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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

BelGareth
2013-03-21, 09:29 PM
Bonus Anima [ANIMA]
Requirement: 1 Animus
Benefit: You gain 2 bonus Anima
special: You may take this feat multiple times

Increased Capacity [ANIMA]
Requirement: Anima Capacity 3
Benefit: Choose a chakra or your weapon, your Anima capacity for it is increased by 1

Enhanced Touch of Healing [ANIMA]
Requirement: Touch of Healing class ability, Soulforge class 6th level
Benefit: You may add +2 to your Constitution score when calculating the total amount of HP's you can heal per day with your Touch of Healing class ability.

Master Healer [ANIMA]
Requirement: Soulforge class 6th level
Benefit: You may use your Touch of Vitality class ability as a move action

Selfish Soul [ANIMA]
Requirement: Soulforge class 8th level
Benefit: You may use your Touch of Vitality class ability on yourself as a swift action

Overpowerful Soul [ANIMA]
Requirement: Soulforge class 10th level
Benefit: You may invest Anima into your Touch of Vitality class ability once per day, for each point invested you gain an insight bonus to your soulforge level when calculating the total amount of HP's you can heal.

Melded SoulForger [ANIMA][INCARNUM]
Requirement: Soulforge 3rd, Meldshaper 3rd
Benefit: Your Anima and Essentia is interchangeable between your Chakras and soulmelds, you may invest Animus into soulmelds and Essentia into your Chakras at a 1:1 rate.
Special: You class level still determines your Anima level and Essentia level as normal. Anima invested into a soulmeld acts for all intents and purposes as Essentia and likewise, Essentia invested into a Soulforge Chakra acts for all intents and purposes as Anima.

Eldritch Soul [ANIMA]
Requirement: Eldritch blast 2d6, Soulforge warrior 4th
Benefit: Your levels in Soulforge master stack with your levels in Warlock and your warlock levels stack with your levels in soulforge warrior to determine your Eldritch blast damage, DC, Animus and Animus capacity.

Eldritch Forged Soul [ANIMA]
Requirement: Edlritch Soul feat
Benefit: You may invest Anima into your Eldritch blast as if it were your SoulForge Weapon.

Two Swords, One Blade [ANIMA]
Requirement: Two-Weapon Fighting feat, 1 Animus
Benefit: You may invest Anima into both your main hand and off hand weapons as if they were one.
Normal: Normally, you would have to split your Animus between two or more weapons.

Notes

More to come, when I think of them.

BelGareth
2013-03-22, 11:03 PM
Ber-bumpity bump

WyvernLord
2013-03-24, 12:06 AM
This is a solid frontline class. Not much to say besides good job.

Actual review below.
Chasis: basic frontliner plus an actually decent skills per level. Already above the competition from core.
Level one:fighter is slightly better then you at fighting.
Level two: you get your core ability of your class. You are now at least equal to a fighter. (except tripper or two-handed)
Level four: you are now Con SAD. This makes you incredibly tough compared to the fighter. The Heart, Soul, Shoulder, and Arm Chakra's help you resist or negate attacks. Now if only the goad feat worked.
Level six: self healing laugh at those who try and harm you.
Level ten: heal others, you are no cleric, save the healing for yourself when you charge into giants.
Level fourteen: oooh neat heal condition useful for getting your cleric back. Now I see what you did there.
level twenty: ha ha hahahahahaha never die hahahahahaha. Seriously awesome capstone and very fitting.
Break the Limits, and Soulforge resilience are useful abilities and fill those dead levels up nicely.
On the subjects of the indivdual chakras.
Crown, niche but I like having it. Give the soulforger some out of combat use, always good.

Feet, this one tempted me the most for getting Increased Capacity. At will haste at level thirteen would be nice.

Hands, flat out makes your numbers better. Now you can hit as well as the fighter and be much tougher. Still not as much damage as the fighter but that is perfectly fine.

Arms, useful at low levels not as much at high levels. Standard AC boosting ability response.

Brow, wow you can guard the camp at night. The search bonus could be useful too.

Shoulder, useful. Saves are important. /understanding nod

Throat, this and crown could make you the face of your group if necessary, too bad Diplomacy isn't on your list of skills.

Waist, useful occasionally or in specific builds, glad to have though.

Heart, you are tougher.

Soul, you are tougher.

Bonus feat review.
Bonus Anima. Useful if you can't make up your mind on anything. Not really necessary.
Increased capacity. Very limited usefulness. Only take on Crown, Feet, or Brow.
Enhanced touch of healing and overpowerful soul. Pick one based on how overpowerful soul works. Please give an example. Neither is very good in most builds though
Master healer. Only take this if you have to main heal because your teammates are stupid.
Selfish Soul best of the heal affecting feats. I'd consider this feat in an standard table optimized character.
Melded SoulForger. Useful if that is your character.
Eldritch Soul. Ooh that is kind of fun.
Eldritch Forged Soul. Meheheh. /rubbing hands.

Turns out I had a lot to say.:smallbiggrin:

BelGareth
2013-03-25, 11:41 PM
This is a solid frontline class. Not much to say besides good job.

Actual review below.
Chasis: basic frontliner plus an actually decent skills per level. Already above the competition from core.
Level one:fighter is slightly better then you at fighting.
Level two: you get your core ability of your class. You are now at least equal to a fighter. (except tripper or two-handed)
Level four: you are now Con SAD. This makes you incredibly tough compared to the fighter. The Heart, Soul, Shoulder, and Arm Chakra's help you resist or negate attacks. Now if only the goad feat worked.
Level six: self healing laugh at those who try and harm you.
Level ten: heal others, you are no cleric, save the healing for yourself when you charge into giants.
Level fourteen: oooh neat heal condition useful for getting your cleric back. Now I see what you did there.
level twenty: ha ha hahahahahaha never die hahahahahaha. Seriously awesome capstone and very fitting.
Break the Limits, and Soulforge resilience are useful abilities and fill those dead levels up nicely.
On the subjects of the indivdual chakras.
Crown, niche but I like having it. Give the soulforger some out of combat use, always good.

Feet, this one tempted me the most for getting Increased Capacity. At will haste at level thirteen would be nice.

Hands, flat out makes your numbers better. Now you can hit as well as the fighter and be much tougher. Still not as much damage as the fighter but that is perfectly fine.

Arms, useful at low levels not as much at high levels. Standard AC boosting ability response.

Brow, wow you can guard the camp at night. The search bonus could be useful too.

Shoulder, useful. Saves are important. /understanding nod

Throat, this and crown could make you the face of your group if necessary, too bad Diplomacy isn't on your list of skills.

Waist, useful occasionally or in specific builds, glad to have though.

Heart, you are tougher.

Soul, you are tougher.

Bonus feat review.
Bonus Anima. Useful if you can't make up your mind on anything. Not really necessary.
Increased capacity. Very limited usefulness. Only take on Crown, Feet, or Brow.
Enhanced touch of healing and overpowerful soul. Pick one based on how overpowerful soul works. Please give an example. Neither is very good in most builds though
Master healer. Only take this if you have to main heal because your teammates are stupid.
Selfish Soul best of the heal affecting feats. I'd consider this feat in an standard table optimized character.
Melded SoulForger. Useful if that is your character.
Eldritch Soul. Ooh that is kind of fun.
Eldritch Forged Soul. Meheheh. /rubbing hands.

Turns out I had a lot to say.:smallbiggrin:


WyvernLord! glad you found it!

Thanks for the review, I am actually applying for a game with this class and it surprised me how easy it was to make and how good it was at replacing the standard fighter (which is what it's for).

Glad you approve!

I am currently working on making the cleric version, oodles and oodles of healing.

WyvernLord
2013-03-26, 11:03 AM
Yeah my points on level six and ten are semi-serious. It's not bad healing, for yourself. With con sad you can get a decent amount of healing but not enough for a group.
Still kind of annoying to me that you get bluff but not diplomacy as a class skill.

And I still need an example of how overpowerful soul works.

After all my complaining it is still a good class and I wish you luck on getting it played. :smalltongue:

BelGareth
2013-03-26, 11:36 AM
Yeah my points on level six and ten are semi-serious. It's not bad healing, for yourself. With con sad you can get a decent amount of healing but not enough for a group.
I see your point, but I wanted some form of support, even if it is a tiny about and it's going to tie in with the whole soulForging thing I am going for. Also it lessens the impact and action economy of the group healer.


Still kind of annoying to me that you get bluff but not diplomacy as a class skill.
Hmm, you have a point, Diplomcay may find its way on there...


And I still need an example of how overpowerful soul works.
You can invest Anima into it as normal.

So a 5th level warrior can invest up to 2 anima. If he did, his effective level when calculating Touch of Vitality is 7 (5th level + 2 anima). With a Con of 16 (+3) his Touch of Vitality pool would be:
2 x 7 x 3 = 42 (instead of 30)

Aaand I just realized it was misnamed...

Gotterdammerung
2013-03-26, 11:49 AM
How does it interact with +1 meldshaper prestige classes? Or does it at all?

Do the Soulforge chakra's take up a chakra slot in regards to meldshaper melds?

If I take the feat to make essentia and anima interchangeable does essentia follow Anima rules while being used in the place of anima; and vice versa does anima follow essentia rules when being used as essentia?

Looks like a fun class. It is definitely more convenient than your typical melee classes. I could see it fitting in perfectly in a ToB style party.

It also seems compatible with ranged weapons. Was it intended to be only melee? I couldn't find anything that restricted its abilities to melee. This class could be very strong with a ranged build. Deepwood sniper plus these crit range increasers could be insane.

Is the +1 crit range and the +2 crit range meant to stack, because as worded now they would stack if you spent the points seperately. And since it is a base range increase it will make things like keen much more powerful. Example 18-20 with a +2 crit range becomes 16-20 which would double to an 11-20 crit range with keen.

It also seems compatible with natural weapons. How does it work if you have 5 natural attacks? Can you enhance all 5 but at the shared cap, just like 2 weapon fighting?

Is the anima capacity based on CLASS LEVEL? or is it based on CHARACTER LEVEL?

Essentia's max capacity is based on CHARACTER LEVEL, so i figured it was worth asking since they are similar and you seem to devote some time to multiclass feats implying an intent for ease of multiclass.

BelGareth
2013-03-26, 12:05 PM
How does it interact with +1 meldshaper prestige classes? Or does it at all?

It doesn't. In all fairness, I should add a bit about it's interaction. I named it different things on purpose.


Do the Soulforge chakra's take up a chakra slot in regards to meldshaper melds?
No, it's merely investing your soul power into yourself to improve your abilities. So it still allows you to form soulmelds and such (as soulmelds are the soulstuff of everything else, and not yours)


If I take the feat to make essentia and anima interchangeable does essentia follow Anima rules while being used in the place of anima; and vice versa does anima follow essentia rules when being used as essentia?
Yes, yes and yes. I should add some clarifying text.


Looks like a fun class. It is definitely more convenient than your typical melee classes. I could see it fitting in perfectly in a ToB style party.
Thanks!

Gotterdammerung
2013-03-26, 12:16 PM
Editing my post as I go. Bored and looking closer in between T.V. shows commercials.

Will cross-out the questions you have answered already.

BelGareth
2013-03-26, 12:19 PM
It also seems compatible with ranged weapons. Was it intended to be only melee? I couldn't find anything that restricted its abilities to melee. This class could be very strong with a ranged build. Deepwood sniper plus these crit range increasers could be insane.
Yup, I hate it when bonuses don't apply to either.


Is the +1 crit range and the +2 crit range meant to stack, because as worded now they would stack if you spent the points seperately. And since it is a base range increase it will make things like keen much more powerful. Example 18-20 with a +2 crit range becomes 16-20 which would double to an 11-20 crit range with keen.
They stack, but as a general rule would not stack with Keen or Imp. Crit feat. I'll some text when i get some time.


It also seems compatible with natural weapons. How does it work if you have 5 natural attacks? Can you enhance all 5 but at the shared cap, just like 2 weapon fighting?
Exactly.

WyvernLord
2013-03-26, 12:22 PM
Okay is it invested for the whole day?
If yes it's an okay feat if you need it, if not it is a 2/4/6/8/10 times con mod in extra healing.

Gotterdammerung
2013-03-26, 12:27 PM
They stack, but as a general rule would not stack with Keen or Imp. Crit feat. I'll some text when i get some time.


If they don't stack at all then the crit RANGE enhancing abilities are not worth the points at all and might as well be taken out of the options. The best case scenario would net you 5% higher chance of crit but at the cost of a LOT of anima.

It would probably be better to write the restriction as such-

1 <<<<< stick this next to the crit range options



1 Use the natural crit range for calculating the benefit when applying keen or another similar ability to the weapon. Then apply the soulforge weapon crit range increases last.



That way it is still worth it for a soulforge to choose the crit range options.

Example-
Bow= 20
Keen Bow = 19-20
Keen bow + both soulforge crit range increases= 16-20

Rapier= 18-20
Keen Rapier= 15-20
Keen Rapier + both soulforge crit range increases= 12-20