Jibar
2007-07-26, 11:52 AM
You are my reaper of souls. You have no other purpose, no higher destiny - just this. Accept your calling, Raziel. Let go of these vain hopes. Relinquish your will, and feed.
Soul Reaver
Death carries such unexpected results. While to the Lich is carries a blessing, to the Allip it carries a curse. The Blood Magus learns from it, while a Necromancer abuses it. But for the Soul Reaver, something else happens. Both curse and boon, they emerge from death nothing more than a Wraith, but with a whole new purpose, whether it be survival, revenge or something even darker.
They are now a Soul Reaver, and with their symbiotic blades they seek to escape the eventuallity of death. To a Soul Reaver, the ultimate meaning of life is to live.
Soul Reavers take a rather unique journey, their abilities making them very focused on denying their enemies the same gift of regeneration, yet also allow the Soul Reaver to keep himself alive at any means.
Adaption: The Soul Reaver's power could instead come from a deity of death instead of their own will. Many Soul Reavers born in this sense are used as the deity's arm amongst mortals. Other Soul Reavers could be raised by Necromancers as powerful champions or generals.
Hit Die: d8
Requirements
To qualify to become a Soul Reaver, a character must fulfill all the following criteria.
Alignment: Any non-good
Base Attack Bonus: +6
Skills: Concentration 8 ranks
Feats: Diehard, Iron Will, Improved Unarmed Strike
Special: The character must have been killed by a trusted ally, and then returned back to life
Class Skills
The Soul Reaver's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Listen (Wis), Search (Int), Survival (Wis), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier
Class Features
All the following are class features of the Soul Reaver Prestige class.
Weapon and Amour Proficiency: Soul Reavers gain no profiency with with any weapon or armour.
Symbitotic Weapon: When the Soul Reaver came back, they brought something with them. As a move action, a Soul Reaver can summon this force to them, the weapon taking the shape of a longsword composed of energy. The Soul Reaver is automatically proficient in this weapon, and may apply Weapon Finesse if they can.
The blade is identical in all ways (except visually) to a long sword of a size appropriate for its wielder. For instance, a Medium Soul Reaver materializes a Medium Symbiotic Weapon that he can wield as a martial weapon, and the blade deals 1d8 points of damage (crit 19-20/x2). Soul Reavers who are smaller or larger than Medium create mind blades identical to longswords appropriate for their size, with a corresponding change to the blade's damage (see Table 7-4 and Table 7-5 in the Player's Handbook). The wielder of a Symbiotic Weapon gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
A Symbitoic Weapon, while similar to the mindblade of a Soulknife, cannot be broken. Instead, any attack made to the blade forces the blade to withdraw back into the wielder. If the blade has withdrawn, the Soul Reaver can use a free action to summon it. A Symbiotic Weapon is considered a magic weapon for the purpose of overcoming damage reduction.
A Soul Reaver can use feats such as Power Attack or Combat Expertise in conjuction with the Symbiotic Weapon just as if it were a normal weapon. He can also choose Symbiotic Weapon for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons cannot be used on a Symbiotic Weapon. However, powers or spells that upgrade natural weapons can be used on the Symbiotic Weapon.
A Soul Reaver's Symbiotic Weapon improves naturally as they gain levels. The Symbiotic Weapon gains a +1 at 2nd level, +2 at 6th level and +3 at 10th level.
If a Soul Reaver is hit by a Dispel Magic spell, Dismissal spell or a spell with a similar effect, he loses the Symbiotic Weapon for 1d6 minutes or until they are 100ft away from the original caster rounds. A Soul Reaver can negate this effect by succeeding on a Concentration check (DC 20 + Opponents caster level)
Redeemer and Destroyer: At 2nd level the strain of the Symbiotic Weapon and the weight of mortality is taking it's effect upon the Soul Reaver. Their body is now withered, the bones easily visible poking through the skin. Their skin also looks weathered, and is turning a little grey. The Soul Reaver now takes a minus -2 on Disguise checks, and takes a permenant -2 damage to Charisma, but where the mortal constraints fail, the mind perseveres, gaining +2 Wisdom.
Telekinetic strike: At 3rd level the Soul Reaver gains the ability to strike foes at great distace. As a standard action he can project a ball of force at an opponent 50ft away, dealing damage equal to a Concentration check. They can use this ability a number of times per day equal to their Soul Reaver level.
Pawn and Messiah: At 4th level their body is under even further strain. Their hands have now become nothing more than crude cloved claws with a thumb, and their feet have become cloven hooves. They take a further -2 on Disguise checks and take permenant -2 Dexterity damage, but in addition, the Soul Reaver has learnt better control over their body. They gain +2 to their Strength score.
Bound to the Spectral: At 5th level, a Soul Reaver becomes partly undead. Positive energy now harms them and negative energy heals them. However they gain none of the benefits of being undead, such as immunity from Critical Hits. Also, if a Soul Reaver is affected by a Turn Undead ability, they lose all their class abilities for 1d6 rounds.
Time Spanned Soul: At 6th level their body undergoes it's last change. Rather than a physical change, they instead gain a supernatural power. The Soul Reaver can now heal themself when a creature dies equal to the creature's Constitution score. To do this requires a full round action, and provokes attacks of opportunity. A Soul Reaver can perform this action 1/minute.
Wraith Blade: At 7th level the Symbiotic Weapon becomes a Wraith Blade. The Wraith Blade functions exactly like the Symbiotic Weapon, but is treated as having the Ghost Touch properties.
Free Will: At 8th level the Soul Reaver gains the ability to deny fate. Anytime the Soul Reaver would be sent below 0 Hit Points, they can make a Will save (DC 10 + amount of damage) to instantly bring themselves back to 1hp. Also, whenever a Soul Reaver is at -1 or less hit points, they can make a Concentration check (DC 20), to bring themselves to 1 hp as well. The Soul Reaver takes a -2 on this check for each enemy within 30ft, and -4 for each within 10ft.
The Spectral Realm: At 9th level, the Soul Reaver can temporairly turn incorporeal. This lasts for 1d4 minutes, and the Soul Reaver cannot end the ability prematurely. During this time, the Soul Reaver cannot effect corporeal objects, with actions or attacks. However, while they are incorporeal, their Wraith Blade cannot be dismissed, by the Soul Reaver or opponents, and the Soul Reaver can pass through solid matter less than 1 foot thick.
This ability is activated whenever a Soul Reaver reaches -10hp. When they become incorporeal they are brought back to 1hp. This ability can be used 1/week.
Wraith: At 10th level the Soul Reaver can now continue their own existence by denying others theirs. When a Soul Reaver defeats an opponent, they may then use a full round action to devour the soul. Devouring the soul requires a Concentration check (DC 10 + number of creature's hit die). When the creature's soul is devoured, the Soul Reaver gains a number of temporary hit points equal to the creature's Constitution score. The first two times the Soul Reaver consumes a soul he instead cures the Dexterity and Charisma damage, effectively leaving the Soul Reaver with a +2 to Strength and Constitution.
A creature whose soul has been consumed in such a manner cannot be brought back to life by nothing but a Wish or a Miracle spell. Anyone attempting to ressurect them recieves no indication that their soul has been consumed.
A Soul Reaver may use this ability to deal damage directly to an incorporeal creature, the damage done equal to the concentration check. If the creature is destroyed by this means, no remains are left behind, and the creature may never be brought back, unless by a Wish or Miracle spell, but even then there is only a 50% chance of it working.
Additionally, the Soul Reaver no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place. Unlike the Druid though, a Soul Reaver will not die when their time is up.
In return for this great gift, when a Soul Reaver dies, if they are not reborn with 1d4 days time, their soul is lost for eternity. Only a successful Wish or Miracle spell may revive them, and even then there is only a 50% chance of it working.
{table=head]
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+1|+1|+0|Symbiotic Weapon
2nd|+1|+2|+2|+0|Redeemer and Destroyer
3rd|+2|+2|+2|+1|Telekenetic Strike
4th|+3|+2|+2|+1|Pawn and Messiah
5th|+3|+3|+3|+1|Bound to the Spectral
6th|+4|+3|+3|+2|Time Spanned Soul
7th|+5|+4|+4|+2|Wraith Blade
8th|+6|+4|+4|+3|Free Will
9th|+6|+4|+4|+3|The Spectral Realm
10th|+7|+5|+5|+3|Wraith [/table]
As usual, critiques, suggestions.
Balance is a major concern of mine with this one.
Soul Reaver
Death carries such unexpected results. While to the Lich is carries a blessing, to the Allip it carries a curse. The Blood Magus learns from it, while a Necromancer abuses it. But for the Soul Reaver, something else happens. Both curse and boon, they emerge from death nothing more than a Wraith, but with a whole new purpose, whether it be survival, revenge or something even darker.
They are now a Soul Reaver, and with their symbiotic blades they seek to escape the eventuallity of death. To a Soul Reaver, the ultimate meaning of life is to live.
Soul Reavers take a rather unique journey, their abilities making them very focused on denying their enemies the same gift of regeneration, yet also allow the Soul Reaver to keep himself alive at any means.
Adaption: The Soul Reaver's power could instead come from a deity of death instead of their own will. Many Soul Reavers born in this sense are used as the deity's arm amongst mortals. Other Soul Reavers could be raised by Necromancers as powerful champions or generals.
Hit Die: d8
Requirements
To qualify to become a Soul Reaver, a character must fulfill all the following criteria.
Alignment: Any non-good
Base Attack Bonus: +6
Skills: Concentration 8 ranks
Feats: Diehard, Iron Will, Improved Unarmed Strike
Special: The character must have been killed by a trusted ally, and then returned back to life
Class Skills
The Soul Reaver's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Listen (Wis), Search (Int), Survival (Wis), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier
Class Features
All the following are class features of the Soul Reaver Prestige class.
Weapon and Amour Proficiency: Soul Reavers gain no profiency with with any weapon or armour.
Symbitotic Weapon: When the Soul Reaver came back, they brought something with them. As a move action, a Soul Reaver can summon this force to them, the weapon taking the shape of a longsword composed of energy. The Soul Reaver is automatically proficient in this weapon, and may apply Weapon Finesse if they can.
The blade is identical in all ways (except visually) to a long sword of a size appropriate for its wielder. For instance, a Medium Soul Reaver materializes a Medium Symbiotic Weapon that he can wield as a martial weapon, and the blade deals 1d8 points of damage (crit 19-20/x2). Soul Reavers who are smaller or larger than Medium create mind blades identical to longswords appropriate for their size, with a corresponding change to the blade's damage (see Table 7-4 and Table 7-5 in the Player's Handbook). The wielder of a Symbiotic Weapon gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
A Symbitoic Weapon, while similar to the mindblade of a Soulknife, cannot be broken. Instead, any attack made to the blade forces the blade to withdraw back into the wielder. If the blade has withdrawn, the Soul Reaver can use a free action to summon it. A Symbiotic Weapon is considered a magic weapon for the purpose of overcoming damage reduction.
A Soul Reaver can use feats such as Power Attack or Combat Expertise in conjuction with the Symbiotic Weapon just as if it were a normal weapon. He can also choose Symbiotic Weapon for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons cannot be used on a Symbiotic Weapon. However, powers or spells that upgrade natural weapons can be used on the Symbiotic Weapon.
A Soul Reaver's Symbiotic Weapon improves naturally as they gain levels. The Symbiotic Weapon gains a +1 at 2nd level, +2 at 6th level and +3 at 10th level.
If a Soul Reaver is hit by a Dispel Magic spell, Dismissal spell or a spell with a similar effect, he loses the Symbiotic Weapon for 1d6 minutes or until they are 100ft away from the original caster rounds. A Soul Reaver can negate this effect by succeeding on a Concentration check (DC 20 + Opponents caster level)
Redeemer and Destroyer: At 2nd level the strain of the Symbiotic Weapon and the weight of mortality is taking it's effect upon the Soul Reaver. Their body is now withered, the bones easily visible poking through the skin. Their skin also looks weathered, and is turning a little grey. The Soul Reaver now takes a minus -2 on Disguise checks, and takes a permenant -2 damage to Charisma, but where the mortal constraints fail, the mind perseveres, gaining +2 Wisdom.
Telekinetic strike: At 3rd level the Soul Reaver gains the ability to strike foes at great distace. As a standard action he can project a ball of force at an opponent 50ft away, dealing damage equal to a Concentration check. They can use this ability a number of times per day equal to their Soul Reaver level.
Pawn and Messiah: At 4th level their body is under even further strain. Their hands have now become nothing more than crude cloved claws with a thumb, and their feet have become cloven hooves. They take a further -2 on Disguise checks and take permenant -2 Dexterity damage, but in addition, the Soul Reaver has learnt better control over their body. They gain +2 to their Strength score.
Bound to the Spectral: At 5th level, a Soul Reaver becomes partly undead. Positive energy now harms them and negative energy heals them. However they gain none of the benefits of being undead, such as immunity from Critical Hits. Also, if a Soul Reaver is affected by a Turn Undead ability, they lose all their class abilities for 1d6 rounds.
Time Spanned Soul: At 6th level their body undergoes it's last change. Rather than a physical change, they instead gain a supernatural power. The Soul Reaver can now heal themself when a creature dies equal to the creature's Constitution score. To do this requires a full round action, and provokes attacks of opportunity. A Soul Reaver can perform this action 1/minute.
Wraith Blade: At 7th level the Symbiotic Weapon becomes a Wraith Blade. The Wraith Blade functions exactly like the Symbiotic Weapon, but is treated as having the Ghost Touch properties.
Free Will: At 8th level the Soul Reaver gains the ability to deny fate. Anytime the Soul Reaver would be sent below 0 Hit Points, they can make a Will save (DC 10 + amount of damage) to instantly bring themselves back to 1hp. Also, whenever a Soul Reaver is at -1 or less hit points, they can make a Concentration check (DC 20), to bring themselves to 1 hp as well. The Soul Reaver takes a -2 on this check for each enemy within 30ft, and -4 for each within 10ft.
The Spectral Realm: At 9th level, the Soul Reaver can temporairly turn incorporeal. This lasts for 1d4 minutes, and the Soul Reaver cannot end the ability prematurely. During this time, the Soul Reaver cannot effect corporeal objects, with actions or attacks. However, while they are incorporeal, their Wraith Blade cannot be dismissed, by the Soul Reaver or opponents, and the Soul Reaver can pass through solid matter less than 1 foot thick.
This ability is activated whenever a Soul Reaver reaches -10hp. When they become incorporeal they are brought back to 1hp. This ability can be used 1/week.
Wraith: At 10th level the Soul Reaver can now continue their own existence by denying others theirs. When a Soul Reaver defeats an opponent, they may then use a full round action to devour the soul. Devouring the soul requires a Concentration check (DC 10 + number of creature's hit die). When the creature's soul is devoured, the Soul Reaver gains a number of temporary hit points equal to the creature's Constitution score. The first two times the Soul Reaver consumes a soul he instead cures the Dexterity and Charisma damage, effectively leaving the Soul Reaver with a +2 to Strength and Constitution.
A creature whose soul has been consumed in such a manner cannot be brought back to life by nothing but a Wish or a Miracle spell. Anyone attempting to ressurect them recieves no indication that their soul has been consumed.
A Soul Reaver may use this ability to deal damage directly to an incorporeal creature, the damage done equal to the concentration check. If the creature is destroyed by this means, no remains are left behind, and the creature may never be brought back, unless by a Wish or Miracle spell, but even then there is only a 50% chance of it working.
Additionally, the Soul Reaver no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place. Unlike the Druid though, a Soul Reaver will not die when their time is up.
In return for this great gift, when a Soul Reaver dies, if they are not reborn with 1d4 days time, their soul is lost for eternity. Only a successful Wish or Miracle spell may revive them, and even then there is only a 50% chance of it working.
{table=head]
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+1|+1|+0|Symbiotic Weapon
2nd|+1|+2|+2|+0|Redeemer and Destroyer
3rd|+2|+2|+2|+1|Telekenetic Strike
4th|+3|+2|+2|+1|Pawn and Messiah
5th|+3|+3|+3|+1|Bound to the Spectral
6th|+4|+3|+3|+2|Time Spanned Soul
7th|+5|+4|+4|+2|Wraith Blade
8th|+6|+4|+4|+3|Free Will
9th|+6|+4|+4|+3|The Spectral Realm
10th|+7|+5|+5|+3|Wraith [/table]
As usual, critiques, suggestions.
Balance is a major concern of mine with this one.