than as a humanoid (or whatever the lifesoul's creature type was) for the purpose of spells and magical effects. The lifesoul can no longer be brought back to life by the spells Raise Dead, Ressurection, True ressurection, Miracle or Wish. She can only be brought back with reincarnate and she will have to be brought back before two weeks pass. When the second week pass, the lifesoul's body turns to nothingness and the lifesoul's mind and soul moves to a new body. This happens even if the lifesoul dies of old age.
Indestructible soul: The lifesoul can nevermore be affected by spells and abilities that affect her soul.
Bound by destiny: If a creature kills the lifesoul out of malevolence, the being is instantly killed as well with no saving throw.
Soul of good: The lifesoul's soul has tuned itself so much to the goodness around her that the effects of spells with the good descriptor are twice as effective on her.
Spelllist:
0 level spells:
Arcane Mark
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Know Direction
Light
Lullaby
Mending
Message
Open/Close
Prestidignation
Purify Food and Drink
Read Magic
Virtue
1 level spells:
Calm Animals
Comprehend Languages
Cure Light Wounds
Disguise Self
Endure Elements
Expeditious Retreat
Feather Fall
Identify
Longstrider
Remove Fear
Sanctuary
Shield
Silent Image
2 level spells:
Aid
Alter Self
Augury
Bear's Endurance
Bull's Strength
Calm emotions
Cat's Grace
Cure Moderate Wounds
Delay Poison
Detect Thoughts
Eagle's Splendor
Fox's Cunning
Gentle Repose
Heroism
Invisibility
Levitate
Minor image
Mirror image
Owl's Wisdom
Remove Paralysis
Restoration, Lesser
Shield Others
Status
Tongues
Whispering Wind
3 Level spells:
Clairvoyance
Create Food and Water
Cure Serious Wounds
Daylight
Deep Slumber
Dispel Magic
Haste
Major Image
Quench
Remove Blindness
Remove Curse
Remove Deafness
Remove Disease
Scrying
Speak with Animals
Tiny Hut
Water Breathing
Water Walk
4 level spells:
Air Walk
Cure Critical Wounds
Death Ward
Dimension Door
Discern Lies
Divination
Illusory Wall
Locate Creature
Minor Creation
Neutralize Poison
Polymorph
Rainbow Pattern
Reincarnate
Resilient Sphere
Restoration
Secure Shelter
5 level spells:
Atonement
Break Enchantment
Cure Light Wounds, Mass
Dispel Magic, Greater
Heroism, Greater
Permanency
Persistant Image
Plane Shift
Raise Dead
Scrying
Seeming
Teleport
True Seeing
6 level spells:
Analyze Dweomer
Bear's Endurance, Mass
Bull's Strength
Cat's Grace, Mass
Cure Moderate Wounds, Mass
Eagle's Splendor, Mass
Find the Path
Fox's Cunning, Mass
Guards and Wards
Heal
Heroes' Feast
Owl's Wisdom, Mass
Permanent Image
Programmed Image
Project Image
Stone to Flesh
Veil
Word of Recall
7 level spells
Cure Serious Wounds, Mass
Invisibility, Mass
Limited Wish
Mage's Magnificent Manison
Plane Shift
Regenerate
Restoration, Greater
Resurrection
Scrying Greater
Teleport, Greater
Teleport Object
Vision
8 level spells
Animal Shapes
Antimagic Field
Cure Critical Wounds, Mass
Discern Location
Mind Blank
Polymorph Any Object
Temporal Stasis
9 level spells
Astral Projection
Etheralness
Foresight
Freedom
Gate
Heal, Mass
Miracle
Refuge
Shapechange
Teleportation Circle
Time Stop
Wish
True Resurrection
Multiclassing: A character who multiclasses from a lifesoul too any other class loses all her class abilities except for knowledge about life, knowledge from life, hearth of understanding, speak with animals and tounge of the sun and moon and she can no longer gain levels in the lifesoul class. A character who multiclasses into a lifesoul lose all her abilities except for those that a lifesoul can gain through learning from life.
Ex lifesouls: If a lifesoul ever willingly kills another living being or uses magic to harm living beings then she loses all her abilities and cannot gain new levels before she atones and brings the creature she slew back to life. The only exception to this rule is when the lifesoul killed to defend the lives of others. However she will still have her powers revoked for a week.
Well, that's it. I'm sure that it is quite broken or that it can be abused, so I'd love any help to make it even better.
Classname: Lifesoul, (though I'm not sure if it is good enough. This is perhaps what I need most help with. Other names I've come up with includes "followers of the high priestess", "lifeguardians" and "lifeseeds")
Classnature: While the Monk tries to make her body a perfect single entity, the lifesoul tries to make her body a perfect unity of all life. The lifesoul protects, guards and heals all life, regardless of who or what they are. The lifesoul spins her powers of life itselfs and uses it to soothe the pain of others, heal physical and mental damage and restore their faith in life.The lifesoul is so in tune with life around her that death damage her and can even kill her. In return, few can kill a lifesoul.
(Is that good enough. When I write it, it seems so cliche, so I want your input here as well)
Role: The lifesoul has a poor physical health and an innability to deal lethal damage. She can deal slight nonlethal damage and change lethal attacks to nonlethal attacks, but she truly shines when she tends to the wounded. The lifesoul rarely enters combat willingly, but when she is there, she truly shines when she can heal and defend others.
(This should be a near perfect description of how she is right now, but it will have to change with other responses)
Alignment: A lifesoul must be of good alignment, as only a good person is capable of committing the sacrifices a lifesoul must go through. The training a lifesoul goes through and the principles she has to live by are so strict that few of chaotic alignment can walk this path. However, a few of chaotic good alignment manage to endure the strictness. Neutral good lifesouls also occur, but not as frequently as Lawful Good lifesouls.
(Alignment is set in stone on the good-evil axis. I think you'll agree with me there. When it comes to law and chaos, then I may have to change)
Relationships: Lifesouls get along with all those who hold life as something sacred. They get along quite well with most classes and especially Paladins and good aligned Bards, Druids and Monks. This is because the Paladin is a shining beacon of good that many lifesouls strive to attain, Bards are merry and helpful and their songs are as alive to a lifesoul as the Bard who plays the song, the Druid gains her respect from her own respect for nature. The lifesoul has more in common with the Druid than any other class. Monks also gain much respect from Lifesouls because of how they appreciate the life given them and for how they tries to attain perfection. Lifesouls just get along with Wizards, Sorcerers, Rouges and Clerics, but they have a very hard time getting along with Rangers, Fighters and Barbarians.
Religion: A lifesoul does not necessarily worship a god or godess. To them, life is the only thing to worship and they find life in the animals of the forest, the children playing on the street and the plants who twist and grow. Those who do worship a god tend to go towards Pelor. There are also a few who worship the lifesoul founder as a godess, but they are few and far between.
Skills: The lifesoul's classkills (and the key ability for each skill) are Balance,(dex) Bluff,(cha) Concentration,(con) Craft,(int) Dechiper script,(int) Diplomacy,(cha) Gather Information,(cha) Handle animal,(cha) Heal,(wis) Knowledge: Arcana,(int) Knowledge: History,(int) Knowledge: Nature,(int) Knowledge: Religon,(int) Knowledge: The planes,(int) Listen,(wis) Perform,(cha) Profession,(wis) Search,(int) Sense Motive,(wis) Spot(wis).
Skillpoints at first level: (5+Int modifier) x 4
Skillpoints at each additional level: 5+Int modifier
(I thought that 4 was to little and 6 too much, so I used 5 to be diplomatic. Now I need your help to tip it in the right direction)
Key abilities: The lifesoul needs all the mental skills she can aquire. Intelligence is used to determine what level of spells she can cast, as well as for bonus spells and for extra skill points. Wisdom determines the durability of some of her abilities as well as it improves the power of her spells. Charisma is used for most of her special abilities. Strength, Dexterity and Constitution is rarely needed.
Hit die: d4
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Shield of the soul 1, Part of life
2 +1 +0 +0 +3 Knowledge about life
3 +1 +1 +1 +3 Willing sacrifice
4 +2 +1 +1 +4 Aura of kindness
5 +2 +1 +1 +4 Shield of the soul 2, heart of understanding, learning from life
6 +3 +2 +2 +5 Unity of life 1
7 +3 +2 +2 +5 Speak with animals
8 +4 +2 +2 +6 Kinder hearth
9 +4 +3 +3 +6 Shield of the soul 3
10 +4 +3 +3 +6 Lingering life, learning from life
11 +5 +3 +3 +7 Knowledge from life
12 +6/+1 +4 +4 +8 Unity of life 2
13 +6/+1 +4 +4 +8 Shield of the soul 4
14 +7/+2 +4 +4 +9 Tounge of the Sun and Moon
15 +7/+2 +5 +5 +9 Learning from life
16 +8/+3 +5 +5 +10 Not dead yet
17 +8/+3 +5 +5 +10 Plane step, shield of the soul 5
18 +9/+4 +6 +6 +11 Unity of life 3
19 +9/+4 +6 +6 +11 Knowing me is knowing you
20 +10/+5 +6 +6 +12 One with life, Indestructible soul, Bound by destiny, Soul of good, Empowered life
——–——————— Spells per Day —–———————
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 1 — — — — — — — —
4 2 — — — — — — — —
4 2 1 — — — — — — —
4 3 2 — — — — — — —
4 3 2 1 — — — — — —
4 3 3 2 — — — — — —
4 4 3 2 1 — — — — —
4 4 3 3 2 — — — — —
4 4 4 3 2 1 — — — —
4 4 4 3 3 2 — — — —
4 4 4 4 3 2 1 — — —
4 4 4 4 3 3 2 — — —
4 4 4 4 4 3 2 1 — —
4 4 4 4 4 3 3 2 — —
4 4 4 4 4 4 3 2 1 —
4 4 4 4 4 4 3 3 2 —
4 4 4 4 4 4 4 3 2 1
4 4 4 4 4 4 4 3 3 2
4 4 4 4 4 4 4 4 3 3
4 4 4 4 4 4 4 4 4 4
Class features: All of the following are features of the lifesoul class.
Weapon and Armor Proficiency: Lifesouls are proficient with no weapons and no armor. However they can use improvised weapons and staffs to deal nonlethal damage. If a lifesoul wears armor of any kind or wears leather of any kind she loses all her spells and abilities except for Part of Life, hearth of understanding, speak with animals and willing sacrifice.
Spells: A lifesoul cast arcane and divine spells drawn from the life around her. She can only cast spells that invoke no harm on other beings around her, physically or mentally. To learn or cast a spell, a lifesoul must have an intelligence score equal to at least 10 + the level of the spell. The DC for the saving throw against a lifesouls spell is 10 + the spell level + her intelligence. A lifesoul can learn as many spells as she wants, but has to prepare them ahead of time. She is not dependant upon sleep, but can prepare one spell less for each night she doesn't get any sleep. A lifesoul prepares her spells by meditating for one hour.
Shield of the soul: At first level the lifesoul can call on the power of life to form a shield around her once each day. All damage done to the lifesoul while this shield is activated change to nonlethal damage. The lifesoul can also choose to use the shield on a weapon. The weapon will then deal nonlethal damage for the duration. The shielded weapon can still hit critically. The duration of this ability is equal to 1 + the lifesouls charisma bonus. At level five and every four levels after that, the times you can use this ability increase by one.
Part of life: Whenever a creature is killed withing 100 feet of a lifesoul, she will take half the damage dealth as lethal damage too. This damage cannot be prevented in anyway. Not even by a wish or a miracle. If this damage would kill the lifesoul, her hp is instead dropped to -9 and she'll auto stabilize. Natural deaths such as those from disease or age has no effect on the lifesoul.
Knowledge about life: When a lifesoul reaches level two she gains a +2 bonus on all her Knowledge: History and Knowledge: The Planes checks. This bonus stack with whatever other bonuses the lifesoul already has.
Willing sacrifice: When a lifesoul reaches level three she can take the damage of someone else. This can be used as many times a day as the lifesoul wants. However, she has to be aware of the attack and withing thirty feet of the one attacked. The damage she receives is the one the creature would take if she had not interferred and not the one she would take if it had hit her instead. Poisons and other effects also carry over to the lifesoul.
Aura of Kindness: When a lifesoul reaches level four, she gains an aura that forces everyone within thirty feet of her to make a will save equal to her level + her wisdom modifier in order to attack somebody else inside the radius of the aura. Others can still attack those inside the aura without having to roll the will save. If someone tries to attack the lifesoul then the DC for the will save is her level + charisma modifier + wisdom modifier. All creatures who fail their will save treats the lifesoul as friendly unless she performs any acts that are dangerous to them.
Heart of understanding: When a lifesoul reaches level five she gains the ability to understand all other beings that can communicate. She must be able to hear and see the creature in order to understand. This does not give her the ability to communicate back.
Learning from life: When a lifesoul reaches level five and every five levels after that the lifesoul reaches a point where her own life gets so in tune with the life around her that she can choose to add different skills to her class abilities. These abilities are:
Fast movement. This increase the lifesouls land speed by ten feet. This can be chosen several times.
Uncanny dodge: The lifesoul retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. The lifesoul must have a positive dexterity modifier in order to gain this ability.
Improved Uncanny dodge: The lifesoul can no longer be flanked. This defense denies a rogue the ability to sneak attack the lifesoul by flanking her, unless the attacker has at least four more rogue levels than the target has lifesoul levels. A lifesoul can only choose this ability if she already has Uncanny dodge.
Trap Sense: The lifesoul gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This ability can be chosen several times. It's effects stack. The lifesoul must have at least three on her reflex save before gaining this ability.
Inspire Courage: The lifesoul can create a performance like that of a Bard, granting a +1 morale bonus to all beings with hearing that hears her performance. This ability can be chosen several times. It's effects stack. A lifesoul needs at least three ranks in perform before she can choose it.
Turn undead: A lifesoul can turn undead like a cleric once each day. This ability can be chosen several times. Each time it is chosen gives the lifesoul another turning attempt. The lifesoul must have at least 8 ranks in Knowledge: Religion to gain this ability.
Greater turn undead: A lifesoul can choose to upgrade on of her turning attempts to a greater turn undead. This ability can be chosen as many times as you have regular turn undead tries.
Wild empathy: A lifesoul can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her lifesoul level and her Charisma modifier to determine the wild empathy check result. The lifesoul must have at least six ranks in Handle animal in order to gain this ability.
Woodland stride: A lifesoul may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. The lifesoul must have at least four ranks in survival.
Trackless step: The lifesoul leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. The lifesoul must have woodland stride before she can learn this ability. The lifesoul must have at least eight ranks in survival to gain this skill.
Resist nature's lure: The lifesoul gains a +4 bonus on saving throws against the spell-like abilities of fey. The lifesoul must already have a willsave of at least six.
Wild Shape: The lifesoul can change to an animal once a day like a druid. The size of the animal must be choosen when this ability is taken and it cannot be changed later. The size she can choose from are diminutive, tiny, small and medium. The duration is one hour per lifesoul level A lifesoul can choose this ability several times. Each time it is chosen, the lifesoul must decide if it will allow her access to another animal size or if it gives her another wildshape for that day. The lifesoul must have learned polymorph self before learning this ability.
A thousand faces: The lifesoul gains the ability to change her appearance at will, as if using the alter self spell. A lifesoul must have wild shape before she can choose this ability and she must know alter self.
Evasion: If the lifesoul makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing no armor. The lifesoul must have the feat lightning reflexes in order to gain this ability.
Still mind: The lifesoul gains a +2 bonus on saving throws against spells and effects from the school of enchantment. The lifesoul must have the feat Iron will to gain this ability.
Purity of body: The lifesoul gains immunity to all regular diseases. Magical or supernatural still affect her though. The lifesoul must have learned a spell that can remove diseases.
Wholeness of body: The lifesoul gains the ability to heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level + her current lifesoul level each day, and she can spread this healing out among several uses. The lifesoul must have the feat Great Fortitude to gain this ability.
Improved evasion: When a lifesoul's evasion improves, she still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless lifesoul does not gain the benefit of improved evasion. The lifesoul must have chosen evasion earlier in order to gain this ability.
Diamond body: The lifesoul gains immunity to poisons of all kind. You must have Purity of body before choosing this.
Diamond soul: The lifesoul gains spell resistance equal to her current monk level + her lifesoul level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. The lifesoul must have Diamond body before choosing this.
Empty body: The lifesoul gains the ability to assume an ethereal state for one round per monk level + lifesoul level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk and lifesoul level. The lifesoul cannot choose this ability before she reaches level twenty.
Camouflage: The lifesoul can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. The lifesoul must have gained hide as a classkill and have at least 6 ranks in hide.
Hide in Plain Sight: While in any sort of natural terrain, the lifesoul can use the Hide skill even while being observed. The lifesoul must have gotten camouflage before getting this ability.
Trapfinding: The lifesoul can gain the ability to find traps like a Rouge. She still cannot disarm them though. You need to have at least four ranks in disable trap and search to get this ability You also need to have disable trap as one of your classkills.
Disarm Trap: The lifesoul gains the ability to Disarm Traps like a Rouge. She must have gained the Trapfinding ability before she can learn how to disarm them.
Slippery Mind: The lifesoul gain another saving throw against enchantment spells if she fails her original roll. She can reroll against the same DC on round later and try to break free from the enchantment. The lifesoul must have the still mind ability before attempting to gain this.
Learn skill: The lifesoul may choose to add a skill to her classkills so she no longer has to pay extra skill points for it.
Extra feat: The lifesoul may choose a new feat instead of any of the afforemented abilities.
A lifesoul must have someone teach her the ability, or she has to study it on her own. Both ways takes one month.
Unity of life: At level six the lifesoul gains the ability to copy a defensive ability of a creature within 100 feet of her once each day. At level twelve, and every six levels after that, she can use it one more time per day.
Speak with animals: When the lifesoul reaches level seven she can speak with all animals that have a language. This ability does not let her speak with magical creatures with an intelligence of 1 or 2.
Kinder hearth: When the lifesoul reaches level eight, all who attack her on purpose must make a willsave with a DC of lifesoul level + charisma modifier or have his or her alignment changed to good.
Lingering life: When a lifesoul reaches level ten she can add her wisdom modifier to the duration of her spells.
Knowledge from life: When a lifesoul reaches level two she gains a +2 bonus on all her Knowledge: Religion and Knowledge: Nature checks. This bonus stack with whatever other bonuses the lifesoul already has.
Tounge of the Sun and Moon: A lifesoul of level fourteen or higher can speak with any living creature.
Not dead yet: When a lifesoul reaches level sixteen she can prevent the death of a creature within fifty feet of her. When the lifesoul uses this ability, the creature is not killed, but reduced to -9 hp and stabilized. All damage dealt to the creature is also changed to nonlethal damage. This ability can be used once each week.
Plane Step: When a lifesoul reaches level seventeen she can step between planes, giving her the ability to teleport thirty feet in any direction as a free action. This ability can be used a number of times each day equal to 1 + the lifesouls wisdom modifier.
Knowing me is knowing you: When the lifesoul reaches level nineteen she gains the ability to monitor the status of any creature she can see, as if she had cast the spell status on them. Those who are affected by this ability also gains the ability to monitor the lifesouls status. The lifesoul can supress this ability at will if she so wishes.
One with life: When a lifesoul reaches level twenty, her body, mind and soul are so in tune with the life around her that her type changes. She is forevermore treated as an outsider rather than as a humanoid (or whatever the lifesoul's creature type was) for the purpose of spells and magical effects. The lifesoul can no longer be brought back to life by the spells Raise Dead, Ressurection, True ressurection, Miracle or Wish. She can only be brought back with reincarnate and she will have to be brought back before two weeks pass. When the second week pass, the lifesoul's body turns to nothingness and the lifesoul's mind and soul moves to a new body. This happens even if the lifesoul dies of old age.
Indestructible soul: The lifesoul can nevermore be affected by spells and abilities that affect her soul.
Bound by destiny: If a creature kills the lifesoul out of malevolence, the being is instantly killed as well with no saving throw.
Soul of good: The lifesoul's soul has tuned itself so much to the goodness around her that the effects of spells with the good descriptor are twice as effective on her.
Spelllist:
0 level spells:
Arcane Mark
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Know Direction
Light
Lullaby
Mending
Message
Open/Close
Prestidignation
Purify Food and Drink
Read Magic
Virtue
1 level spells:
Calm Animals
Comprehend Languages
Cure Light Wounds
Disguise Self
Endure Elements
Expeditious Retreat
Feather Fall
Identify
Longstrider
Remove Fear
Sanctuary
Shield
Silent Image
2 level spells:
Aid
Alter Self
Augury
Bear's Endurance
Bull's Strength
Calm emotions
Cat's Grace
Cure Moderate Wounds
Delay Poison
Detect Thoughts
Eagle's Splendor
Fox's Cunning
Gentle Repose
Heroism
Invisibility
Levitate
Minor image
Mirror image
Owl's Wisdom
Remove Paralysis
Restoration, Lesser
Shield Others
Status
Tongues
Whispering Wind
3 Level spells:
Clairvoyance
Create Food and Water
Cure Serious Wounds
Daylight
Deep Slumber
Dispel Magic
Haste
Major Image
Quench
Remove Blindness
Remove Curse
Remove Deafness
Remove Disease
Scrying
Speak with Animals
Tiny Hut
Water Breathing
Water Walk
4 level spells:
Air Walk
Cure Critical Wounds
Death Ward
Dimension Door
Discern Lies
Divination
Illusory Wall
Locate Creature
Minor Creation
Neutralize Poison
Polymorph
Rainbow Pattern
Reincarnate
Resilient Sphere
Restoration
Secure Shelter
5 level spells:
Atonement
Break Enchantment
Cure Light Wounds, Mass
Dispel Magic, Greater
Heroism, Greater
Permanency
Persistant Image
Plane Shift
Raise Dead
Scrying
Seeming
Teleport
True Seeing
6 level spells:
Analyze Dweomer
Bear's Endurance, Mass
Bull's Strength
Cat's Grace, Mass
Cure Moderate Wounds, Mass
Eagle's Splendor, Mass
Find the Path
Fox's Cunning, Mass
Guards and Wards
Heal
Heroes' Feast
Owl's Wisdom, Mass
Permanent Image
Programmed Image
Project Image
Stone to Flesh
Veil
Word of Recall
7 level spells
Cure Serious Wounds, Mass
Invisibility, Mass
Limited Wish
Mage's Magnificent Manison
Plane Shift
Regenerate
Restoration, Greater
Resurrection
Scrying Greater
Teleport, Greater
Teleport Object
Vision
8 level spells
Animal Shapes
Antimagic Field
Cure Critical Wounds, Mass
Discern Location
Mind Blank
Polymorph Any Object
Temporal Stasis
9 level spells
Astral Projection
Etheralness
Foresight
Freedom
Gate
Heal, Mass
Miracle
Refuge
Shapechange
Teleportation Circle
Time Stop
Wish
True Resurrection
Multiclassing: A character who multiclasses from a lifesoul too any other class loses all her class abilities except for knowledge about life, knowledge from life, hearth of understanding, speak with animals and tounge of the sun and moon and she can no longer gain levels in the lifesoul class. A character who multiclasses into a lifesoul lose all her abilities except for those that a lifesoul can gain through learning from life.
Ex lifesouls: If a lifesoul ever willingly kills another living being or uses magic to harm living beings then she loses all her abilities and cannot gain new levels before she atones and brings the creature she slew back to life. The only exception to this rule is when the lifesoul killed to defend the lives of others. However she will still have her powers revoked for a week.
Well, that's it. I'm sure that it is quite broken or that it can be abused, so I'd love any help to make it even better.