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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.

Thrune
2005-12-11, 08:36 PM
For those who cannot stand highly blunt speaking, skip the part below.





















NONONONONONONONONONONONONONOOOOOOOOOOOOO!!!!!!!!!! !!!!!!!!!!!!! ;D

The problem is, both in a normal party, it doesn't work(You're supposed to be doing combat. Killing things. That's kind of hard when your cleric implodes after any nearby death!); and as an opponent in an evil/neutral campaign it doesn't work(Forced alignment changes to Good slaughter the campaign AND work havoc upon the players themselves).

While people who's play styles differ might like this, I wouldn't let it near my campaign!
















You can look now.

bingo_bob
2005-12-11, 08:51 PM
Silanas is right. I mean here's how a typical combat would go:

Barbarian: I attack the wizard with my greataxe!
DM: He dies. Unfortunately, so does your party's lifesoul. Better get her to some healing.
Lifesoul's player: $@^#$!!!

SolusTempus
2005-12-11, 08:58 PM
Wow, almost pacifist of doom. Those abilities are raw awesome, but the class is near useless in most campaigns. Unless you're specifically running a campaing where killing is to be avoided, or you are only fighting undead and constructs.

Edit: and lifesouls are going to be like psyco vegetarians, seeign as no one can hunt near the lifesoul, so unless everyone is willing to live of veggies and carrion that'll be a pain.

Barbarian: "I pull the jerky out of my pakc and eat it."

Lifesoul: "MUDERER!"

Dragonmuncher
2005-12-11, 09:00 PM
I don't think it's that BROKEN, it's just that it's such an odd concept that it seems hard to wrap my mind around. I found some things to poke at:

The saves should be better. This class is supposed to be defensive in nature, right? Since she can't roast enemies with a fireball, she'll have to be able to withstand their attacks. Either increase both or one of Fort and Reflex.


art 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.

This absolutely has to change. If it doesn't, a lifesoul could never go anywhere where she would be useful! She couldn't be in almost any adventuring party, and she couldn't even be a medic in a battlefield hospital, since those deaths aren't "natural."


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.

Why would becoming more at one with the world (or whatever) give a bonus to knowledge of history? I can (kind of) see The Planes.


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.

I like the flavor, although the method of preparing spells seems like it could be abused. Also, how does she "learn" spells? Scrolls? does she just have them, like a cleric?

The "Shield of the Soul" Ability is pretty cool. I think you should up the uses of it, though. Once per level per day? Again, I'm thinking from a defensive point of view, since this class can't attack.

I like the "Aura of Kindness" ability.


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.

What exactly do you mean by "defensive ability?"

As for the special abilities section... I have mixed feelings. On the one hand, it allows for some cool customization. On the other hand, it feels... off. It's just a bunch of random abilities stolen from other classes, nothing unique to the Lifesoul class.

The "Not dead yet" and "Knowing me is knowing you" abilites are very nice, and fit the flavor well. I think the "Not dead yet" ability should be once a day, not once a week, though. Also, while the "Knowing me..." ability is cool, it seems underpowered for level 19. Higher than level 9, but less than 19, I'd say.

Also, what is the "Empowered life" ability? It's on the chart, but not described.



I think you need to think about what you really want this class to do. Is it just a healer? Than the abilities are good, but you might want to add some stuff about curing disease, bonuses to heal, and the like. Is it a pacifist? Is it a support character, like the wide range of selectable abilities would suggest?


I also think that the spell casting abilities of the class are questionable. Not in the spell list, but in the source. Do the spells come from a god? From study? From "inner power," like a sorcerer?

It might be worth it to scrap the spellcasting abilities, and just give a bunch of innate healing and defensive SLAs.

Maryring
2005-12-12, 02:27 AM
As a general respond to a general question, I added Part of life earlier when she was WAY overpowered in order to balance it out. But I see your point. I'll try to find a way to change that.


Why would becoming more at one with the world (or whatever) give a bonus to knowledge of history? I can (kind of) see The Planes.

History has always been important to most living beings, and a lifesoul will have studied alot of history just to get to level one. The later one, Knowledge from life, is knowledge she has gained bu actually living. That is why Nature and Religion gains a two misc bonus.


I like the flavor, although the method of preparing spells seems like it could be abused. Also, how does she "learn" spells? Scrolls? does she just have them, like a cleric?

No, she has to learn them like a wizard. However she doesn't need a spellbook since she draws the power from the life around her. She just have to know how to acess that energy before she can cast a spell. I think this should be a good explanation.

"A lifesoul learns her spells by observing the world around her and how magic affects that world. In order for a lifesoul to learn a spell she has to see it in effect, make a Spellcraft check with DC 10 + spellevel and a Knowledge: Nature check with the same DC, and then meditate for an hour and a day. She must start her meditating before ten minutes has passed."


What exactly do you mean by "defensive ability?"

I mean abilities like Damage Reduction, Improved Evasion and Defensive Roll. Abilities like Stunning Fist or Lay on Hands cannot be copied as they are offensive and healing respectively. She can also use this to copy abilities and defensive feats normally reserved for monsters.


As for the special abilities section... I have mixed feelings. On the one hand, it allows for some cool customization. On the other hand, it feels... off. It's just a bunch of random abilities stolen from other classes, nothing unique to the Lifesoul class.

I know that. It was supposed to be that way. Giving the class an unique versiality to it's otherwise supportive nature. The reason the lifesoul gains these abilities is because, well, those who gain those abilities live. Though I'll grant you that I did something wrong there. Turn Undead and Greater Turn Undead should be reserved for Clerics. If you want I can make an alternate list of abilities that the lifesoul can choose from. Those I put up are merely those I thought would fit, and I'm sure that most players know about all of them.


The "Not dead yet" and "Knowing me is knowing you" abilites are very nice, and fit the flavor well. I think the "Not dead yet" ability should be once a day, not once a week, though. Also, while the "Knowing me..." ability is cool, it seems underpowered for level 19. Higher than level 9, but less than 19, I'd say.

Okay, "Not dead yet" once a day. Noted down. Thanks for the input. "Knowing me..." on an earlier level? Okay, what about level 14? What do you think about that?


Also, what is the "Empowered life" ability? It's on the chart, but not described.

That's what I get for sitting up to eleven PM just to write this in. Sorry about that. "Empowered life" gives the lifesoul the ability to add her wisdom modifier to the power of her spells. That means that Heal would heal 2 more HP per level if the lifesoul had a wisdom of 14. This extra effect does not count against the maximum effect.


I think you need to think about what you really want this class to do. Is it just a healer? Than the abilities are good, but you might want to add some stuff about curing disease, bonuses to heal, and the like. Is it a pacifist? Is it a support character, like the wide range of selectable abilities would suggest?

It is a mix of a healer and a supporter. Pacifist? Yeah, very pacifistic. But I might add other healing abilities as you suggested. How about this?

"Cleanse: Cure's a living being of disease and poison. Gained at level four and can be used a number of times each day equal to 1 + the lifesouls Wisdom modifier."


I also think that the spell casting abilities of the class are questionable. Not in the spell list, but in the source. Do the spells come from a god? From study? From "inner power," like a sorcerer?

It might be worth it to scrap the spellcasting abilities, and just give a bunch of innate healing and defensive SLAs.

I hope I've answered the first part, and personally I like it. As I've said earlier, the spellcasting powers come from the life around her, and herself. Think of it as a mix of a druid, a wizard and a bard. For the second part, I doubt it. Without spellcasting it would be very weakened, but then again, I am not sure what you mean by SLA. Can you please explain that?


The saves should be better. This class is supposed to be defensive in nature, right? Since she can't roast enemies with a fireball, she'll have to be able to withstand their attacks. Either increase both or one of Fort and Reflex.

Okay then. Reflex increase should do it then. But I'm not exactly sure about that. Saves comes from their own strenght, and both Reflex and Fort are based on physical abilities, both of which the lifesoul lacks in.


Wow, almost pacifist of doom. Those abilities are raw awesome, but the class is near useless in most campaigns. Unless you're specifically running a campaing where killing is to be avoided, or you are only fighting undead and constructs.

Edit: and lifesouls are going to be like psyco vegetarians, seeign as no one can hunt near the lifesoul, so unless everyone is willing to live of veggies and carrion that'll be a pain.

Barbarian: "I pull the jerky out of my pakc and eat it."

Lifesoul: "MUDERER!"

The last one cracked me up, but I see your point. Perhaps this can clarify it. The lifesoul protects life yes, but death is also a part of life. She doesn't go around and protect rabbits and hummingbirds. She guards life, and in life, some have to die for others to live. Sure, they can be "psycho vegans", but that would only affect themselves. Remember how "Bound by Destiny" only works when she is killed out of malevolence. Killing for food would not trigger that bond, as it isn't a part of destroying life. To sum it up. Malevolence kills, survival survives.


Silanas is right. I mean here's how a typical combat would go:

Barbarian: I attack the wizard with my greataxe!
DM: He dies. Unfortunately, so does your party's lifesoul. Better get her to some healing.
Lifesoul's player: $@^#$!!!

That one was also funny, but let me clarify.


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.

She won't die, just get knocked unconcious.


The problem is, both in a normal party, it doesn't work(You're supposed to be doing combat. Killing things. That's kind of hard when your cleric implodes after any nearby death!); and as an opponent in an evil/neutral campaign it doesn't work(Forced alignment changes to Good slaughter the campaign AND work havoc upon the players themselves).

But think about the Roleplaying that can come out of it. The evil party kills the lifesoul, but one of them turns good and suddenly senses the call to become a Paladin. That could set up many intresting situations for the DM.

Dragonmuncher
2005-12-12, 07:57 PM
SLAs are Spell like abilities.


"A lifesoul learns her spells by observing the world around her and how magic affects that world. In order for a lifesoul to learn a spell she has to see it in effect, make a Spellcraft check with DC 10 + spellevel and a Knowledge: Nature check with the same DC, and then meditate for an hour and a day. She must start her meditating before ten minutes has passed."

I can see why you'd want to keep spellcasting, but this method of learning spells should be tweaked a bit. She has to see the spell, and make two knowledge checks, AND then meditate for an hour and a day. and this has to be done within ten minutes of seeing the spell.

I'd suggest dropping the ten minute limit- or extending it.


"Cleanse: Cure's a living being of disease and poison. Gained at level four and can be used a number of times each day equal to 1 + the lifesouls Wisdom modifier."

This is a cool ability, and fits it well.

I really dislike the "Part of Life" ability. If you feel like you NEED to have it, I suggest it only deals nonlethal to the lifesoul.

The reason I hate it for a PC class is because, like it or not, there is a LOT of combat in D&D. Every class has a few non-battle abilities, but they all have a lot more battle abilities. In this kind of situation, you'd expect the lifesoul to be a healer. However, she can't even stay close to the people she has to heal!

If the lifesoul was an NPC class, it might be a good ability, but as it is it totally negates any effectiveness a lifesoul might have.


But think about the Roleplaying that can come out of it. The evil party kills the lifesoul, but one of them turns good and suddenly senses the call to become a Paladin. That could set up many intresting situations for the DM.

Um, what? Unless I read something wrong, I didn't see any ability that forces an enemy to become good. The "bound by destiny" ability is kind of neat, although not really one you'd use a lot. I think what the other poster said about "forced alignment changes" was referencing that a lifesoul has to be good.

And if for some reason I'm just blind, this is NOT a good roleplaying thing. Well, it is a little, but it's equivilant to creating an evil party, then adding a Paladin, and seeing what happens. Only a lifesoul can't defend herself particularly well.

Oh, and I figured out a way around the save issue. Give the lifesoul a version of the paladin's Divine Grace (+ to saves equal to cha modifier). You might want to make it wisdom or int, but I think that'll help out that problem.

14 sounds good for the "Knowing" ability.

One last thing- when I was asking about the "role," I guess I wasn't very specific. I meant, is this a class that goes adventuring with other PCs? If so, see my concerns about "Part of Life" Is she a doctor, that doesn't fight at all? Is she a "battlefield medic," that accompanies armies and such, but stays away from the fighting, returning only after it's finished to care for the survivors?

Oh, and it seems odd that she gains knowledge about history, but never an increase to her Heal skill.

Nasrudith
2005-12-13, 12:26 AM
The life soul abilty to kill anyone who kills them is a nightmare. Imagine this situation.
DM: Okay your outside the BBEG's lair.
Players: Send in the life soul to negocate.
Lifesoul: Meh if we can't reach peace I'll reincarnate within 15 days.

Thrune
2005-12-13, 12:38 AM
The forced alignment change I was speaking of is this:

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.
So yeah... my opinion is two thumbs down.

Winged One
2005-12-13, 02:03 AM
Do you have the Book of Exalted Deeds? This class is really only practical in an Exalted campaign. Speaking of, I'd consider giveing this class Vow of Peace as a bonus feat at first level.

Maryring
2005-12-13, 02:55 AM
Do you have the Book of Exalted Deeds? This class is really only practical in an Exalted campaign. Speaking of, I'd consider giveing this class Vow of Peace as a bonus feat at first level.

No, I don't have that book unfortunately. So I have no idea what you are talking about.


The life soul abilty to kill anyone who kills them is a nightmare. Imagine this situation.
DM: Okay your outside the BBEG's lair.
Players: Send in the life soul to negocate.
Lifesoul: Meh if we can't reach peace I'll reincarnate within 15 days.

As a newborn baby with no levels in any class.


I really dislike the "Part of Life" ability. If you feel like you NEED to have it, I suggest it only deals nonlethal to the lifesoul.

The reason I hate it for a PC class is because, like it or not, there is a LOT of combat in D&D. Every class has a few non-battle abilities, but they all have a lot more battle abilities. In this kind of situation, you'd expect the lifesoul to be a healer. However, she can't even stay close to the people she has to heal!

Actually, I think you're right. "Part of life" is the biggest flaw of this class. So I think that ability will have to go away. Maybe I can find something other unique ability instead.


And if for some reason I'm just blind, this is NOT a good roleplaying thing. Well, it is a little, but it's equivilant to creating an evil party, then adding a Paladin, and seeing what happens. Only a lifesoul can't defend herself particularly well.

Check "kinder heart". That, and "Shield of the soul" are her best forms of defence, and they can both be very potent, especially against classes with weak will save.


Oh, and I figured out a way around the save issue. Give the lifesoul a version of the paladin's Divine Grace (+ to saves equal to cha modifier). You might want to make it wisdom or int, but I think that'll help out that problem.

Okay, what about this then? (Revised verison) "Part of life. A lifesoul can add her intelligence modifier to all her saving throws." That sould take care of two problems.


One last thing- when I was asking about the "role," I guess I wasn't very specific. I meant, is this a class that goes adventuring with other PCs? If so, see my concerns about "Part of Life" Is she a doctor, that doesn't fight at all? Is she a "battlefield medic," that accompanies armies and such, but stays away from the fighting, returning only after it's finished to care for the survivors?

Well, that is individual. A typical lifesoul does travel a lot. Some create schools in big cities where they teach others about being a lifesoul, I can get closer into these schools if you want, others visit poor towns and the like far away from any kind of help. There they settle down and act as healers and diviners for those who live there. Others yet again leave the lands of their race entirely. Some starts to live in the forest where they tend to wounded creatures, while others yet again approach new humanoid races and tries to teach them about life and good. The last one is what most lifesouls do.


Oh, and it seems odd that she gains knowledge about history, but never an increase to her Heal skill.

D'oh. Stupid me, I forgot to write it down. Whenever she gains one of the knowledge increases, her heal skill also increase by two.


I can see why you'd want to keep spellcasting, but this method of learning spells should be tweaked a bit. She has to see the spell, and make two knowledge checks, AND then meditate for an hour and a day. and this has to be done within ten minutes of seeing the spell.

I'd suggest dropping the ten minute limit- or extending it.

Okay. I'll increase it then. The time limit is increased to four hours. That should give the party enough time to run out of spells anyway.

And thanks for all your feedback. It really helps me.

Maryring
2005-12-15, 05:55 PM
Doesn't anyone have any suggestions for me? I really want to perfect this class.

Sciurusaurus
2005-12-15, 06:11 PM
Hmm... I'm not good at making small suggestions for stuff like this (last time I wanted to help out with a base class, I suggested a Prestige Class version instead).

I wouldn't do that here, as I think your class is unique enough in concepts and abilities to justify being a base class. However, when I start fiddling with such stuff, I'm not good at stopping ;)

I could give a suggestion, but it would be a rewrite, and I might take it further than you like. But if you want to, I could give it a try.

Maryring
2005-12-15, 06:19 PM
Please do so. If I don't like it then I don't have to use it, and if I only like something then it shouldn't be too hard to fit it into the actual character. Thanks in advance.

johnnyko
2005-12-15, 07:03 PM
I don't understand why the LS's abilities come from Intelligence. If I'm interpreting the concept correctly, most of the character's abilities are a result of an innate connection to the life around it. I feel that this would be better reflected with an emphasis in Wisdom, not Intelligence.

I agree with the consensus that the "part of life" feature is broken. It seems that this would make the character more of a hinderance than a help to an adventuring party, and would make the character useless as a healer, since no healer has a 100% success rate. Perhaps it can be voluntary, allowing the LS to take the damage himself and stabilize the wounded creature at -9, or perhaps any death near the character can deal Xd6 nonlethal damage to the LS. What if the LS was only damaged if he made no effort to help the wounded creature? I just don't like the idea of a character being constantly penalized for his class, rather than the choices the character made.

Why is it necessary for this to be a base class, rather than a PrC? Because of the strict code it must follow, I don't think it's over-powered as a base class, despite its many abilities, but I think it could work better as a PrC piced up primarily by paladins, clerics, and druids.

bosssmiley
2005-12-15, 07:24 PM
Instead of developing this as a 20 level core class, why not look up the Vow of Nonviolence and Vow of Peace feats in "Book of Exalted Deeds"? Or possibly make the character a pacifist cleric (Class Acts, Dragon #324, pg89)?

Please don't think I'm trying to trash the class, it just seems a *little* like reinventing the wheel. But then I despair of system bloat in games. :P

Sciurusaurus
2005-12-15, 08:38 PM
OK, here is my take on the Lifesoul class :

Lifesoul

Alignment: Any Good

Skills: The lifesoul's class skills (and the key ability for each skill) are Balance (dex), Concentration (con), Craft (int), Dechiper script (int), Diplomacy (cha), Handle animal (cha), Heal (wis), Knowledge (Arcana) (int), Knowledge (History) (int), Knowledge (Nature) (int), Knowledge (Religon) (int), Knowledge (The planes) (int), Listen (wis), Profession (wis), Search (int), Sense Motive (wis), Spot (wis)
Skill points at first level: (4+Int modifier) x 4
Skill points at each additional level: 4+Int modifier

Hit die: d6

{table]
LevelBABFortRefWillSpecial
1+0+0+0+2Murderous Foe, Part of Life, Shield of the Soul 1
2+1+0+0+3Knowledge about Life
3+1+1+1+3Willing Sacrifice
4+2+1+1+4Aura of Kindness
5+2+1+1+4Heart of Understanding, Learning from Life, Shield of the soul 2
6+3+2+2+5Unity of Life 1
7+3+2+2+5Speak with animals
8+4+2+2+6Knowing Me is Knowing You
9+4+3+3+6Shield of the Soul 3
10+4+3+3+6Learning from Life, Lingering Life
11+5+3+3+7Knowledge from Life
12+6/+1+4+4+8Unity of Life 2
13+6/+1+4+4+8Shield of the Soul 4
14+7/+2+4+4+9Tongue of the Sun and Moon
15+7/+2+5+5+9Learning from Life
16+8/+3+5+5+10Not Dead Yet
17+8/+3+5+5+10Shield of the Soul 5
18+9/+4+6+6+11Unity of Life 3
19+9/+4+6+6+11Soul of Good
20+10/+5+6+6+12One with Life, Indestructible Soul, Empowered Life

[/table]

Spells per day :

As the first version

(The table wouldn't work, and since I didn't change it, I chose the easy way :P )


Class features: All of the following are features of the lifesoul class.

Weapon and Armor Proficiency: Lifesouls are proficient with the sap, the club and the quarterstaff and no armor. The lifesoul may deal nonlethal damage with the club and the quarterstaff with no penalty to the attack roll. While a lifesoul wears armor of any kind she loses all her spells and abilities except for Part of Life, Heart of Understanding, Speak with Animals and Willing Sacrifice.

Spells: A lifesoul cast spells from the lifesoul spell list as a divine spellcaster. To learn or cast a spell, a lifesoul must have an wisdom 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 wisdom modifier. A lifesoul can learn as many spells as she wants, but has to prepare them ahead of time. A lifesoul prepares her spells by meditating for one hour.

Murderous Foe : If a creature shows murderous intent beyond reasoning, the lifesoul can designate that creature as a Murderous Foe. The following abilities may not be used on, or is not triggered by, a Murderous Foe : Part of Life, Willing Sacrifice, Aura of Life, Cleanse Poison, Cleanse Disease, Positive Energy Burst (if the Murderous Foe is a living creature), Not Dead Yet

Part of Life: Whenever a creature is killed withing 100 feet of a lifesoul, she will take nonlethal damage equal to that creature’s HD. Natural deaths such as those from disease or age has no effect on the lifesoul.

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 duration of this ability is equal to 2 + the lifesouls charisma bonus. At level five and every four levels after that, the times you can use this ability increase by one.

Knowledge about life: When a lifesoul reaches level two she gains a +2 bonus on all her Knowledge: History and Knowledge: The Planes checks.

Willing Sacrifice: When a lifesoul reaches level three she can take the damage of someone else as a swift action. Any further damage to that creature that round may also be transferred to the lifesoul, at her option. However, she has to be aware of the attack and withing thirty feet of the one attacked. The damage is calculated normally for the original target before it is transferred. She may also absorb poison or disease with this ability, but only if it is acticated

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 an offensive action against them. If the lifesoul uses a weapon of any kind to strike a living creature, the Aura of Kindness ceases to function for 10 minutes.

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:

Aura of Life : Once per day, the lifesoul may activate the Aura of Life as a free action. All living creatures within 50 feet gain Fast Healing equal to the lifesoul’s charisma modifier (minimum 1). The Aura lasts for 1 round per class level..

Cleanse Poison: The lifesoul may absorb poison from others within 30 feet of her even after the poison has entered their system. The lifesoul makes an immediate save vs the poison when absorbing it, and if successful, the poison is destroyed. She may add her wisdom bonus to this save. This ability may be invoked as part of the Willing Sacrifice ability.

Cleanse Disease : The lifesoul may absorb disease from others within 30 feet of her even after the disease has entered their system. The lifesoul makes an immediate save vs the disease when absorbing it, and if successful, the disease is cured. She may add her wisdom bonus to this save. This ability may be invoked as part of the Willing Sacrifice ability.

Positive Energy Burst : The lifesoul may release a bolt of positive energy. To hit a target in combat, the lifesoul must make a ranged touch attack. Outside of combat, it will automatically hit a friendly target. The burst heals a living creature of 1d6 hp per point of charisma bonus (minimum 1d6). An undead hit by the burst take the same amount in damage, and must make a will save vs a DC of 10 + ½ the lifesoul’s class level + charisma modifier or flee. If it is unable to flee, it will cower instead. The ability may be a number of times each day equal to the lifesoul’s wisdom modifier





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 with an Intelligence of 1 or higher. This ability does not let her speak with magical creatures with an Intelligence of 1 or 2.

Knowing Me Is Knowing You: When the lifesoul reaches level eight she gains the ability to monitor the status of one creature she can see per three class levels, 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.

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 11 she gains a +2 bonus on all her Knowledge: Religion and Knowledge: Nature checks.

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 as a swift action. The creature is instantly stabilized. If it was brought to –10 or below, or killed by an effect that does not cause hit points damage, the creature is reduced to –9 instead of dying. This ability can be used once each week.

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. Her type changes to Outsider, with the Good subtype.

Indestructible Soul: The lifesoul is unaffected by harmful spells and abilities that affect her soul.

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.

Empowered Life : The lifesoul may add her wisdom bonus to her effective caster level when casting spells. If the spell has a limit on the effectiveness of caster level, that limit is increased by an amount equal to the lifesoul’s wisdom modifier.

Spell List:

0 level spells:
Arcane Mark
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Know Direction
Light
Mending
Message
Open/Close
Prestidigitation
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

2 level spells:
Aid
Alter Self
Augury
Bear's Endurance
Calm emotions
Cat's Grace
Cure Moderate Wounds
Delay Poison
Detect Thoughts
Eagle's Splendor
Fox's Cunning
Gentle Repose
Invisibility
Levitate
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
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
Raise Dead
Scrying
Seeming
Teleport
True Seeing

6 level spells:
Analyze Dweomer
Bear's Endurance, Mass
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
Plane Shift
Stone to Flesh
Veil
Word of Recall

7 level spells
Cure Serious Wounds, Mass
Invisibility, Mass
Limited Wish
Mage's Magnificent Manison
Regenerate
Restoration, Greater
Resurrection
Scrying Greater
Teleport, Greater
Teleport Object
Vision

8 level spells
Animal Shapes
Antimagic Field
Cure Critical Wounds, Mass
Discern Location
Holy Aura
Mind Blank
Protection from Spells
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.

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. If she kills a Murderous Foe, she must still atone, but does not need to bring the creature back to life.

Maryring
2005-12-16, 12:16 PM
Thanks Sciurusaurus. I've mixmaxed our two verisons together to create a new and (hopefully) better lifesoul.

Classname: Lifesoul,

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.

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.

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.

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) 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) Profession,(wis) Search,(int) Sense Motive,(wis) Spot(wis).
Skillpoints at first level: (4+Int modifier) x 4
Skillpoints at each additional level: 4+Int modifier

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; Murderous Foe
2 +1 +0 +0 +3 Knowledge about life, Grace of 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 Knowing me is knowing you
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 Shield of the soul 5
18 +9/+4 +6 +6 +11 Unity of life 3
19 +9/+4 +6 +6 +11 Soul of good
20 +10/+5 +6 +6 +12 One with life, Indestructible soul, 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 the sap, the club and the quarterstaff and no armor or shields. The lifesoul may deal nonlethal damage with the club and the quarterstaff with no penalty to the attack roll. While a lifesoul wears armor of any kind she loses all her spells and abilities except for Part of Life, Heart of Understanding, Speak with Animals and Willing Sacrifice.

Spells: A lifesoul cast arcane and divine spells drawn from the life around her. 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. A lifesoul prepares her spells by meditating for one hour. In order to cast spells with somatic or verbal components the lifesoul must have a focus created by her. The process of crafting this focus takes 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 duration of this ability is equal to 2 + the lifesouls charisma bonus. At level five and every four levels after that, the times you can use this ability increase by one.

Murderous Foe: If a creature shows murderous intent beyond reasoning, the lifesoul can designate that creature as a Murderous Foe. The following abilities may not be used on, or is not triggered by, a Murderous Foe : Part of Life, Willing Sacrifice, Aura of Life, Cleanse Poison, Cleanse Disease, Positive Energy Burst (if the Murderous Foe is a living creature), Not Dead Yet. In addition, creatures within the Aura of Kindness need not make a will save in order to attack the Murderous Foe.

Part of Life: Whenever a creature is killed withing 100 feet of a lifesoul, she will take nonlethal damage equal to that creature’s HD. 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 Heal, Knowledge: History and Knowledge: The Planes checks.

Grace of Life: When the lifesoul reaches level 2 she can add her intelligence bonus to all her saving throws.

Willing Sacrifice: When a lifesoul reaches level three she can take the damage of someone else as a swift action. Any further damage to that creature that round may also be transferred to the lifesoul, at her option. However, she has to be aware of the attack and withing thirty feet of the one attacked. The damage is calculated normally for the original target before it is transferred. She may also absorb poison or disease with this ability, but only if it is actuated

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 an offensive action against them. If the lifesoul uses a weapon of any kind to strike a living creature, the Aura of Kindness ceases to function for 10 minutes.

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:

Aura of Life : Once per day, the lifesoul may activate the Aura of Life as a free action. All living creatures within 50 feet gain Fast Healing equal to the lifesoul’s charisma modifier (minimum 1). The Aura lasts for 1 round per class level..

Cleanse Poison: The lifesoul may absorb poison from others within 30 feet of her even after the poison has entered their system. The lifesoul makes an immediate save vs the poison when absorbing it, and if successful, the poison is destroyed. She may add her wisdom bonus to this save. This ability may be invoked as part of the Willing Sacrifice ability.

Cleanse Disease : The lifesoul may absorb disease from others within 30 feet of her even after the disease has entered their system. The lifesoul makes an immediate save vs the disease when absorbing it, and if successful, the disease is cured. She may add her wisdom bonus to this save. This ability may be invoked as part of the Willing Sacrifice ability.

Positive Energy Burst : The lifesoul may release a bolt of positive energy. To hit a target in combat, the lifesoul must make a ranged touch attack. Outside of combat, it will automatically hit a friendly target. The burst heals a living creature of 1d6 hp per point of charisma bonus (minimum 1d6). An undead hit by the burst take the same amount in damage, and must make a will save vs a DC of 10 + ½ the lifesoul’s class level + charisma modifier or flee. If it is unable to flee, it will cower instead. The ability may be a number of times each day equal to the lifesoul’s wisdom modifier

Aura Focus: The lifesoul may focus power into the Aura of Kindness, increasing its range from thirty to fifty feet. The lifesoul has to focus a lot on this ability and can therefore only take a partial action. The lifesoul can also choose to forego an entire round, increasing the range of the aura to 100 feet. Each round, the lifesoul must make a concentration check of DC 10.

Deflect blow: The lifesoul may use this ability to ignore all damage dealt to her by the attacks of one creature she can see. The effects last one round and can be used a number of times each day equal to 1 + her intelligence modifier. This ability can only deflect physical blows and not magical attacks. Enchanted weapons count as physical blows.

Servant of life: The lifesoul can change herself into a tiny or diminutive animal as many times she wants. While in her animal form she retains all her abilities but cannot cast any spells that has a somatic or verbal component.


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.

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.

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 Heal, Knowledge: Religion and Knowledge: Nature checks.

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.

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. Her type changes to Outsider, with the Good subtype. The lifesoul can no longer be brought back to life by the spells Raise Dead and Ressurection, She can only be brought back with Reincarnate, True Resurrection, Miracle or Wish and she will have to be brought back before two months pass. When the second month 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.

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
Mending
Message
Open/Close
Prestidigitation
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
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
Protection from arrows
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
Raise Dead
Scrying
Seeming
Teleport
True Seeing

6 level spells:
Analyze Dweomer
Bear's Endurance, Mass
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
Plane Shift
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
Regenerate
Restoration, Greater
Resurrection
Scrying Greater
Teleport, Greater
Teleport Object
Vision

8 level spells
Animal Shapes
Antimagic Field
Cure Critical Wounds, Mass
Discern Location
Holy Aura
Mind Blank
Polymorph any object
Protection from Spells
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.

Ex lifesouls: If a lifesoul ever willingly kills another living being, falls from good alignment 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. If she kills a Murderous Foe, she must still atone, but does not need to bring the creature back to life.

Permitted prestige classes: Lore master and shifter.

Well, what do you think.

As for the suggestions about the prestige class, no it won't work. It will mutilate every class that multiclasses into Lifesoul because you will not be able to attack at all. This will destroy a lot for Paladins who are front row fighters. Clerics can wear armor, but lifesouls cannot. The druid might find this tempting, if it hadn't been for the fact that it requires good alignment, and most druids are neutral.

As for the reason the lifesoul uses intelligence for her spells. It is quite simple. She has to LEARN the spells. If you need to learn them, then you need intelligence to cast them, if you are given them, then you need wisdom to cast them, and if they come from your soul, you need charisma to cast them. That is at least the way I see it.

I don't have the book of exalted deeds. Can you please tell me what these vows are all about?

So how is it? Please do tell.

Dragonmuncher
2005-12-16, 07:02 PM
This class has improved a lot since the beginning of the thread!

Hmm... on the one hand, I want to disagree with you about the intelligence thing. The entire class smacks of being one with the world, and understanding, and blah blah blah. Int can be required to learn something, but Wis can be required to understand something. Two sides of the same coin.

HOWEVER, since this is not a physical combat class at all, there's really no need for the physical stats. A little dex and con, maybe, but if you have Int, Wis, AND Cha all as important stats, it might help offset some kinds of minmaxing.

So I think we might be agreeing, if for different reasons.


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.

I thought you were going to lower the level of this ability? I still say 19 is too high.

The new abilities section is cool- They're unique abilities to the Lifesoul, and still give it versatility.

oh, and Sciurusaurus? V. well done. I really think the synthesis of your take on the Lifesoul and Maryring's original concept is what makes this class good.

Sciurusaurus
2005-12-16, 10:57 PM
I have to agree that the last version is the best one.. and it has more than 4 "special abilities" for learning from life (I only came up with the minimum amount, but since I reckoned Maryring would adjust it afterwards anyway, I let that slip).

I do have to suggest that if the class is to have "knowing me, knowing you" at the level I suggested, it needs to be weakened a bit. Maybe my 1 per three class levels was a bit harsh, though, so perhaps 1 per two class levels?

If it applies to all creatures within sight, it definitely needs to be upped a bit from 8th level (which the table indicates, while the ability description says 19th).

Venatius
2005-12-17, 01:07 AM
I really can't offer any gameplay related input more astute or thoroughly thought out than that offered by the prior posters, so I'll just offer what I don't think has yet been said quite strongly enough:

CHANGE THE NAME. It sounds like something out of a horrible Final Fantasy fanfic or something generated by drawing random words out of a hat that just happened to be dimly related. Almost anything would be an improvement. This isn't meant to be a personal affront. I'm saying this because I do want to advocate change in a positive direction. And input has to come from -somewhere-, after all.

Maryring
2005-12-17, 05:49 AM
Ouch, well. If we use the 1 per 2 class levels and make "knowing me is knowing you" switch place with "learning from life". What do you think about that?

I still need to know if there are other "allowed" prestige classes out there. As in, prestige classes that gives no offensive bonuses. Perhaps radiant servant of pelor? I'll have to check that out, but I still want you input. Maybe there are some prestige classes from the book of exalted deeds.

As for the name... it is not what you say it is. It is EVEN WORSE, but it was the only name I could come up with that was not a ripoff of anything. Please come with suggestions.

Maryring
2005-12-19, 07:55 PM
More changes. I'm adding spellcraft to the skillset and add that she has to make a spellcraft check of DC10 + spelllevel in order to learn the spell, and I add Perform for flavour.
I'll also add Awaken to the spell list, but I need the level, and another effect to the One with life. If she reincarnates, she'll lose all her class levels and memories and need to be subjected to an Awaken spell or something similar in order to regain her abilities. Alignment, One with life still and Aura of Kindness carry over to the newborn form.
Thinking about giving them brew potion as a bonus feat on level 3. I think it fits them as everyone can use potions, while only magicians can use wands and scrolls.
Finally, the Aura of Good gains another ability. Good aligned weapons no longer deal damage to the lifesoul.

I still need suggestions so please keep em coming.

Venatius
2005-12-20, 01:12 AM
As for the name... it is not what you say it is. It is EVEN WORSE, but it was the only name I could come up with that was not a ripoff of anything. Please come with suggestions.

;D No problemo. Let me think. I mean, obviously, D&D class names TEND to be cheesy, but something with a little more "flow" to it...
The Vivacious Aescetic? (Not sure exactly how actually "aescetic" they are, though)
The Briomancer? (Brio; vigor, vivacity - may be too wizardy, and "Briomancer" just looks odd)
Pater Vitae (Latin, "of life", but this will immediately make a possibly bad impression on anyone who plays Vampire: The Masquerade, since the term "vitae" in that game is vampiric parlance for blood. The term might also be a little gender-slanted, meaning "Father of Life", though perhaps it could be "Mater Vitae" for women)
Soulblazer ( ;D I just had to)

I'll add more as I think of 'em.

Adghar
2005-12-20, 01:39 AM
Hmm, those all sound like names if the class was a PrC. How about "Lifer"? It keeps with the class's original concept, is short and concise, which is a common characteristic of base class names ("Cleric", "Warlock", "Druid") and it reminds me of psionic names ("Wilder")

Darkie
2005-12-20, 01:42 AM
How about "Lifer"?Sounds like he was sentanced to Life Imprisonment.

Venatius
2005-12-20, 01:46 AM
Hmm, those all sound like names if the class was a PrC. How about "Lifer"? It keeps with the class's original concept, is short and concise, which is a common characteristic of base class names ("Cleric", "Warlock", "Druid") and it reminds me of psionic names ("Wilder")
Huh. I hadn't thought of it, but you're right, base classes DO have one-word names. Except where they're compound words, like Spellthief, or Hexblade. Maybe just "Vitae"? Sounds coolish, even if it's grammatically nonsensical.

Maryring
2005-12-20, 05:35 AM
Vitae sounds wonderful. I like it.

Venatius
2005-12-20, 12:33 PM
Vitae sounds wonderful. I like it.

Hooray! ;D

Maryring
2005-12-20, 03:38 PM
Unless anyone else has comments on the name, I will call this class "Vitae" untill a better name comes around. I am still curious as to what you think about the changes I've made to the class.

Maryring
2005-12-22, 07:49 AM
I've made a code of conduct. It isn't like the Paladin's code, in that you MUST follow it. It is more of a general guideline for vitaes.

1: You are not the one to judge

2: All that lives, deserves life.

3: A vitae must show care and compassion for all living beings, regardless of intelligence and alignment.

4: A vitae must prevent unnatural deaths to the best of her ability.

5: A vitae must combat undeath to the best of her ability.

6: A vitae must not do evil to others.

7: A vitae's place is to serve, not to lead.


What do you think? Like it?

Maryring
2005-12-22, 05:49 PM
Noone has any comments? Or am I just being impatient again?