BelGareth
2011-12-18, 01:40 PM
The SoulForge Adept
"You dig into dusty tomes and practice arcane gestures to gain a modicum of relevance, You know not of real power until you have tapped into your own essence, it is that which drives us, it is the power of the gods!" Jerehn, talking on the subject of SoulForging.
A SoulForge Master
Class skills (4 + Int Modifier per level): The SoulForge Adepts's class skills (and the key ability for each skill) are Bluff(Cha), concentration(Con), Diplomacy(Cha), Disguise(Cha), Gather information(Cha), Heal(Wis), Intimidate(Cha), Knowledge (arcana)(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), and Use Magic Device(Cha).
4 * (4 + Int Modifier) for first level
Alignment: Any non evil
Starting Age: As cleric
Starting Wealth: As Cleric
Hit Dice: d6
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st| +0 | +2 | +0 | +2 | Personal Ardor, Soulforging |1|-|-|-|-|-|-|-|-
2nd| +1 | +3 | +0 | +3 | Inner Countenance 1 |2|-|-|-|-|-|-|-|-
3rd| +2 | +3 | +1 | +3 | Natural armor +1 |3|1|-|-|-|-|-|-|-
4th| +3 | +4 | +1 | +4 | Internal Vigor |3|2|-|-|-|-|-|-|-
5th| +3 | +4 | +1 | +4 | DR 1/-, SoulForge Resilience |3|3|1|-|-|-|-|-|-
6th| +4 | +5 | +2 | +5 | Natural armor +2 |3|3|2|-|-|-|-|-|-
7th| +5 | +5 | +2 | +5 | Break these bonds of my flesh |3|3|3|1|-|-|-|-|-
8th| +6/+1 | +6 | +2 | +6 | Internal Vigor +1 |3|3|3|2|-|-|-|-|-
9th| +6/+1 | +6 | +3 | +6 | Natural armor +3, SoulForge Resilience |3|3|3|3|1|-|-|-|-
10th| +7/+2 | +7 | +3 | +7 | DR 2/- |3|3|3|3|2|-|-|-|-
11th| +8/+3 | +7 | +3 | +7 | Inner Countenance 2 |3|3|3|3|3|1|-|-|-
12th| +9/+4 | +8 | +4 | +8 | Internal Vigor +2, Natural armor +4 |3|3|3|3|3|2|-|-|-
13th| +9/+4 | +8 | +4 | +8 | SoulForge Resilience |3|3|3|3|3|3|1|-|-
14th| +10/+5 | +9 | +4 | +9 | Break the limits |3|3|3|3|3|3|2|-|-
15th| +11/+6/+1 | +9 | +5 | +9 | DR 3/-, Natural armor +5 |3|3|3|3|3|3|3|1|-
16th| +12/+7/+2 | +10 | +5 | +10 | Internal Vigor +3 |3|3|3|3|3|3|3|2|-
17th| +12/+7/+2 | +10 | +5 | +10 | SoulForge Resilience |3|3|3|3|3|3|3|3|1
18th| +13/+8/+3 | +11 | +6 | +11 | Natural armor +6 |3|3|3|3|3|3|3|3|2
19th| +14/+9/+4 | +11 | +6 | +11 | Inner Countenance 3 |3|3|3|3|3|3|3|3|3
20th| +15/+10/+5 | +12 | +6 | +12 | Internal Vigor +4, DR 4/-, SoulForge Master |3|3|3|3|3|3|3|3|3
[/table]
Proficiencies: The SoulForge Adept is proficient with all simple weapons, plus the Flail, Warhammer, Greatclub and Heavy Flail. SoulForge Adepts are proficient with light and Medium armor and with shields (except the buckler).
Personal Ardor: At 1st level the SoulForge Adept gains the ability to create minor affects of magic with nothing but sheer force of will. Every day the SoulForge Adept chooses two 0 level spells from the list, he may cast these 0 level spells at will for the 24 hours. With the exceptions noted here, these spells otherwise act exactly as his SoulForge ability (explained below).
SoulForging: The SoulForge Adept learns through sheer force of will to bend his body to his whim, starting at 1st level the SoulForge adept learns a spell chosen from the SoulForge Adept's list. Unlike a sorcerer or Mage however the SoulForge Adept does not gain spell slots per day. He instead uses his own personal energy to fuel the spell. The SoulForge Adept gains a SoulForge pool equal to his Maximum HP total as his daily pool of points to cast from. A SoulForge Adept must have a Constitution in order to cast spells from his SoulForge Pool.
Every time a SoulForge Adept cast's a spell he pays an amount of points from his SoulForge pool equal to twice the spell level. This allows a SoulForge Adept to cast spells as many times as he has points. If a SoulForge Adept does not have enough SoulForge points to spend for the spell, the spell fails and the SoulForge Adept does not lose any points.
When a SoulForge Adept rest's for 8 hours he regains all his SoulForge points back. Healing a SoulForge Adept has no affect on his SoulForge pool, the pool is established from the SoulForge Adepts maximum HP total, if the total changes throughout the day from a permanent source the pool does not change until the SoulForge Adept has rested for 8 hours, temporary increases have no affect (like a potion of bears endurance).
A SoulForge Adept has a very limited known spell list, every level he gains a new spell according to the table, once chosen these spells cannot be changed.
A SoulForge Adept knows all his spells and does not need to prepare or memorize them.
When casting a spell, a SoulForge Adept ignores the arcane spell failure chance when wearing light or medium armor and shields. SoulForge Adept spells count as arcane spells.
At first level a SoulForge Adept is unable to modify his spells with metamagic feats or affects, additionally all spells a SoulForge Adept cast's can only affect him.
The DC for a SoulForges spell (if any) is 10 + spell level + the SoulForge Adepts Charisma Modifier.
Inner Countenance (Ex): The SoulForge Adept's inner strength empowers his physical form, he gains +1 Strength and Charisma bonus and a +4 bonus to saves versus poisons and diseases of any kind (including magical diseases).
At 11th level you gain an additional +1 Strength and Charisma bonus and you become immune to poison and disease (including magical diseases).
At 19th level you gain an additional +1 Strength and Charisma bonus and you become immune to ability damage and ability drain.
Natural Armor (Ex): The Inner strength of the SoulForge Adept affects his very countenance, he gains a +1 natural armor bonus. This ability increases by 1 every 3 levels thereafter for a maximum of +6 at 18th.
Internal Vigor (Su): At 4th level the SoulForge Adept learns to manipulate his SoulForging to allow any spells he casts to be affected by metamagic feats. A SoulForge Adept may apply any metamagic feat he knows to any spell he can cast, the modified spell level must still be of a level the SoulForge Adept can cast. The level increase of the spell increases the SoulForge point cost by an amount equal to 2 times the level increase.
This ability improves at levels 8th, 12th, 16th and 20th. Each time it allows the SoulForge Adept to apply a metamagic feat with equal cost to any spell he knows, regardless if it raises the modified spell level above the maximum spell level he can cast. The SoulForge Adept must still pay the extra cost in SoulForge points as usual.
For Example, at 8th level a SoulForge Adept can apply any metamagic feat he knows with a spell modifier of +1 to any spell he can cast.
Damage Reduction (Ex): The SoulForge Adept gains the ability to throw off wounds that would normally cause weaker individuals harm, he gains DR 1/-, this ability increase by 1 every 5 levels thereafter for a maximum of DR 4/- at 20th.
SoulForge Resilience (Ex): So strong is the SoulForge's essence that the corrupting magic’s which would try to twist and defile it start to fail, the SoulForge gains a bonus equal to his Constitution modifier against death spells and affects.
At 9th level this bonus applies to negative levels and level drain affects.
At 13th level a Soulforge Adept can become immune to death spells and affects for 1 round/day/Con Modifier, rounds do not need to be consecutive and activating this affect is a swift action.
At 17th level a Soulforge Adept can become immune to negative levels and level drain affects for 1 round/day/Con Modifier, rounds do not need to be consecutive and activating this affect is a swift action.
Break these bonds of my flesh (Su): The SoulForge Adept learns to affect those around him with the force of his inner power, a number of times per day equal to his Constitution modifier he can choose to affect someone other than himself with a spell. Only one use is required for a single spell. The spell is otherwise unaffected.
Break the limits (Ex): The SoulForge Adept has learned to supplement his physical body with that of his soul power, he can a number of times per day equal to 1 round/day/Con Modifier ignore the negative effects of fatigue, exhaustion, stunning, and the sickened conditions.
SoulForge Master (Su): The SoulForge Adept is no longer a student in the ways of SoulForging, he has become a master, The SoulForge Master gains Spell resistance equal to 12 + his class levels, he may as a free action lower or raise his SR at will. Lastly he gains the ability to unleash the true power of his soul into the material realm, as a standard action he may transform into golden white form of energy (retaining any equipment worn), while in this form he gains fast Healing 20, a fly speed equal to 5 times his racial land speed with perfect maneuverability, his Charisma modifier to AC as a perfection bonus and can target anyone with his spells while in this form, to stay in this form the SoulForge Master must spend 5 SoulForge points per round in addition to any spells he cast's.
Epic Progression
Pending
Notes
My intent for this class was a solid self buffing adventurer type, who digs into the power that everyone holds, his soul. At first I wanted to relate it to Incarnum, and make it my version of the incarnum caster, but I wanted to stray away incarnum as it scares some people off. Maybe an alt class option could be designed down the road.
The whole fluff thing, is a mixture of spellcasting and psionics...but different, I hope I got the difference big enough.
I will be posting the usual fluff stuff to go with this character, but for now here is the mechanical stuff.
Let me know if you find anything wrong.
Thanks for reading!
Edits
12/18/11 - changed it from non-lethal damage to a pool of 'SoulForge' points equal to the Adepts max HP total.
"You dig into dusty tomes and practice arcane gestures to gain a modicum of relevance, You know not of real power until you have tapped into your own essence, it is that which drives us, it is the power of the gods!" Jerehn, talking on the subject of SoulForging.
A SoulForge Master
Class skills (4 + Int Modifier per level): The SoulForge Adepts's class skills (and the key ability for each skill) are Bluff(Cha), concentration(Con), Diplomacy(Cha), Disguise(Cha), Gather information(Cha), Heal(Wis), Intimidate(Cha), Knowledge (arcana)(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), and Use Magic Device(Cha).
4 * (4 + Int Modifier) for first level
Alignment: Any non evil
Starting Age: As cleric
Starting Wealth: As Cleric
Hit Dice: d6
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st| +0 | +2 | +0 | +2 | Personal Ardor, Soulforging |1|-|-|-|-|-|-|-|-
2nd| +1 | +3 | +0 | +3 | Inner Countenance 1 |2|-|-|-|-|-|-|-|-
3rd| +2 | +3 | +1 | +3 | Natural armor +1 |3|1|-|-|-|-|-|-|-
4th| +3 | +4 | +1 | +4 | Internal Vigor |3|2|-|-|-|-|-|-|-
5th| +3 | +4 | +1 | +4 | DR 1/-, SoulForge Resilience |3|3|1|-|-|-|-|-|-
6th| +4 | +5 | +2 | +5 | Natural armor +2 |3|3|2|-|-|-|-|-|-
7th| +5 | +5 | +2 | +5 | Break these bonds of my flesh |3|3|3|1|-|-|-|-|-
8th| +6/+1 | +6 | +2 | +6 | Internal Vigor +1 |3|3|3|2|-|-|-|-|-
9th| +6/+1 | +6 | +3 | +6 | Natural armor +3, SoulForge Resilience |3|3|3|3|1|-|-|-|-
10th| +7/+2 | +7 | +3 | +7 | DR 2/- |3|3|3|3|2|-|-|-|-
11th| +8/+3 | +7 | +3 | +7 | Inner Countenance 2 |3|3|3|3|3|1|-|-|-
12th| +9/+4 | +8 | +4 | +8 | Internal Vigor +2, Natural armor +4 |3|3|3|3|3|2|-|-|-
13th| +9/+4 | +8 | +4 | +8 | SoulForge Resilience |3|3|3|3|3|3|1|-|-
14th| +10/+5 | +9 | +4 | +9 | Break the limits |3|3|3|3|3|3|2|-|-
15th| +11/+6/+1 | +9 | +5 | +9 | DR 3/-, Natural armor +5 |3|3|3|3|3|3|3|1|-
16th| +12/+7/+2 | +10 | +5 | +10 | Internal Vigor +3 |3|3|3|3|3|3|3|2|-
17th| +12/+7/+2 | +10 | +5 | +10 | SoulForge Resilience |3|3|3|3|3|3|3|3|1
18th| +13/+8/+3 | +11 | +6 | +11 | Natural armor +6 |3|3|3|3|3|3|3|3|2
19th| +14/+9/+4 | +11 | +6 | +11 | Inner Countenance 3 |3|3|3|3|3|3|3|3|3
20th| +15/+10/+5 | +12 | +6 | +12 | Internal Vigor +4, DR 4/-, SoulForge Master |3|3|3|3|3|3|3|3|3
[/table]
Proficiencies: The SoulForge Adept is proficient with all simple weapons, plus the Flail, Warhammer, Greatclub and Heavy Flail. SoulForge Adepts are proficient with light and Medium armor and with shields (except the buckler).
Personal Ardor: At 1st level the SoulForge Adept gains the ability to create minor affects of magic with nothing but sheer force of will. Every day the SoulForge Adept chooses two 0 level spells from the list, he may cast these 0 level spells at will for the 24 hours. With the exceptions noted here, these spells otherwise act exactly as his SoulForge ability (explained below).
SoulForging: The SoulForge Adept learns through sheer force of will to bend his body to his whim, starting at 1st level the SoulForge adept learns a spell chosen from the SoulForge Adept's list. Unlike a sorcerer or Mage however the SoulForge Adept does not gain spell slots per day. He instead uses his own personal energy to fuel the spell. The SoulForge Adept gains a SoulForge pool equal to his Maximum HP total as his daily pool of points to cast from. A SoulForge Adept must have a Constitution in order to cast spells from his SoulForge Pool.
Every time a SoulForge Adept cast's a spell he pays an amount of points from his SoulForge pool equal to twice the spell level. This allows a SoulForge Adept to cast spells as many times as he has points. If a SoulForge Adept does not have enough SoulForge points to spend for the spell, the spell fails and the SoulForge Adept does not lose any points.
When a SoulForge Adept rest's for 8 hours he regains all his SoulForge points back. Healing a SoulForge Adept has no affect on his SoulForge pool, the pool is established from the SoulForge Adepts maximum HP total, if the total changes throughout the day from a permanent source the pool does not change until the SoulForge Adept has rested for 8 hours, temporary increases have no affect (like a potion of bears endurance).
A SoulForge Adept has a very limited known spell list, every level he gains a new spell according to the table, once chosen these spells cannot be changed.
A SoulForge Adept knows all his spells and does not need to prepare or memorize them.
When casting a spell, a SoulForge Adept ignores the arcane spell failure chance when wearing light or medium armor and shields. SoulForge Adept spells count as arcane spells.
At first level a SoulForge Adept is unable to modify his spells with metamagic feats or affects, additionally all spells a SoulForge Adept cast's can only affect him.
The DC for a SoulForges spell (if any) is 10 + spell level + the SoulForge Adepts Charisma Modifier.
Inner Countenance (Ex): The SoulForge Adept's inner strength empowers his physical form, he gains +1 Strength and Charisma bonus and a +4 bonus to saves versus poisons and diseases of any kind (including magical diseases).
At 11th level you gain an additional +1 Strength and Charisma bonus and you become immune to poison and disease (including magical diseases).
At 19th level you gain an additional +1 Strength and Charisma bonus and you become immune to ability damage and ability drain.
Natural Armor (Ex): The Inner strength of the SoulForge Adept affects his very countenance, he gains a +1 natural armor bonus. This ability increases by 1 every 3 levels thereafter for a maximum of +6 at 18th.
Internal Vigor (Su): At 4th level the SoulForge Adept learns to manipulate his SoulForging to allow any spells he casts to be affected by metamagic feats. A SoulForge Adept may apply any metamagic feat he knows to any spell he can cast, the modified spell level must still be of a level the SoulForge Adept can cast. The level increase of the spell increases the SoulForge point cost by an amount equal to 2 times the level increase.
This ability improves at levels 8th, 12th, 16th and 20th. Each time it allows the SoulForge Adept to apply a metamagic feat with equal cost to any spell he knows, regardless if it raises the modified spell level above the maximum spell level he can cast. The SoulForge Adept must still pay the extra cost in SoulForge points as usual.
For Example, at 8th level a SoulForge Adept can apply any metamagic feat he knows with a spell modifier of +1 to any spell he can cast.
Damage Reduction (Ex): The SoulForge Adept gains the ability to throw off wounds that would normally cause weaker individuals harm, he gains DR 1/-, this ability increase by 1 every 5 levels thereafter for a maximum of DR 4/- at 20th.
SoulForge Resilience (Ex): So strong is the SoulForge's essence that the corrupting magic’s which would try to twist and defile it start to fail, the SoulForge gains a bonus equal to his Constitution modifier against death spells and affects.
At 9th level this bonus applies to negative levels and level drain affects.
At 13th level a Soulforge Adept can become immune to death spells and affects for 1 round/day/Con Modifier, rounds do not need to be consecutive and activating this affect is a swift action.
At 17th level a Soulforge Adept can become immune to negative levels and level drain affects for 1 round/day/Con Modifier, rounds do not need to be consecutive and activating this affect is a swift action.
Break these bonds of my flesh (Su): The SoulForge Adept learns to affect those around him with the force of his inner power, a number of times per day equal to his Constitution modifier he can choose to affect someone other than himself with a spell. Only one use is required for a single spell. The spell is otherwise unaffected.
Break the limits (Ex): The SoulForge Adept has learned to supplement his physical body with that of his soul power, he can a number of times per day equal to 1 round/day/Con Modifier ignore the negative effects of fatigue, exhaustion, stunning, and the sickened conditions.
SoulForge Master (Su): The SoulForge Adept is no longer a student in the ways of SoulForging, he has become a master, The SoulForge Master gains Spell resistance equal to 12 + his class levels, he may as a free action lower or raise his SR at will. Lastly he gains the ability to unleash the true power of his soul into the material realm, as a standard action he may transform into golden white form of energy (retaining any equipment worn), while in this form he gains fast Healing 20, a fly speed equal to 5 times his racial land speed with perfect maneuverability, his Charisma modifier to AC as a perfection bonus and can target anyone with his spells while in this form, to stay in this form the SoulForge Master must spend 5 SoulForge points per round in addition to any spells he cast's.
Epic Progression
Pending
Notes
My intent for this class was a solid self buffing adventurer type, who digs into the power that everyone holds, his soul. At first I wanted to relate it to Incarnum, and make it my version of the incarnum caster, but I wanted to stray away incarnum as it scares some people off. Maybe an alt class option could be designed down the road.
The whole fluff thing, is a mixture of spellcasting and psionics...but different, I hope I got the difference big enough.
I will be posting the usual fluff stuff to go with this character, but for now here is the mechanical stuff.
Let me know if you find anything wrong.
Thanks for reading!
Edits
12/18/11 - changed it from non-lethal damage to a pool of 'SoulForge' points equal to the Adepts max HP total.