BelGareth
2013-03-21, 09:20 PM
The SoulForge Warrior
http://fc08.deviantart.net/fs71/i/2010/021/d/7/Soldier_Concept_art_by_SoulDa.jpg
Permission to use by ~SoulDa (http://soulda.deviantart.com/) of DeviantArt
"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.
Class skills (4 + Int Modifier per level): The SoulForge Warrior's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
4 x (4 + Int Modifier) for first level.
Alignment: Any
Starting Age: As Paladin
Starting Wealth: As Paladin
Hit Dice: d10
LevelBABFort SaveRef SaveWill SaveSpecialAnima
1st +1 +2 +0+0 Animus Capacity (1), SoulForge Weapon 1
2nd +2 +3 +0 +0 Soulforging 3
3rd +3 +3 +1 +1 Break the limits (Fatigue) 5
4th +4 +4 +1 +1 SoulForge Resilience, Strength of the Forge 7
5th +5 +4 +1 +1 Animus Capacity (2) 9
6th +6/+1 +5 +2 +2 Touch of vitality (self) 11
7th +7/+2 +5 +2 +2 Break the limits (exhaustion) 13
8th +8/+3 +6 +2 +2 SoulForge Resilience 15
9th +9/+4 +6 +3 +3 Animus Capacity (3) 17
10th +10/+5 +7 +3 +3 Touch of vitality (others) 19
11th +11/+6/+1 +7 +3 +3 Break the limits (Stunned) 21
12th +12/+7/+2 +8 +4 +4 SoulForge Resilience 23
13th +13/+8/+3 +8 +4 +4 Animus Capacity (4) 25
14th +14/+9/+4 +9 +4 +4 Touch of vitality (Improved) 27
15th +15/+10/+5 +9 +5 +5 Break the limits (Sickened) 29
16th +16/+11/+6/+1 +10 +5 +5 SoulForge Resilience 31
17th +17/+12/+7/+2 +10 +5 +5 Animus Capacity (5) 33
18th +18/+13/+8/+3 +11 +6 +6 Touch of vitality (Greater) 35
19th +19/+14/+9/+4 +11 +6 +6 Break the limits (paralyzed) 37
20th +20/+15/+10/+5 +12 +6 +6 SoulForge Master 39
Proficiencies: The SoulForge Warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
SoulForge Weapon (Su): At first level the SoulForge warrior learns his staple ability, the power to imbue his weapon with the very essence of his soul. As a swift action (and also as part of investing his Soulforge Chakras), the Soulforge warrior may invest an amount of Animus into the weapon(s) he is wielding. The amount of Animus he is able to invest is equal to 1/2 his soulforge warrior level.
Once invested with Animus, the soulforge warrior may choose an amount of abilities (see below) with a cost equal to the invested Animus. If the soulforge warrior wields two weapons, he may invest into either or both at his decision, but the max Animus remains the same. (so a 9th level soulforge warrior could invest 2 into his main hand weapon and 1 into his off hand weapon, this applies to shields for shield bashing and two headed weapons also).
SoulForge Weapon Abilities
CostAbility
1+2 to confirm critical hits*
1Apply full strength damage with off hand weapon
1Gain 1 additional attack of opportunity per round*
1Give your weapon the reach quality, but lose the ability to attack within 5ft.
1Rend 1d4+Str when main and off hand weapons succesfully hit in round.
1Weapon gains +5 hardness.*
1Weapon gains +5 HP's.*
1Wield a 2-handed weapon in one hand with no penalty.
2+4 damage.*
2Considered magic for bypassing DR.
2Increase your weapons critical threat range by 1.
2Reduce 2-weapon fighting penalty by 1.
3Give your weapon the reach ability.
3Increase weapon damage die by one category.
3Increase your weapons critical multiplier by 1.
4Considered silver for bypassing DR.
4Ignore up to DR 5/anything except '-'.
5Reduce 2-weapon fighting penalty by 2.
52 attacks on a charge.
5Deliver 2 attacks as a standard action.
5Increase your weapons critical threat range by 2.
6Considered cold iron for bypassing DR.
73 attacks on a charge.
7Deliver 3 attacks as a standard action.
7Increase your weapons critical multiplier by 2.
8Considered adamantium for bypassing DR.
8Ignore up to DR 10/anything except '-'.
10Full attack on a charge.
* = You may take these multiple times.
Animus: This is your personal reservoir of soul energy that you can use to empower your chakras or feats to various affects.
SoulForging (Su): At 2nd level you gain access to all 10 of your chakras, allowing you to invest your Animus into them, providing several different bonuses based on the chakra. The DC for a Chakra (if needed) and effect is 10 + 1/2 your soulforge level + your Constitution modifier.
Crown
Investing Animus into your Crown Chakra enhances your mental faculties, a corona of blue soul energy hovers over your head. You gain an insight bonus to Concentration, Intimidate, and Sense Motive equal to 2 x the amount of Animus invested into this Chakra. When 5 points are invested you gain the affects of the Zone of Truth spell for as long as you retain the 5 points in this Chakra.
Feet
Investing Animus into your Feet Chakra increases your speed, enhancing your ability to move around the battlefield. As you move, blue soul energy is left in your wake as you move, you gain a +5ft bonus to speed for each point of Animus invested. When 5 points are invested you gain the affects of the Haste spell for as long as you retain the 5 points in this Chakra. (the bonuses from the spell supersede the benefits from this Chakra)
Hands
Investing Animus into your Hands chakra increase you ability to attack and deal damage, blue energy streams from your every swing and climbs up the shaft of your weapon enhancing every blow you land upon your enemy. You gain an insight bonus to your attack and damage rolls equal to the amount of Animus invested. (this affects melee and ranged weapons)
Arms
Investing Animus into your Arms improves your ability to dodge and deflect the incoming blades and arrows. Blue energy flows from your whole body, giving you an insight bonus to your AC equal to the amount of Animus invested into this Chakra.
Brow
Investing Animus into your Brow chakra improves your ability to see and sense things, your eyes glow with blue soul energy and you are able to perceive even the smallest movements. You an insight bonus to Spot, Search and Listen equal to 2 x the amount of Animus invested into this Chakra. When 5 points are invested you gain the affects of the See invisibility spell for as long as you retain the 5 points in this Chakra.
Shoulder
Investing Animus into your shoulder chakra enhances your ability to fend of mental attacks and dodge incoming fireballs. You gain a cloak of blue energy, that grants you an insight bonus to all of your saves equal to the amount of Animus invested into this Chakra.
Throat
Investing Animus into your throat allows you to speek with the charisma of a serpent, blue soul energy glows from your throat and mouth, giving you an eerie but strangley friendly demeanor. You gain an insight bonus to Bluff, Diplomacy and Gather Information equal to 2 x the amount of Animus invested into this Chakra. When 5 points are invested you gain the affects of the Tongues spell for as long as you retain the 5 points in this Chakra.
Waist
Investing Animus into your Waist Chakra enhances your ability to manipulate others during combat, an aura of blue energy emanates from your body. When investing Animus into this Chakra you receive an insight bonus to disarm, feint, grapple, trip and sunder attempts.
Heart
Investing Animus into your Heart Chakra increases your durability and allows your skin to deflect even the strongest thrust. You gain DR x/- where x is equal to the amount of Animus invested into this Chakra.
Soul
Investing Animus into your Soul Chakra allows you to shrug of the elements with ease, you gain Resistance Acid, Cold, Electricity, and Fire equal to 5 x the amount of Animus invested.
Anima Capacity: There is a limited amount of Animus you can invest into your chakras, at 1st level you are able to only invest 1 point of animus into a chakra/weapon. The amount increases as you gain levels, as shown on the table below.
LevelMax Animus
1-41
5-82
9-123
13-164
17-205
As a swift action you may reallocate any amount of animus, investing it as appropriate into another chakra. (you must still adhere to the Animus capacity)
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/Con Modifier/day ignore the negative effects of fatigue.
At 7th level this ability improves allowing the Soulforge Warrior to ignore exhaustion, being stunned at 11th, Sickened at 15th and paralyzed at 19th.
This ability merely suppresses the effect and does not dispel or remove it.
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 Warrior gains a bonus equal to his Constitution modifier against death spells and affects.
At 8th level this bonus applies to negative levels and level drain affects.
At 12th level a Soulforge Warrior can become immune to death spells and affects for 1 round/Con Modifier/day, rounds do not need to be consecutive and activating this affect is a swift action.
At 16th level this ability improves, allowing the Soulforge Warrior to ignore negative levels and level drain affects in addition to immunity from death spells and affects.
This ability merely suppresses the effect and does not dispel or remove it.
Strength of the Forge (Ex): You are able to wield the power of your soul like the edge of a blade, you may add your Constitution modifier as a bonus to hit and damage to melee and ranged weapons you wield.
Touch of vitality (Su): At 6th level, you can heal your own wounds by focusing your soul energy. Each day you can heal a number of points of damage equal to two times your class level × your Constitution bonus. For example, a 7th-level soulforge warrior with a Constitution score of 14 (+2 bonus) can heal 28 points of damage. You don’t have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
At 10th level, you can heal the wounds of other creatures with a touch using a standard action.
At 14th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target. For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
At 18th level, for every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual. You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
SoulForge Master (Su): You have mastered the art of forging your soul power to fuel your abilities and use it as a weapon. You have become infused with its very essence and it sustains you. You gain fast healing equal to your Constitution modifier, your SoulForge Resilience is now a permanent Death ward and you become an outsider with the native subtype.
Notes
This is the 2nd version of this class. (with the 1st (http://www.giantitp.com/forums/showthread.php?t=255138) one being here)
I'm open to more SoulForge Weapon abilities.
I'm tempted to set the HD to D12, but as Con is the main stat for this class I don't think it is necessary, but that D12 does get lonley...
Edit Log
3/21/13 - Created Class and Feats.
6/5/14 - Updated tables
http://fc08.deviantart.net/fs71/i/2010/021/d/7/Soldier_Concept_art_by_SoulDa.jpg
Permission to use by ~SoulDa (http://soulda.deviantart.com/) of DeviantArt
"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.
Class skills (4 + Int Modifier per level): The SoulForge Warrior's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Swim (Str).
4 x (4 + Int Modifier) for first level.
Alignment: Any
Starting Age: As Paladin
Starting Wealth: As Paladin
Hit Dice: d10
LevelBABFort SaveRef SaveWill SaveSpecialAnima
1st +1 +2 +0+0 Animus Capacity (1), SoulForge Weapon 1
2nd +2 +3 +0 +0 Soulforging 3
3rd +3 +3 +1 +1 Break the limits (Fatigue) 5
4th +4 +4 +1 +1 SoulForge Resilience, Strength of the Forge 7
5th +5 +4 +1 +1 Animus Capacity (2) 9
6th +6/+1 +5 +2 +2 Touch of vitality (self) 11
7th +7/+2 +5 +2 +2 Break the limits (exhaustion) 13
8th +8/+3 +6 +2 +2 SoulForge Resilience 15
9th +9/+4 +6 +3 +3 Animus Capacity (3) 17
10th +10/+5 +7 +3 +3 Touch of vitality (others) 19
11th +11/+6/+1 +7 +3 +3 Break the limits (Stunned) 21
12th +12/+7/+2 +8 +4 +4 SoulForge Resilience 23
13th +13/+8/+3 +8 +4 +4 Animus Capacity (4) 25
14th +14/+9/+4 +9 +4 +4 Touch of vitality (Improved) 27
15th +15/+10/+5 +9 +5 +5 Break the limits (Sickened) 29
16th +16/+11/+6/+1 +10 +5 +5 SoulForge Resilience 31
17th +17/+12/+7/+2 +10 +5 +5 Animus Capacity (5) 33
18th +18/+13/+8/+3 +11 +6 +6 Touch of vitality (Greater) 35
19th +19/+14/+9/+4 +11 +6 +6 Break the limits (paralyzed) 37
20th +20/+15/+10/+5 +12 +6 +6 SoulForge Master 39
Proficiencies: The SoulForge Warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
SoulForge Weapon (Su): At first level the SoulForge warrior learns his staple ability, the power to imbue his weapon with the very essence of his soul. As a swift action (and also as part of investing his Soulforge Chakras), the Soulforge warrior may invest an amount of Animus into the weapon(s) he is wielding. The amount of Animus he is able to invest is equal to 1/2 his soulforge warrior level.
Once invested with Animus, the soulforge warrior may choose an amount of abilities (see below) with a cost equal to the invested Animus. If the soulforge warrior wields two weapons, he may invest into either or both at his decision, but the max Animus remains the same. (so a 9th level soulforge warrior could invest 2 into his main hand weapon and 1 into his off hand weapon, this applies to shields for shield bashing and two headed weapons also).
SoulForge Weapon Abilities
CostAbility
1+2 to confirm critical hits*
1Apply full strength damage with off hand weapon
1Gain 1 additional attack of opportunity per round*
1Give your weapon the reach quality, but lose the ability to attack within 5ft.
1Rend 1d4+Str when main and off hand weapons succesfully hit in round.
1Weapon gains +5 hardness.*
1Weapon gains +5 HP's.*
1Wield a 2-handed weapon in one hand with no penalty.
2+4 damage.*
2Considered magic for bypassing DR.
2Increase your weapons critical threat range by 1.
2Reduce 2-weapon fighting penalty by 1.
3Give your weapon the reach ability.
3Increase weapon damage die by one category.
3Increase your weapons critical multiplier by 1.
4Considered silver for bypassing DR.
4Ignore up to DR 5/anything except '-'.
5Reduce 2-weapon fighting penalty by 2.
52 attacks on a charge.
5Deliver 2 attacks as a standard action.
5Increase your weapons critical threat range by 2.
6Considered cold iron for bypassing DR.
73 attacks on a charge.
7Deliver 3 attacks as a standard action.
7Increase your weapons critical multiplier by 2.
8Considered adamantium for bypassing DR.
8Ignore up to DR 10/anything except '-'.
10Full attack on a charge.
* = You may take these multiple times.
Animus: This is your personal reservoir of soul energy that you can use to empower your chakras or feats to various affects.
SoulForging (Su): At 2nd level you gain access to all 10 of your chakras, allowing you to invest your Animus into them, providing several different bonuses based on the chakra. The DC for a Chakra (if needed) and effect is 10 + 1/2 your soulforge level + your Constitution modifier.
Crown
Investing Animus into your Crown Chakra enhances your mental faculties, a corona of blue soul energy hovers over your head. You gain an insight bonus to Concentration, Intimidate, and Sense Motive equal to 2 x the amount of Animus invested into this Chakra. When 5 points are invested you gain the affects of the Zone of Truth spell for as long as you retain the 5 points in this Chakra.
Feet
Investing Animus into your Feet Chakra increases your speed, enhancing your ability to move around the battlefield. As you move, blue soul energy is left in your wake as you move, you gain a +5ft bonus to speed for each point of Animus invested. When 5 points are invested you gain the affects of the Haste spell for as long as you retain the 5 points in this Chakra. (the bonuses from the spell supersede the benefits from this Chakra)
Hands
Investing Animus into your Hands chakra increase you ability to attack and deal damage, blue energy streams from your every swing and climbs up the shaft of your weapon enhancing every blow you land upon your enemy. You gain an insight bonus to your attack and damage rolls equal to the amount of Animus invested. (this affects melee and ranged weapons)
Arms
Investing Animus into your Arms improves your ability to dodge and deflect the incoming blades and arrows. Blue energy flows from your whole body, giving you an insight bonus to your AC equal to the amount of Animus invested into this Chakra.
Brow
Investing Animus into your Brow chakra improves your ability to see and sense things, your eyes glow with blue soul energy and you are able to perceive even the smallest movements. You an insight bonus to Spot, Search and Listen equal to 2 x the amount of Animus invested into this Chakra. When 5 points are invested you gain the affects of the See invisibility spell for as long as you retain the 5 points in this Chakra.
Shoulder
Investing Animus into your shoulder chakra enhances your ability to fend of mental attacks and dodge incoming fireballs. You gain a cloak of blue energy, that grants you an insight bonus to all of your saves equal to the amount of Animus invested into this Chakra.
Throat
Investing Animus into your throat allows you to speek with the charisma of a serpent, blue soul energy glows from your throat and mouth, giving you an eerie but strangley friendly demeanor. You gain an insight bonus to Bluff, Diplomacy and Gather Information equal to 2 x the amount of Animus invested into this Chakra. When 5 points are invested you gain the affects of the Tongues spell for as long as you retain the 5 points in this Chakra.
Waist
Investing Animus into your Waist Chakra enhances your ability to manipulate others during combat, an aura of blue energy emanates from your body. When investing Animus into this Chakra you receive an insight bonus to disarm, feint, grapple, trip and sunder attempts.
Heart
Investing Animus into your Heart Chakra increases your durability and allows your skin to deflect even the strongest thrust. You gain DR x/- where x is equal to the amount of Animus invested into this Chakra.
Soul
Investing Animus into your Soul Chakra allows you to shrug of the elements with ease, you gain Resistance Acid, Cold, Electricity, and Fire equal to 5 x the amount of Animus invested.
Anima Capacity: There is a limited amount of Animus you can invest into your chakras, at 1st level you are able to only invest 1 point of animus into a chakra/weapon. The amount increases as you gain levels, as shown on the table below.
LevelMax Animus
1-41
5-82
9-123
13-164
17-205
As a swift action you may reallocate any amount of animus, investing it as appropriate into another chakra. (you must still adhere to the Animus capacity)
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/Con Modifier/day ignore the negative effects of fatigue.
At 7th level this ability improves allowing the Soulforge Warrior to ignore exhaustion, being stunned at 11th, Sickened at 15th and paralyzed at 19th.
This ability merely suppresses the effect and does not dispel or remove it.
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 Warrior gains a bonus equal to his Constitution modifier against death spells and affects.
At 8th level this bonus applies to negative levels and level drain affects.
At 12th level a Soulforge Warrior can become immune to death spells and affects for 1 round/Con Modifier/day, rounds do not need to be consecutive and activating this affect is a swift action.
At 16th level this ability improves, allowing the Soulforge Warrior to ignore negative levels and level drain affects in addition to immunity from death spells and affects.
This ability merely suppresses the effect and does not dispel or remove it.
Strength of the Forge (Ex): You are able to wield the power of your soul like the edge of a blade, you may add your Constitution modifier as a bonus to hit and damage to melee and ranged weapons you wield.
Touch of vitality (Su): At 6th level, you can heal your own wounds by focusing your soul energy. Each day you can heal a number of points of damage equal to two times your class level × your Constitution bonus. For example, a 7th-level soulforge warrior with a Constitution score of 14 (+2 bonus) can heal 28 points of damage. You don’t have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.
At 10th level, you can heal the wounds of other creatures with a touch using a standard action.
At 14th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target. For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
At 18th level, for every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual. You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
SoulForge Master (Su): You have mastered the art of forging your soul power to fuel your abilities and use it as a weapon. You have become infused with its very essence and it sustains you. You gain fast healing equal to your Constitution modifier, your SoulForge Resilience is now a permanent Death ward and you become an outsider with the native subtype.
Notes
This is the 2nd version of this class. (with the 1st (http://www.giantitp.com/forums/showthread.php?t=255138) one being here)
I'm open to more SoulForge Weapon abilities.
I'm tempted to set the HD to D12, but as Con is the main stat for this class I don't think it is necessary, but that D12 does get lonley...
Edit Log
3/21/13 - Created Class and Feats.
6/5/14 - Updated tables