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View Full Version : PEACH for 3.5 PrC: Soul Eater (yes, I know there already is one called that)



sengmeng
2011-08-01, 11:31 AM
Soul Eaters are beings who have the ability to drain life energy from living creatures and have discovered secret lore that allows them to fuel dark, vile powers with the essence of their victims. As they consume more and more living creatures, they amass an army of undead spawn that rise from the remains of those that they drain to death. It is extremely difficult for mortal humanoids to gain the necessary abilities to take this class, but those who do can become horrifyingly powerful. Conversely, fiends and undead cannot often find the necessary knowledge to enact the strange rituals needed to transform themselves into Soul Eaters. Once the peak of their power is reached, Soul Eaters are beings of nearly pure evil, and those who are not undead find themselves nearly so, but both are slaves to their hunger for the souls of the living. Vampires, wights, succubi, devourers, and mortal spellcasters might become Soul Eaters, though the rarest may be the most powerful: a melee fighter possessing an energy-draining weapon. Most Soul Eaters hesitate to make the final transformation, but their thirst for power and hunger for souls usually wins out over their caution.

Prerequisites: Must have killed at least one creature by bestowing negative levels on it, Knowledge (Religion) 8 ranks

Weapons and Armor: a Soul Eater gains no weapon or armor proficiencies.

HD: d6

Skills: 2 + Int bonus per level. Use Magic Device, Bluff, Disguise, Knowledge (Religion), Spellcraft, Intimidate, Hide, Move Silently, Craft, Profession

{table]Level|BAB|Fort|Ref|Will | Special
1st | +0 |+0| +0 |+2| Evil Aura, Soul Charge, Incarnum Spell, Create Spawn
2nd | +1| +0 | +0 |+3 |Soul Feast, Sickening Drain
3rd | +2| +1| +1| +3 | Profane Grace, Soul Shield
4th | +3| +1 | +1| +4 | Smite Good 1/day, Incarnum Charge
5th | +3| +1 | +1| +4 | Augmented Spawn
6th | +4 |+2 | +2 |+5 | Willing Victim
7th | +5 |+2 |+2| +5 |Smite Good 2/day
8th | +6/+1| +2| +2| +6 | Dark Sustenance
9th | +6/+1| +3 | +3 | +6 | Smite Good 3/day
10th | +7/+2| +3| +3 | +7| Vile Nature, Heighten Incarnum Spell[/table]


Note: throughout this description, HD is determined as the sum of the characters levels in Soul Eater, plus any levels of (evil) cleric and/or blackguard, plus any racial hit dice from being undead or an evil outsider. Other racial hit dice or class levels do not affect Soul Eater abilities.

Evil Aura: You radiate an aura of evil as if you were an evil cleric with levels equal to your HD plus the amount of soul charges you are currently storing (thus, an 8 HD wight who was a first level Soul Eater with one soul charge stored would read as a 10th level evil cleric).

Soul Charge: Whenever you use your energy drain attack to bestow a negative level on an opponent, you gain a soul charge. You may store a number of soul charges equal to your levels in the Soul Eater class. Soul Charges have different uses, but mostly serve to fuel incarnum spells

Incarnum Spell: Soul Eaters can use the stolen essence of their opponents to fuel powerful magical abilities, known as incarnum spells. Incarnum spells are supernatural abilities that emulate the domain spells for Destruction, Evil, and Death (thus, there are usually three choices of spell for each level). The Soul Eater must expend a number of soul charges equal to the level of the spell they wish to emulate, and so they are only able to cast incarnum spells of a level equal or lower than their Soul Eater level. Their caster level equals their Soul Eater level + the amount of soul charges they had before using the ability (meaning the charges that will be used still count). Save DC's are charisma based. There is no limit on the amount of times the Soul Eater may cast incarnum spells per day, as long as they have the soul charges to fuel them. They do not need to prepare these spells in advance. They cannot use metamagic feats to enhance incarnum spells. Incarnum spells require the somatic and verbal components normally required to cast the spell, but not any material or XP costs. Incarnum spells are not subject to spell resistance or anything that interferes with spells. They will function in any conditions that the Soul Eater’s level-draining ability functions.

Spawn: When a humanoid or monstrous humanoid opponent is killed by your energy drain attack, it rises again as a wight in 1d4 rounds. The wight is under your control. You may normally control a number of wights equal to your hit dice, but your spawn do not count against your maximum allowed total if you create undead by other means. Any that exceed this number do not attack you, but are not under your control. If you would normally create a different type of spawn, then this ability has no effect.

Soul Feast: When bestowing a negative level on an opponent, you gain 5 more hp than normal (if you do not normally gain hp when you bestow a negative level on an opponent, you now gain 5).

Sickening Drain: Opponents who receive a negative level from you must make a Fort save (DC = 10 + 1/2 your HD + Cha Modifier) or be sickened for 5 rounds.

Profane Grace: You gain a profane bonus to saves and armor class equal to half the current number of soul charges you are storing, rounded down.

Soul Shield: Any time a you would gain a negative level, you have a 50% chance to resist it. You gain a +4 enhancement bonus to the fortitude save against level loss. Undead Soul Eaters are already immune to level drain, of course.

Smite Good: Once per day, a Soul Eater of 4th level or higher may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals extra damage equal to her levels in Soul Eater. For example, a 10th-level Soul Eater armed with a longsword would deal 1d8+10 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the Soul Eater accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day. Smiting good also drains a level from the target, even if you do not normally have the ability to bestow negative levels in that way. Only a successful smite good attack automatically drains a level; accidentally smiting a non-good creature does not. If you used an attack in which you normally drain a level, then the failure of the smite good ability does not affect it. At 7th and 9th level, the Soul Eater gains additional uses of the smite good ability. A Soul Eater with levels in blackguard adds his blackguard and Soul Eater levels together to determine damage bonuses, and may smite good for a total number of times per day equal to those gained from both classes, with all of them gaining the same bonus to damage and the energy drain effect.

Incarnum Charge: You may expend soul charges to recharge staves or wands on a one-for-one basis. This requires a Use Magic Device Check equal to 10 + the caster level of the item to be charged. This check is unchanged regardless of how many soul charges are expended.

Augmented Spawn: Whatever type of spawn you create, they now come into existence with +4 Strength and 10 temporary hitpoints.

Willing Victim: If you energy-drain a willing target, you gain two soul charges for each negative level they receive. The target gains a +4 bonus to the fortitude save to remove the negative levels that they willingly receive. Using mind-controlling effects, enchantments, or compulsions to get a subject to willingly accept your energy drain still counts. If your energy drain attack is normally delivered through a slam or a weapon, you need only to touch a willing subject (with the weapon in hand, if applicable).

Dark Sustenance: As a move action, you may use any number of soul charges you have stored to heal yourself by 1d8+5 hp per charge expended, regardless of whether you are normally healed by positive or negative energy. Alternatively, you may heal all of your spawn within 30 ft by 1d8+5 hp of damage for every two charges you expend. If you needed physical sustenance before this point, you no longer do. You never feel the effects of thirst, starvation, drowning, or suffocation as long as you have at least one soul charge stored.

Vile Nature: You are now unambiguously evil (as if that's really news). If you didn’t already have it, you gain the Evil subtype. You gain damage reduction 5/good. If you already have damage reduction that is overcome by good-aligned weapons, it increases by 5. Holy weapons deal double damage to you, you are unaffected by positive or negative energy and can only heal through your energy drain or dark sustenance abilities (unless you have fast healing or regeneration). You gain a +5 bonus to saves against death effects, death magic, and abjurations. You gain immunity to energy draining effects. Your natural weapons and any weapons you wield are treated as evil aligned for the purpose of overcoming damage reduction. Your spawn are bolstered as long as they are within 30 ft of you; their HD is treated as equal to yours for the purposes of being turned. If you don’t have any soul charges stored, you take 1d6 points of damage per hour and lose any fast healing or regeneration abilities, no matter how you have those abilities. As long as you have at least one soul charge stored, you gain the benefits of a Magic Circle Against Good.

Heighten Incarnum Spell: when casting an incarnum spell, you may expend additional soul charges to raise your effective caster level by one per additional soul charge expended. Thus, a 10th level soul eater with ten soul charges stored may expend all of them to cast a 9th level spell as a 21st level caster (10 levels of Soul Eater, 10 soul charges, 9 expended to cast the spell, the last one expended to raise their caster level by one) or to cast a 5th level spell as a 25th level caster, or any combination thereof.

Soul Eater Spell List:

1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).

2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Desecrate M: Fills area with negative energy, making undead stronger.
Shatter: Sonic vibration damages objects or crystalline creatures.

3. Animate Dead M: Creates undead skeletons and zombies.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Contagion: Infects subject with chosen disease.

4. Death Ward: Grants immunity to death spells and negative energy effects.
Unholy Blight: Damages and sickens good creatures.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).

5. Slay Living: Touch attack kills subject.
Dispel Good: +4 bonus against attacks by good creatures.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.

6. Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
Harm: Deals 10 points/level damage to target.

7. Destruction F: Kills subject and destroys remains.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects
Disintegrate: Makes one creature or object vanish.

8. Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
Earthquake: Intense tremor shakes 5-ft./level radius.

9. Wail of the Banshee: Kills one creature/level.
Summon Monster IX*: Calls extraplanar creature to fight for you.
Implosion: Kills one creature/round.