PDA

View Full Version : D&D 3.x Class Soul Binder (A mostly martial fix for Soul Knife?)



SangoProduction
2015-04-16, 08:06 PM
What I'm looking for: the tier this class is (was aiming for a medium tier 3). Any ways to more efficiently say what I said in fewer words (similar abilities have been split intentionally). Spelling/grammar mistakes. Things that I included that don't match the flavor of the class. (and going off of that) The flavor not being clear enough through the class features and the limited flavor text.


Soul Binder

Basic idea - Soul Binders are those who seek true connection and/or control over the universe with their mind, ultimately aiming to transcend their own bodies, at first by physically manifesting their mind into reality, then turning reality into their mind, as they become more in tune with the universe.

HP: D8
Skill Points: 4/level
BAB: Full (Thinking Average would be more balanced for what it can do)
Saves: Will good, Ref/Fort poor



Level
Special
Soul Pool
Attuned Weapons
Attuned Tools


1
Soul Item(1), Soul Blade
3
1
0


2
Blade Meld
6
1
0


3
Item Binding
9
2
0


4
Soul Item (2)
12
2
0


5
Wings of Freedom
15
3
0


6
Finest Tools
18
3
2


7
--
21
4
2


8
Soul Item (3)
24
4
2


9
Stable Blade
27
5
3


10
Armored Soul
30
5
3


11
Light of the Soul
33
6
3


12
Soul Item (4)
36
6
3


13
Dark Purveyor
39
7
4


14
Elemental Bonds
42
7
4


15
--
45
8
4


16
Elemental Bonds, Soul Item(5)
48
8
4


17
Absorb the Physical
51
9
5


18
Elemental Bonds
54
9
5


19
Soul Item (6)
57
10
5


20
Elemental Bonds, Final Form
60
10
5



Soul Pool - Every so often, a Soul Binder can pull power directly from his own soul to boost other effects. They gain 3 points per class level + their Charisma or Wisdom bonus (which ever is higher). The final point of their Soul Pool, when spent, functions as though the Soul Binder spent (1 + (2 x class level)) points, but leaves the Soul Binder exhausted until they take a long rest (8 hours normally). If the last point is spent on an ability that doesn't scale with more points, the bonus points must be spent on the same item that spent it. If nothing in the item scales with bonus points, and you still have points left over, for a duration of 1 round, Sunlight (equivalent to the Sunlight spell) is centered on you, and you lose 1 hp per wasted point as the energy explosively escapes.
All abilities may be dismissed at will as a free action with no ill effect, unless otherwise stated.

Soul Item (Su) - A Soul Binder has the ability to manifest items, as mentioned in other class features, which are marked as Soul Items in parentheses by the feature's name. All such features inherit Soul Item's properties as mentioned here, and all manifested Soul Items count towards the maximum. (Ex. All Soul Items are supernatural, and manifesting a set of wings and a soul blade means you're manifesting 2 soul items.)
A Soul Binder can only manifest 1 such item per 4 class levels. (So, 1 item from levels 1-3, 2 items from levels 4-7, etc...) It takes 1 standard action to manifest such items, but may manifest multiple items at once, and they can dissipate the manifestations as a free action. Unless mentioned otherwise, the only limitation on how many items an Soul Binder may manifest at once is the Soul Item count, and practicality - it's useless to manifest 15 blades if you only have 2 hands.
A Soul Binder may manifest items for up to 1 minute per level at a time, and for each minute manifested (round up), they must spend 1/2 a minute not manifesting items to recover, regardless of the number of items manifested.

Soul Blade (Soul Item) - At first level, a Soul Binder can manifest a soul blade as a Soul Item. This Soul Blade may be in the shape of any melee or reach weapon they spent at least a week training or using, thus gaining the weapon's normal statistics. A Soul Binder may only manifest a number of different weapons equal to 1/2 his class level (round up), but may give up the ability to manifest a weapon at any point. Double weapons count as 1 item for the purpose of how many different weapons you can use, but as 2 items for how many you can manifest at once. A soul blade may not be thrown as it instantly dissipates when it leaves their hand, but the Soul Binder is proficient with any manifested soul blade.The soul blade may be enchanted as though you had the Craft Magic Arms and Armor feat. If you wish to manifest multiple enchanted soul blades at once, you must enchant each one separately. This is done by meditating, and absorbing the essence of the items (including coins) of equal value to the enchantments for the normal crafting time.
An Soul Binder may have more "enchanted soul blades" than he can manifest at one time, or chooses to manifest at one time, much in the same way you can have more swords than you can use at once. In this case, he chooses the enchanted blade he wants to have at the time of manifesting. Such enchanted blades may still take on the form of any weapon they can manifest. All Soul Blades are considered to have a "+1" for free, for the purposes of enchanting them.
A Soul Binder may spend points of his Soul Pool to either increase their attack roll, or increase damage, for 1 point per increase or ignore damage resistance for 1 point per 2 points of DR ignored. If you still have multiple soul blades, spent Soul points apply to all blades. For 6 Soul points, act as though you had Power Attack. These bonuses last for 3 rounds.
This has no special Item Binding rules. Wielding the weapon that you manifested counts as a focus for Item Binding.

Blade Meld (Su) - A Soul Binder of 2nd level is beginning to learn how to balance their ego with the physical world. For 1 Soul point, they may consider 1 weapon they wield to have been manifested as though by Soul Blade, even if it isn't in the Soul Binder's pool of possible Soul Blade manifestations. As such, they may even apply enchantments to the weapon, pulling from the Soul Blades they have enchanted. If the weapon you are wielding is magically enchanted, then only one of the weapons (your manifested one, or the physical one you're wielding)counts. (IE. They overlap, not stack.) (Weapons used in this way do not count as ones you could manifest, solely for the purpose of Item Binding.)

Item Binding (Su) - A Soul Binder's ability to manifest their soul into the world can be enhanced by use of foci at level 3. It costs 1 point for 3 rounds of use. While using an item that is the similar to one they can manifest (regardless of enchantments), then any soul points spent on that manifestation have their effects doubled, in addition to any specific interactions with specific manifestations. For example, if you can manifest a Broadsword, and you are wielding a Broadsword, then you may spend a point of your soul pool to gain 2 points of damage for 3 rounds.
Specific rules and what counts as a focus, and what any special interactions with item foci are mentioned in the specific abilities.

Wings of Freedom (Soul Item)- A Soul Binder's desire for personal freedom manifests in the ability to control air with the assistance of wings. At 5th level, a Soul Binder can summon a set of wings as a single item. They are all semi-transparent, but otherwise it depends on the specific Soul Binder (they can describe it as they please). These wings grant a fly speed at 30 ft, and good maneuverability, and carry up to a light load.
Multiple sets of wings can be manifested at once, increasing speed by 20, or increasing maneuverability by one step, for each set, or manifesting 2 additional sets of wings to carry one load higher (light to medium, medium to heavy).
If you already have wings from another source (natural or magical, doesn't matter), then the effect overlaps, doesn't stack, unless you use Item Meld. If you do use Item Meld, then for the duration, increase your normal flight speed by 20 ft, and maneuverability by 1 step, and consider the normal wings as though they were a manifested item. Wingless sources of flight don't allow you to Item Meld.
Spending points from the Soul Point allows a Soul Binder to increase fly speed by 5 ft per 1 point, or maneuverability by 1 step per 4 points. For 12 points, act as though you had Flyby Attack, if you already had it, you provoke no Attacks of Opportunity for moving away while using it. These adjustments last for as long as at least 1 set of wings remains manifested.
Only wings count as a focus for this item.

Finest tools (Soul Item) - A Soul Binder has gained such proficiency with with his manifestations that he can create precise tools out of soul-stuff at level 6. This functions similarly to Soul Blade. You may attune to 1 type of tool per 4 levels (round up), such as blacksmith tools, lock picks, etc. Manifesting a tool set means you can use the skill as though you had regular tools. A Soul Binder may also manifest a looking glass that makes everything look like it's 1/2 the distance as one of these tools, similarly with listen and other senses.
A Soul Binder may spend 3 soul points per +1 bonus to the skill the tool applies to. They can also spend 5 points to reduce the time for the task to by 1/2, if used multiple times, it stacks to 1/4, 1/8, and 1/16 the normal time it takes. Such bonuses last for 1 task.
Any pre-existing tools of the same type you are manifesting counts as an item focus. If using Item Binding, then add the masterwork bonus (if any), and Item Binding lasts for 1 task, or the normal time for sense-enhancing tools.

Stable Blade (Soul Item) - The Soul Binder is well on their way to mastering the art of binding their soul to the material world. The Soul Blade no longer instantly dissipates when it leaves their hand, unless they want it to (though it's still quick). This allows a Soul Binder to not only throw melee weapons manifested, but also manifest ranged weapons. Due to the mastery of this manifesting technique, it's a free action to manifest any Soul Blade, and Stable Blade (though not similar manifests like Wings of Freedom or Armored Soul).
Attuning a ranged weapon that uses ammunition only counts as a single weapon for the purpose of determining how many weapons a Soul Binder can attune to. After being thrown or released from the weapon, the manifestation only lasts long enough to hit the target, or miss (even with enchantments which would normally have the weapon stick). Ammunition may be manifested with enchantments that are on Soul Blades, with normal rules for ranged weapon enchantments applying. However, all enchantments are always made on Soul Blades, not on ammunition (ie. you may never have 1/50 price on manifesting soul blades, even for ammunition, but they also never 'break').
Just as well, the Soul Blade can have properties of materials the Soul Binder has experienced before. To do this, is the same method as enchanting a Soul Blade, even if the Soul Blade already 'existed', however, the greatest cost to have the material on a weapon.
Additionally for Soul Blades, an Soul Binder can spend 2 Soul points per 5 ft increase to the range increment. For 12 points, act as though you had the Many Shot feat, or if you already had it, you may fire up to 2 times your normal maximum.

Armored Soul (Soul Item) - A Soul Binder can bring his psyche out into the physical world, but inward as protection. Similar to Soul Blade, the Soul Binder can manifest armor. It can also be enchanted, and given properties of materials the Soul Binder has experienced in the same manner. However, and Soul Binder may only have 2 attuned armor types at any given time. A pre-existing suit of armor that the Soul Binder has worn for at least 1 week may be absorbed in 1/2 the time it would normally take to craft the item (min. 1 day), and you gain an Armored Soul with the same enchants and material type as the absorbed armor. (Though, the material can not manifest on any armor where it would be more expensive than the one it came from. IE. Mithral's cost for a mithral chain shirt is not sufficient to cover mithral's cost for a full-plate.)
While manifested the Soul Binder may choose the following effects: for every 2 points the Soul Binder chooses to spend to boost AC, it increases by 1 point. It can also grant 2 DR, or +1 to a save per 3 points. For 5 points, give the armor bonuses as though it were one step lighter, Maximum Dexterity increased by 2, and Armor check penalty is reduced by 6. These bonuses last for 3 rounds each. They can also spend 2 points per Fast Healing 1 for 10 rounds (stacking, so long as duration overlaps. 2 applications of Fast Healing 1 = Fast Healing 2).
Wearing any physical armor the same as the one your are manifesting can act as an item focus. There are no special rules for item focus.


Light of the Soul (Sp) - A Soul Binder can now convert a more ephemeral part of the world, light, and the psyche between each other, even when he's not quite paying attention. So long as the character isn't trying to prevent it from showing (which is a free action), all light within 15 ft of them is tinged slightly depending on the character's emotion (ex. red for anger, green for jealousy, yellow for happiness, etc).
Additionally, for 2 SP, a light source within 15 ft produces bright light of 5 ft less radius than normal, but up to [1/3 class level] targets, plus them self, can see as though it extended to 5 ft / 2 levels. This lasts for [1/2 class level] minutes. Shadowy light is unaffected.
This is a light effect with a caster level equivalent to the Soul Binder's class level.
Item Bind may not be used with this as it is not a manifested item.

Dark Purveyor (Sp) - The Soul Binder is now a master of not only light, but darkness as well. Lights tend to flicker when close to the Soul Binder, so long as they aren't consciously trying to make it not do so.
When holding a light source in hand, the Soul Binder may, for 3 SP, reduce the light sources normal light (even shadowy light) to nothing, and for [1/3 class level] targets, plus them self, the light extends to 5 ft / level. This lasts [class level] minutes.
For an additional 5 points during the duration of the basic ability, the normal bright light is instead inversed to Darkness, with shadowy light reaching beyond (ie. if the light source had 15 ft bright light radius, that's the radius of the Darkness). And for 12 points during the duration of the basic ability, the normal light is extinguished, and there is a Deeper Darkness covering a radius of 5ft / 3 levels, and the original targets only have light extending that far. Each of these effects last for 1 minute.
These effects count as a Light / Darkness (as appropriate for the individual effects) of caster level equivalent to class level, but don't interfere with each other, except as stated. The Soul Binder may spend an additional 3 points to increase the caster level by 1.
Item Bind may not be used with this as it's not a manifested item.

Elemental Bonds (Sp) - The Soul Binder has connections deep within the physical realm, even down to the elements - some deeper than others. Starting at level 14, every 2 levels, choose one more ability. Abilities can be chosen multiple times. Elements for this ability include fire, acid, lightning, cold, negative energy, and positive energy. Each time you select an element, they embody the element to a greater degree, visually. You may also cast Pretidigitation at will.

Elemental Strike: Choose 1 element. You deal (or heal, as appropriate) an additional 1d6 points of damage of that element when you deal damage. You may convert all of the damage you deal to any element you have chosen. You may select the same element twice, the effects stack.
Elemental Sustenance: Choose 1 element. You take 1/2 damage (or healing) from that source, and for every 2 points of HP change you negate, you gain 1 point to your Soul Pool (up to your maximum for your level). If taken multiple times, must choose different elements.
Radiate Element: Choose 1 element. You can explode in a nova of that element every 2d6 rounds, dealing your class level as damage to all living or unliving creatures within a 5ft radius. By spending points from your Soul Pool, you may increase the radius by 5 ft / 2 points, or the damage by 1d6 per 2 point.
Item Bind can't be used with this as it's not a manifested item.

Absorb the Physical (Su) - The Soul Binder's physical form has been expanding steadily as he obtained more control over the physical realms, but it has come to a point that the Soul Binder has become one size larger than their natural size. For example, a standard human would be Large at the point. Additionally, gain DR 10/-, and resistance 10 vs acid, cold, fire, electric, necrotic, and radiant damage. The Soul Binder may shift their size up or down by spending 5 points per shift from their natural size. They may stay at this size indefinitely, though they reserve the points they spent to shift sizes while so changed. They can return to their natural size at will. No other effects may affect their size any longer, save for applicable feats.
Item Bind can't be used with this.

Final Form: At the peak of their capabilities, the universe and their mind become one, thus ascending from their natural form. Based on how many different elements were selected in their elemental bonds. No matter what their final form is they retain their original racial traits, and subtypes, mental stats and levels in this class, they can't be banished and they still resemble their original forms, normally. As well, their class abilities are not changed, and work just fine after changing forms (no additional cost for unusual bodies, don't need to use Ghost-touch weapons for their Soul Blades, etc). Elementals add their slam damage to any Soul Blade attack.
(basic elements = air, earth, fire, water) (air = lightning, acid = earth, cold = water)

If the Soul Binder chose a single (basic) element for each of the times they got Elemental Bonds, then they become a pure elemental of their natural size (after Absorb the Physical), except as noted above. If they took 2 different elements with a paraelemental equivalent in from Dragon Magazine (or other source), they become that paraelemental, except as noted above. If they chose just positive or negative energy, they become the appropriate elemental, as detailed here: Energy Elementals (http://www.giantitp.com/forums/showthread.php?312536-Positive-Negative-Elementals-PEACH)

If they don't comply with any of the above conditions, then they add the Ghost template except for the above, and following: It may become fully corporeal or incorporeal (but never actually leave the plane they do so in) at will, as a full-round, Attack of Opportunity-provoking, action, and lose their Manifestation ability. Their touch attacks are delivered through either touch attacks as normal, or through melee Soul Blade attacks. They lose their Malevolence trait, and don't suffer the level adjustment. And lastly, they have an elemental subtype rather than undead.

Magikeeper
2015-04-19, 02:20 PM
I don't have time to rewrite the abilities, but in general I would suggest:
> Looking at how other classes with similar abilities word/structure those abilities.
> Reading the abilities out loud to catch grammatical errors.

---
Some more specific comments:

> Nowhere in the class does it specify what exactly a soul item is. The main ability vaguely refers to other abilities, but no other abilities actually use the term "soul item".

> I suggest not referencing other sources unless you have a good reason for doing so. For example, if you can resist the same energy types as DMG ability X, why not just list the types instead of making the reader go look them up?

> I would replace all instances of "SB" with "soul binder". Abbreviating class names is not a D&D 3.5 convention and it feels weird. I feel like the name itself could be tweaked as well, since the class doesn't really bind stuff so much as forge and manipulate it.

---

Once the wording is fixed up it'd be easier to figure out how powerful the class is and how class feels as a whole. I suspect the light/dark/elemental stuff could be better integrated with the rest of the class.

SangoProduction
2015-04-20, 07:40 PM
I don't have time to rewrite the abilities, but in general I would suggest:
> Looking at how other classes with similar abilities word/structure those abilities.
> Reading the abilities out loud to catch grammatical errors.

---
Some more specific comments:

> Nowhere in the class does it specify what exactly a soul item is. The main ability vaguely refers to other abilities, but no other abilities actually use the term "soul item".

> I suggest not referencing other sources unless you have a good reason for doing so. For example, if you can resist the same energy types as DMG ability X, why not just list the types instead of making the reader go look them up?

> I would replace all instances of "SB" with "soul binder". Abbreviating class names is not a D&D 3.5 convention and it feels weird. I feel like the name itself could be tweaked as well, since the class doesn't really bind stuff so much as forge and manipulate it.

---

Once the wording is fixed up it'd be easier to figure out how powerful the class is and how class feels as a whole. I suspect the light/dark/elemental stuff could be better integrated with the rest of the class.

Yes....I abbreviated the soul binder to SB as the day wore on. lol, sorry about that.

I'll work on de-referencing things.

Not sure what was wrong with soul item, but I'll try and do what I can.

Thanks for your help.

EDIT: save for the Final Form thing, I think I fixed everything you mentioned. I don't think I can really copy and paste monster templates, let alone multiple potential monsters, into the class feature. (But really, I could probably just condense it down to Ghost Template, but meh. I wanted the player's choices of elemental specialties to make some difference.) Actually, I do think there are still a few things that still reference other things, but I feel like referencing feats is a good choice, as opposed to just a lengthy explanation of what the feat does and that it doesn't stack with the feat.