View Full Version : D&D 3.x Class Siphoner

2017-10-26, 09:00 AM
Complete but for the flavour text.


"A soul is exquisite in flavour, perfect in sustenance."
– Anaraka the Brown, Human Siphoner


Making a Siphoner

Abilities: No ability is central to the Siphoner's abilities, although Constitution allows him to remain alive while duelling with the enemies that he has for far longer. Charisma helps increase the difficulty of saving against his abilities, while his use of melee touch attacks places an emphasis on Dexterity.

Races: Siphoners are very rare, even among the races that are most predisposed to possess people of their nature and characteristics.
Those who do appear often seem to have some taint or rare mixture of abilities in their blood that might fuel their abilities in this regard.

Alignment: Siphoners are not restricted by alignment, although they are predisposed towards the chaos end of the spectrum. They have no bias on the good–evil axis.

Starting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).

Table 1: The Siphoner
Hit Die: d10

Level BAB Ref Fort Will Abilities
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1 +0 +0 +0 +2 Siphoning Touch 2d6 (Draining Touch)
2 +1 +0 +0 +3 Dancing Defense
3 +2 +1 +1 +3 Siphoning Touch 3d6 (Arresting Touch)
4 +3 +1 +1 +4 Spirit Regeneration
5 +3 +1 +1 +4 Siphoning Touch 4d6 (Lorehunter's Touch)
6 +4 +2 +2 +5 Soul's Binding
7 +5 +2 +2 +5 Siphoning Touch 5d6 (Slayer's Touch)
8 +6/+1 +2 +2 +6 Flashing Hands
9 +6/+1 +3 +3 +6 Siphoning Touch 6d6 (Crippling Touch)
10 +7/+2 +3 +3 +7 Leecher's Spirit
11 +8/+3 +3 +3 +7 Siphoning Touch 7d6 (Thieving Touch)
12 +9/+4 +4 +4 +8 Draining Burst
13 +9/+4 +4 +4 +8 Siphoning Touch 8d6 (Skipping Touch)
14 +10/+5 +4 +4 +9 Fury of the Spirit
15 +11/+6/+1 +5 +5 +9 Siphoning Touch 9d6 (Diminishing Touch)
16 +12/+7/+2 +5 +5 +10 Black Dirge
17 +12/+7/+2 +5 +5 +10 Siphoning Touch 10d6 (Shriving Touch)
18 +13/+8/+3 +6 +6 +11 Soul's Life
19 +14/+9/+4 +6 +6 +11 Siphoning Touch 11d6 (Soulbreaker's Touch)
20 +15/+10/+5 +6 +6 +12 Exchange of Souls
Class Skills (4 + Int modifier per level, x4 at first level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Sense Motive, Spellcraft, Use Magical Device.

Class Features


Weapon and Armour Proficiency: Siphoners are proficient with all simple weapons and light armour.
Siphoning Touch (Su): The Siphoner can feel the essence of his enemies flowing through their blood, and is trained in the manipulation and control of their forms, and their very energy. At this most basic level, he simply knows how to damage and to siphon a little energy. At higher levels, he gains more sophisticated abilities. This melee touch attack always deals damage as indicated on the table above. Siphoning touch does not function on non-living creatures.

Draining Touch: The Siphoner tugs on the essence of the creature in front of him, disrupting it slightly. He gains temporary hit points equal to one half the damage dealt. The temporary hit points disappear 1 hour later. If the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is dazed for one round.
Arresting Touch: The Siphoner sends shivers through the body of his foe, locking it tightly in place. He deals no damage with this attack. Instead, if the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is stunned for one round for every 1d6 damage that would be dealt
Lorehunter's Touch: Searching and digging among the soul of his opponent, the Siphoner drains off the knowledge of one ability, instead using it for himself. The Siphoner gains knowledge of one feat, one spell, one spell-like or one supernatural ability. He retains knowledge of this ability for one round per 2d6 damage that was dealt.
Slayer's Touch: There are few things more deadly than having a soul slashed and broken, a ruin on the ground. The Siphoner doubles all damage dealt by this touch.
Crippling Touch: Ripping apart the core of the body, breaking connections and shattering the links, the Siphoner wounds his foe grevously. He deals no damage with this attack. Instead, the target creature is dealt one point of ability damage for every 1d6 damage that would be dealt to an ability of the Siphoner's choosing. No creature may be affected again by the ability damage until it has expired. The ability damage disappears 1 hour later.
Thieving Touch: An insidious extension of the Siphoner seeps into the soul of his victim, latching on to the vulnerable points of the soul. He deals no damage with this attack. Instead, if the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is dominated for one minute for every 1d6 damage that would be dealt.
Skipping Touch: Grasping into the soul of a foe, the Siphoner uses his skills to launch them across planar boundaries. He deals no damage with this attack. If the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is launched onto a random plane for one minute for every 1d6 damage that would be dealt.
Diminishing Touch: The Siphoner forces himself in and amongst the very crannies of the target's soul, breaking connections and shattering the join between soul and body. He deals no damage with this attack. Instead, the target creature gains 1 negative level for every 2d6 damage that would be dealt. The Siphoner gains 5 temporary hit points for each negative level dealt. The temporary hit points and negative levels disappear 1 hour later.
Shriving Touch: The soul of a foe is open to the Siphoner, all the faults and injuries laid bare to be recalled and rendered clear. He deals no damage with this attack. If the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is slain, and the energy leaps to another foe within 15 ft. That foe must save or lose ½ its existing hit points and be shaken.
Soulbreaker's Touch: Completely severing the connection between the body and the soul, the Siphoner rips the soul out of the body, ingesting it for his own benefit. He deals no damage with this attack. Instead, the target creature must succeed at a Will save against 10 + ½ character level + Charisma modifier or be slain. If a creature succeeds on the save, it cannot be affected again for 24 hours, as the soul binds itself too closely to be ripped apart. A creature that is slain grants the siphoner a number of temporary hit points equal to its hit points at the time of death and a +4 bonus to each of the siphoner's ability scores for 1 hour.

Dancing Defense (Ex): Having long recognized the holes in the defences of others, the Siphoner sees and corrects those mistakes in himself. He gains a +1 Dodge bonus to AC at level 2, and it increases by +1 every three levels, to a maximum of +7 at level 20.
Spirit Regeneration (Ex): The soul of the Siphoner is tightly bound, easily able to resist effects that would otherwise be devastating. Whenever the Siphoner fails a save against a spell from the Charm or Compulsion subschool, he gets a second save at the beginning of the next turn. He also heals one point of ability damage per minute, in addition to his normal healing.
Soul's Binding (Ex): The Siphoner has not learned just to use his effects outwardly, on the souls of others. He can also pull them towards himself, bestowing much power and resilience upon his own soul. The Siphoner gains a bonus on saves against death magic equal to one half his class level. He also gains the ability to tie himself to another, binding the two together so that they share knowledge, feats, and so on. This takes a full minute, and the target must be willing or unconscious. Whenever one of the two rolls for an ability check, skill check, or save, use the higher modifier among the two. Both get access to all feats that the other possess, whether they would meet the requirements or not. Whenever the Siphoner gains temporary hit points using his class abilities, the other creature gains them as well. Whenever either creature takes damage, the other takes an equal amount. If this ability is the source of the damage dealt, it never ricochets back to the other bound creature. Whenever either creature fails a save against an ability, both are affected.
Flashing Hands (Ex): The hands of the Siphoner have long practised seeking the openings in an opponent's defense, and his mastery of melee touch attacks grows with them. The Siphoner may make as many melee touch attacks a round as normal attacks, and he makes these attacks with a +2 competence bonus to hit.
Leecher's Spirit (Ex): Long accustomed to drinking in energy from the soul, the Siphoner has learned to adapt his leeching ability slightly and can now use it against magic as well. Whenever he is affected by a spell, that spell has its DC and caster level lowered by one as the Siphoner drains some of the magical energy out of it. The Siphoner gains 10 temporary hit points that last for one hour each time he uses this ability. He can voluntarily lower it as a free action for one round.
Draining Burst (Su): Letting his fury and his energy flow forth, the Siphoner catches and pulls at all of those around him. As a standard action, he affects all creatures within 20 ft. of him with a siphoning touch. However, the number of dice is reduced by half, rounded down.
Fury of the Spirit (Ex): The Siphoner can radiate an aura of vicious energy, latching onto the soul of those nearby and draining them of their energy. The Siphoner deals damage equal to his Siphoning Touch to all foes within 20 ft.
Black Dirge (Ex): The soul is a precious thing, and to have it stripped and taken away can leave all but a few with no hope, and no purpose. All those who are struck by a Siphoning touch must make a Will save against 10 + ½ character level + Charisma modifier, or suffer the effects again the next turn, as the Siphoner's magic tighten the hooks in more tightly.
Soul's Life (Ex): By placing a foe drained of his life into a secluded casket, the Siphoner may return to that body whenever his current body dies. The foe must have been slain by negative levels, and does not rise as he would normally.
Exchange of Souls (Su): The Siphoner has long played in and amongst the souls of other creatures, ingesting them, abusing them, learning from them, but in all ways sharing some form of intimate connection with them. He has now learned to travel along that connection, to walk down the alleys and gullies that the soul provides. Whenever the Siphoner succeeds at a siphoning touch, he may take one of two actions. The first is to use the soul as a gateway, stepping through it and using some of its energy to tarvel where he wishes to go. The Siphoner can journey to any soul or location that he knows well, even across planar boundaries. He arrives either standing next to the soul that he wished to meet, or from a random soul in the area closest to his desired destination. Should there be none available within a 1 mile radius, this journey fails.

The most powerful use of this ability, however, is one that allows the Siphoner to exchange his soul with that of another, to steal that creature's body and mind. This functions exactly as per the mind switch, true psionic power, but the saving throw to be affected is a Will save against 15 + Charisma modifier, and the Siphoner must have greater than half his normal hit points, and be under no negative conditions. This exchange requires that he be healthy in body and soul, although the same need not be said for his victim.