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Xaros
2007-11-25, 07:19 PM
Updated 11/29/07 - All Information, including design notes, will be contained within this post, and an additional post will be added describing any changes.

The Favored Soul in CDiv leaves, for me at least, much to be desired. I love the idea of a spontaneous divine spellcaster, but at the same time, the class seems so flavorless until high levels. Since I really like the concept of the Soulknife (and both base classes have "soul" in them), I figured I'd try to combine them as one base class. Please let me know if you like the changes - discussion on balance is especially useful to me.

Favored Soul

The favored soul is one who is selected by her deity to act as its representative, without the need for a supporting religious institution. A favored soul often realizes her potential when beginning to train her latent magical abilities, though others find their powers awaken during times of personal adversity or challenge. Unlike clerics, favored souls draw their power from a combination of innate talent and personal insight. As such, they tend to be more intellectually aware than their cloistered counterparts, a trait that often leads them into inadvertent conflict over theological doctrine.

Adventures: Favored souls are born to explore, and those who feel an especially strong connection with their deities can be found on long pilgrimages and expeditions to recover holy relics. Others may choose to evangelize, using their skills to demonstrate their deity's nature directly to a population. While their flashy methods often earn a favored soul the disdain of her deity's ordained clergy, they are hard-pressed to discount her influence.

Characteristics: Favored souls cast divine spells through the development of their innate power. As such, they have no need for hours spent praying and preparing their magic. A favored soul is also able to conjure a fragment of her deity's weapon, which grows stronger as her divine connection strengthens.

Alignment: Many favored souls see themselves as removed from the constraints of the priesthood, and thus tend to be slightly more chaotic than lawful. Those who do favor order often take oaths similar to those taken by paladins, though they are not bound as tightly by those regulations. In any case, a favored soul must be within one step of her deity's alignment, and she may not be of neutral alignment unless her deity is also neutral.

Religion: A favored soul is bound to her deity, first and foremost. While this leaves her the choice of following official church doctrines, she is unable to be in the service of an abstract ideal.

Background: A favored soul may learn of her divine power at nearly any point during her life. Most, however, begin to develop their talents during or just prior to adolescence. Favored souls tend to be incredibly inquisitive, due to their power and their attempts to channel it. Their voracious demand for knowledge tends to foster a strong intellect and sense of self, but favored souls are often accused of being rash, aloof, or combative.

Races: Where there are deities, there are favored souls. In especially isolated communities, where organized religion is lacking, favored souls may represent the only connection between the people and their deity.

Other Classes: Favored souls tend to get along well with most psionic classes and sorcerers, as they both possess intrinsic talents and a passion for knowledge. Strongly doctrinal classes, like clerics and paladins, however, can grate on a favored soul.

Role: A favored soul can serve either as a primary divine spellcaster, like a cleric, or she can use her soulblade abilities to fight on the front lines.

Game Rule Information

Abilities: Intelligence determines how many spells the favored soul can cast per day. Charisma determines how hard the favored soul's spells are to resist. A favored soul intending to participate as a melee combatant also benefits greatly from high physical scores.

Alignment: Same as deity or one step removed

Hit Die: d8

Class Skills:

Bluff (Cha)
Concentration (Con)
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Gather Information (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (Int)
Listen (Wis)
Profession (Wis)
Sense Motive (Wis)
Spellcraft (Int)
Spot (Wis)

Skill Points at 1st Level: 4 x (2 + Int)
Skill Points at Additional Levels: 2 + Int

Table: The Favored Soul
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special Abilities | -0- | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +2 | +2 | +2 | Summon Soulblade, Domain Spells,Shape Soulblade, Divine Weapon | 5 | 3 | - | - | - | - | - | - | - | -
2nd | +1 | +3 | +3 | +3 | Soulblade Upgrade | 6 | 4 | - | - | - | - | - | - | - | -
3rd | +2 | +3 | +3 | +3 | Divine Insight | 6 | 5 | - | - | - | - | - | - | - | -
4th | +3 | +4 | +4 | +4 | +1 Soulblade | 6 | 6 | 3 | - | - | - | - | - | - | -
5th | +3 | +4 | +4 | +4 | Soulblade Upgrade | 6 | 6 | 4 | - | - | - | - | - | - | -
6th | +4 | +5 | +5 | +5 | Soulblade Enhancement +1 | 6 | 6 | 5 | 3 | - | - | - | - | - | -
7th | +5 | +5 | +5 | +5 | Divine Influence | 6 | 6 | 6 | 4 | - | - | - | - | - | -
8th | +6/+1 | +6 | +6 | +6 | +2 Soulblade, Soulblade Upgrade | 6 | 6 | 6 | 5 | 3 | - | - | - | - | -
9th | +6/+1 | +6 | +6 | +6 | | 6 | 6 | 6 | 6 | 4 | - | - | - | - | -
10th | +7/+2 | +7 | +7 | +7 | Soulblade Enhancement +2 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | -
11th | +8/+3 | +7 | +7 | +7 | Soulblade Upgrade,[br]Additional Domain | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | -
12th | +9/+4 | +8 | +8 | +8 | +3 Soulblade | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | -
13th | +9/+4 | +8 | +8 | +8 | | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | -
14th | +10/+5 | +9 | +9 | +9 | Soulblade Enhancement +3,[br] Soulblade Upgrade | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | -
15th | +11/+6/+1 | +9 | +9 | +9 | Divine Conviction | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | -
16th | +12/+7/+2 | +10 | +10 | +10 | +4 Soulblade | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -
17th | +12/+7/+2 | +10 | +10 | +10 | Soulblade Upgrade | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -
18th | +13/+8/+3 | +11 | +11 | +11 | Soulblade Enhancement +4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
19th | +14/+9/+4 | +11 | +11 | +11 | Divine Transformation | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
20th | +15/+10/+5 | +12 | +12 | +12 | +5 Soulblade, Soulblade[br]Upgrade, Apotheosis | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6[/table]

[b]Table: Favored Soul Spells Known
{table=head]Level | -0- | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 4 | 2 | - | - | - | - | - | - | - | -
2nd | 5 | 2 | - | - | - | - | - | - | - | -
3rd | 5 | 3 | - | - | - | - | - | - | - | -
4th | 6 | 3 | 1 | - | - | - | - | - | - | -
5th | 6 | 4 | 2 | - | - | - | - | - | - | -
6th | 7 | 4 | 2 | 1 | - | - | - | - | - | -
7th | 7 | 5 | 3 | 2 | - | - | - | - | - | -
8th | 8 | 5 | 3 | 2 | 1 | - | - | - | - | -
9th | 8 | 5 | 4 | 3 | 2 | - | - | - | - | -
10th | 9 | 5 | 4 | 3 | 2 | 1 | - | - | - | -
11th | 9 | 5 | 5 | 4 | 3 | 2 | - | - | - | -
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | - | - | -
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | - | - | -
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | -
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | - | -
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | -
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | -
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3[/table]

Summon Soulblade (Su):

As a move action, a favored soul may summon her soulblade.
The soulblade can take the shape of any weapon with which the favored soul is proficient.
Ranged weapons can be created in this way. If needed, the soulblade provides ammunition; the favored soul can also use her own ammunition if desired.
Unless thrown, the soulblade dissipates immediately after leaving the favored soul's hands.
The soulblade sizes automatically to match its wielder. If a feat, racial ability, or piece of equipment would allow the favored soul to wield multiple sizes of weaponry, she chooses the soulblade's size from the sizes permitted.
The soulblade can be used in conjunction with feats and abilities that are keyed to a specific weapon (Weapon Focus: Soulblade is legal).
The soulblade gains enhancements as the favored soul's class level rises. See the Enhancements section for details.
The soulblade dissipates in an antimagic field. The favored soul may attempt a DC25 Concentration check to prevent this effect. If successful, the favored soul may sustain her soulblade for a number of rounds equal to half her class level. If unsuccessful, she must wait one round before attempting to summon her soulblade again.

Domain Spells: At 1st level, the favored soul chooses one of her deity's domains. She gains the domain power granted and she can choose to learn spells on the domain's list.

Shape Soulblade (Su): A favored soul may reshape her soulblade into any other weapon with which she is proficient. This action requires ten minutes of relative calm during which time the favored soul must concentrate on her weapon's new form.

Divine Weapon (Su): While wielding her soulblade in the form of her deity's favored weapon, the favored soul gains a +1 bonus to attack rolls.

Soulblade Upgrade (Su): Beginning at 2nd level, and every three levels thereafter, a favored soul chooses an ability from this list (http://www.giantitp.com/forums/showpost.php?p=3610492&postcount=24). She must meet all prerequisites for her chosen upgrade.

Divine Insight (Su): At 3rd level, a favored soul's bond with her deity allows for great leaps in intellect. Whenever she makes a Knowledge or Spellcraft check, she treats all d20 rolls below 10 as if she had rolled 10.

+X Soulblade (Su): At 4th level, and every four levels thereafter, the soulblade gains an enhancement bonus to attack and damage rolls. The total bonus is equal to X.

Soulblade Enhancement +X (Su): At 6th level, and every four levels therefater, the soulblade gains a weapon-specific enhancement. The total bonus is equal to X, and enhancements are selected from this list (http://www.giantitp.com/forums/showpost.php?p=3610499&postcount=25). A favored soul must meet all prerequisites for her chosen enhancements.

Divine Influence (Su): At 7th level, a favored soul chooses one of her six ability scores. All ability checks and skill checks related to that ability gain a +1 bonus. This bonus is extended to all allies within 10' of the favored soul.

Additional Domain: At 11th level, a favored soul gains access to an additional domain. She gains the domain power granted and she can choose to learn spells on the domain's list.

Divine Conviction (Su): At 15th level, a favored soul's faith becomes unshakable. She is immune to all mind-affecting spells, powers, and abilities.

Divine Transformation (Su): At 19th level, the favored soul is at the threshold of immortality. Her appearance is subtly altered to become more like that of her chosen deity. Additionally, she gains a fly speed equal to twice her base land speed (maneuverability perfect). Depending on her chosen deity, she may choose to manifest wings or not.

Apotheosis (Su): At 20th level, the favored soul's transformation to a living avatar of her deity is complete.

She gains the type Native Outsider,
She gains DR 10/silver (if lawful) or DR 10/cold iron (if chaotic). If the favored soul is neutral along this alignment axis, she chooses one type of damage reduction.
She gains the benefits of either the Celestial (if good) or Fiendish (if evil) template. If the favored soul is neutral along this alignment axis, she chooses one of these templates.

Innis Cabal
2007-11-25, 07:35 PM
are you...insane? No, the Favored soul does not need more abilities, at all. Leave a rather well made class alone

Kai-Palin
2007-11-25, 07:43 PM
I'd rather not see this knocked until it is tryed. Let's see some crunch before we start smashing the revision to bits. I'm intrigued, but I want to see the meat of the matter.

Innis Cabal
2007-11-25, 08:17 PM
ok now that i see the crunch here

you didnt make flavored soul more flavorable..you made a divine soul blade...

i fail to see how this is a remake of the favored soul....

Valairn
2007-11-25, 08:23 PM
are you...insane? No, the Favored soul does not need more abilities, at all. Leave a rather well made class alone

It really is just rude to say that someone is doing something wrong before they have even posted the actual class details. Also the Favored Soul is full of dead levels, there is nothing wrong with giving it a little extra something. And anyway this is a homebrew forum, if you don't like someone's work, no one is going to make you use it. Your comment is just rude, and completely unnecessary. Let the man work his art.



ok now that i see the crunch here

you didnt make flavored soul more flavorable..you made a divine soul blade...

i fail to see how this is a remake of the favored soul....


Dude... this is a homebrew forum, if you don't have any CONSTRUCTIVE criticism why are you here? I'm not saying that his class is perfect, it honestly needs some work, but that's the point of posting it, is to get some help not empty criticism.

Xaros
2007-11-25, 08:30 PM
For the Soulblade crunch, I was inspired by this site (http://toosigma.com/rpg/workshop/feats/mindblade_feats.php). I am fortunate that the site operator has agreed to keep his ideas as part of the public domain. Still, a few modifications are in order.

Weapon and Armor Proficiency: The favored soul is proficient with all simple weapons, her soulblade, and her deity's chosen weapon. A favored soul is also proficient with light and medium armor, and with shields (except tower shields). While a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.

Spells: A favored soul casts divine spells drawn from the cleric list and from her two domains (see below). She can cast any spell she knows without preparing it ahead of time as a cleric must.

To cast a spell, the favored soul must have an Intelligence score of 10 + the spell's level. The DC for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Charisma modifier.

For spells known and number of spells available per day, consult the above tables. At 4th level and every two levels thereafter, the favored soul can lose one spell she knows and learn another of the same level in its place.

Knowledge Domain: The favored soul gains the Knowledge domain regardless of whether her deity would normally offer this domain. All Knowledge skills are considered class skills for her (listed in "class skills" section above), and she may learn spells from this domain as if they were on the cleric list.

Additional Domain: The favored soul selects one domain from her deity's list. She gains the domain power listed and she may learn spells from this domain as if they were on the cleric list.

Summon Soulblade: As a move action, a favored soul can create a semisolid blade composed of divine energy. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium favored soul materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Favored souls who are smaller or larger than Medium create soublades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a soulblade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a favored soul can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A favored soul can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

Even in places where magical effects do not normally function (such as within a null magic field), a character can attempt to sustain your soulblade by making a DC 25 Concentration check. On a successful check, you maintain your soulblade for a number of rounds equal to your ranks in Concentration before your need to check again. On an unsuccessful attempt, the soulblade vanishes. As a normal materialize action (usually a move action) on your turn, you can attempt a new Concentration check to rematerialize your soulblade while he remains within the magic negating effect.

In essence, exactly as the "Form Mindblade" feat that starts off the tree, but it's not psionic.

Soulblade Enhancement: (Under construction)

Basically, choose one of the feats that are listed on the linked website. I'll probably come up with some more, and that's where I'm really worried about balance issues (assuming that everything else works!). I'll have to reflavor some of the psionic stuff to divine.

Note that for each enhancement, the blade gets a +1 enhancement every time one of those abilities is added, though it alternates between straight-up +1 to the weapon and a +1-equivalent enhancement (just like a Soulknife).

Yes, I basically mashed up the two classes. At the same time, I'm interested in adding things like a "Domain Blade" feature that would expand the types of enhancements based on the additional domain selected. Feedback is greatly appreciated.

Xaros
2007-11-25, 08:38 PM
ok now that i see the crunch here

you didnt make flavored soul more flavorable..you made a divine soul blade...

i fail to see how this is a remake of the favored soul....

Well...I suppose you have a point, huh? It was originally based off of the FS and the Soulknife, but then I added domains and changed casting abilities to those of a Sorcerer...

Gods. Other than the name, it's really very little like a FS now. I wonder when *that* happened. :smallconfused:

Is there anything about the class that you liked? Or is there something incredibly off-balance that I'm missing?

Innis Cabal
2007-11-25, 09:15 PM
well the favored soul as written is one born from the powers of the gods, much like a sorcerer is born from dragons....things like the wings should stay, we well as the favored weapon of the deity. Perhaps manefest the "blade" as the favored weapon instead of a sword.

why 10 blade enhancments(not to mention the free +10 item you get forever and cant have it taken away as well as spell casting)?
Limit it down to maybe 5? return the energy resistances. Focus more on the divine parts of this class

Xaros
2007-11-25, 10:49 PM
well the favored soul as written is one born from the powers of the gods, much like a sorcerer is born from dragons....things like the wings should stay, we well as the favored weapon of the deity. Perhaps manefest the "blade" as the favored weapon instead of a sword.

The problem I have with the wings is that for many deities, wings seem to make little sense. For instance, why should a Gruumsh worshiper gain wings? What about a warforged who follows the Lord of Blades?

I do agree about the weapon, though. Maybe I should change it to emulate the deity's favored weapon *exclusively*. Or would that be too restrictive, given the wide range of deities?


why 10 blade enhancments(not to mention the free +10 item you get forever and cant have it taken away as well as spell casting)?
Limit it down to maybe 5?

Is a +5 (including enhancements) weapon going to be something a primary melee class would use at level 20? I'm not sure, given that I don't typically play up at those levels. I tried to peg it to what I'd expect a PC to have at a given level. Flipping through the DMG, I'm a bit off. Maybe I'll scale back to a Soulknife progression and delay the first enhancement until 4th level. Granted it's still a +9 weapon at CL 20, but the choices for enhancements are limited (to 4 points). Given that divine casters get Greater Magic Weapon as a 3rd level spell, I'm saving them at most a single low-level spell slot.

Maybe I should make the enhancements go away in an antimagic field, or increase the Concentration DC for manifesting under such conditions based on the overall weapon enhancement.


return the energy resistances.

But...but...I hate the energy resistances! :cries:

Seriously, though, the energy resistances are things any divine caster can get, and that the cleric does better and at earlier levels. Resist Energy (http://www.d20srd.org/srd/spells/resistEnergy.htm) is only a 2nd-level spell. Protection from Energy (http://www.d20srd.org/srd/spells/protectionFromEnergy.htm) comes up as a 3rd-level spell. Both last for 10 min/level (or until their threshold has been exceeded), which should be sufficient.

I also don't like the energy resistances for flavor reasons. Usually, good-aligned outsiders have acid, electricity, and cold resistances while evil-aligned outsiders have cold and fire resistances. Which ones are appropriate for which gods in terms of theme?


Focus more on the divine parts of this class

Which divine aspects do you consider important that you feel that I've missed?

Ultimately, I suppose I'm straying fairly far from the original intent of the FS class. I should probably change the thread title to indicate that my proposed class is more a mixture than a simply rearrangement.

Innis Cabal
2007-11-25, 11:06 PM
i think renaming the thread would be a good idea, since you are really making a new class altogathr here. The "domain" blade isnt a bad idea, and i think making them manifiest their deity weapons

and remember its not just deity's your looking at but the outer planes so wings (demonic or other wise) fits the flavor of the denizens of the outer planes. So energy resistance is a good level of flavor as well

and simply because a spell does it better dosnt mean you should get rid of it. If that was the case we wouldnt need the monk class at all because of the belt. Or why need gloves of charisma...since we have eagles splendor

Xaros
2007-11-26, 12:22 AM
i think renaming the thread would be a good idea, since you are really making a new class altogathr here. The "domain" blade isnt a bad idea, and i think making them manifiest their deity weapons

Of course, there's the whole idea of flavoring a weapon ability with each cleric domain that currently exists. Maybe I'll just say it's DM's decision and call it a "variant." Heh.


and remember its not just deity's your looking at but the outer planes so wings (demonic or other wise) fits the flavor of the denizens of the outer planes.

It works best under traditional D&D cosmology, which is fine most of the time. I've encountered problems when different planes are substituted, though I fully admit that's a separate homebrew issue. In any case, the wings come so late (level 17) that most players will never get them. And heavens (or hells) help the player if he/she wants to PrC at any point. Then half the coolness of a traditional FS is totally lost.


So energy resistance is a good level of flavor as well and simply because a spell does it better dosnt mean you should get rid of it. If that was the case we wouldnt need the monk class at all because of the belt. Or why need gloves of charisma...since we have eagles splendor

My problem isn't that the ability is replicated elsewhere, but that it's replicated within the same class and it's done better. The Monk's Belt item enhances an existing monk or gives monk ability to other classes. Stat-boosters are incredibly useful for non-casters and for "permanently" increasing a caster's primary stat.

If the energy resistance of the original FS increased, or one became an immunity, then I'd like it more. But then, it wouldn't be an entirely new character type, then would it? :smalltongue:

Innis Cabal
2007-11-26, 12:33 AM
ill agree with hte PrC thing...but in every game i play that has one in it, dming or other wise, no one EVER PrC's out of them. Not because its idiotic, but because the class is that well built. Ya some things dont make sense but the favored soul is everything the sorcerer should be and then some.

And while its true they get an ability that does things better then a class ability, the limit of spells really would make that spell useless to cast over and over when you can buy a divine scroll and use it.

One thing the favored soul is good at (and this goes to sorcerers as well but not nearly as versitile) is that they can find a spot on the team and excel at it. They want to be a blaster? They get blasting spells, they want to heal? No kidding they get healing spells. Really the class abilities just make the choice of spell selection that much easier

Kai-Palin
2007-11-26, 12:33 AM
and simply because a spell does it better dosnt mean you should get rid of it. If that was the case we wouldnt need the monk class at all because of the belt. Or why need gloves of charisma...since we have eagles splendor

Except that in these cases, it does. The monk belt only adds the equivalent of a few levels, whereas a high level monk will beat the snot out of a peasant wearing a monk belt and saying that monks need not exist. And Gloves of Charisma are beneficial at many points in time (Charisma being the main social interaction stat), and casting Eagle's Splendor repeatedly is a waste of spell slots, whereas using a single Protection from Energy is more likely to come in useful in the single fireball-slinging wizard battle per day, unless your DM is sadistic and loves Fire Elementals.

Keep going Xaros, I like the feel the class is developing. I think it might be better if you put in the actual method the Soulblade used for enhancing their mindblade, delayed it a bit so that the total bonus is +9, and let the Favored Soulblade gain one of the feats on your linked page every four levels as a bonus feat. The Favored Soulblade's weapon really should manifest as the favored weapon of their deity, too.

As for wings, the Favored Soulblade gains them at 18th level, correct? The ability gained should depend on the deity. If the deity is primarily concerned with an alignment (i.e. they are a Neutral/something: Nerull, Pelor, Ehlonna, St. Cuthbert, Olidammara), the Favored Soulblade should get wings that are colored to match (I'm thinking angel wings, demon wings, clockwork wings, and multicolored flashy wings).
If the deity is primarily concerned with spells (Obad-Hai, Boccob, Wee Jas, Vecna) the Favored Soulblade should gain a bonus metamagic feat at 9th and 18th level for which he/she meets the prerequisites.
If the deity is concerned primarily with combat or defense (most racial gods, Heironeous, Hextor, Erythnul) the Favored Soulblade should gain the use of an ability equivalent to the Incarnum Radiance ability given to the Lawful, Good, or Evil Incarnates (i.e. 2xCha modifier on Attack Rolls, AC, or Damage Rolls for 4xCha modifier rounds/Int modifier times per day) Yondalla, for example, being primarily a protector goddess, would grant her 18th level halfling soulblade with 18 Cha and 20 Int the ability to gain an insight bonus to AC of 8 for 16 rounds/ 5 times per day.
OR
The martial deities would grant the ability to produce a Ring of Blades or Wall of Blades (can't remember which) as a supernatural ability Int mod times per day.
And Fharlanghn's Favored Soulblades would suddenly get a +5xCha modifier bonus to their movement speed.

Hopefully the 'wings' can be a flavorful part of the class, which would allow more unique Favored Soulblades. It might make the class more interesting to work on the location of that ability, possibly at a lower level (I believe Dragon Shamans get wings earlier than Favored Souls).

Xaros
2007-11-26, 01:22 AM
Keep going Xaros, I like the feel the class is developing. I think it might be better if you put in the actual method the Soulblade used for enhancing their mindblade, delayed it a bit so that the total bonus is +9, and let the Favored Soulblade gain one of the feats on your linked page every four levels as a bonus feat. The Favored Soulblade's weapon really should manifest as the favored weapon of their deity, too.

Right now, the "Summon Soulblade" ability at first level gives them the weapon and qualifies them for the enhancement feats. The first enhancement feat comes at 4th level, with one free enhancement feat every 2 levels thereafter. This gives the Soulblade a +9 overall modifier (+5 weapon of +4-equivalent stuff). I could uncouple the enhancement leveling and the feats, I suppose, or I could force the Soulblade wielder to take the equivalent of Psychic Strike (I think it was called Improved Resonant Blade) every four levels, like a Soulknife.


As for wings, the Favored Soulblade gains them at 18th level, correct? The ability gained should depend on the deity. If the deity is primarily concerned with an alignment (i.e. they are a Neutral/something: Nerull, Pelor, Ehlonna, St. Cuthbert, Olidammara), the Favored Soulblade should get wings that are colored to match (I'm thinking angel wings, demon wings, clockwork wings, and multicolored flashy wings).

Right now, my character design eliminates the wings.


If the deity is primarily concerned with spells (Obad-Hai, Boccob, Wee Jas, Vecna) the Favored Soulblade should gain a bonus metamagic feat at 9th and 18th level for which he/she meets the prerequisites.
If the deity is concerned primarily with combat or defense (most racial gods, Heironeous, Hextor, Erythnul) the Favored Soulblade should gain the use of an ability equivalent to the Incarnum Radiance ability given to the Lawful, Good, or Evil Incarnates (i.e. 2xCha modifier on Attack Rolls, AC, or Damage Rolls for 4xCha modifier rounds/Int modifier times per day) Yondalla, for example, being primarily a protector goddess, would grant her 18th level halfling soulblade with 18 Cha and 20 Int the ability to gain an insight bonus to AC of 8 for 16 rounds/ 5 times per day.
OR
The martial deities would grant the ability to produce a Ring of Blades or Wall of Blades (can't remember which) as a supernatural ability Int mod times per day.
And Fharlanghn's Favored Soulblades would suddenly get a +5xCha modifier bonus to their movement speed.

How many deities are there? More importantly, can some of them "double up" on abilities? If I were to incorporate this, I would have to assign an ability to each deity, and I could see that getting messy. I'm having the same problem with the "domain blade" idea - there are so many domains.

Another possibility could be to grant the FS/Soulblade access to additional domains - I would reduce power somewhere else to compensate.


Hopefully the 'wings' can be a flavorful part of the class, which would allow more unique Favored Soulblades. It might make the class more interesting to work on the location of that ability, possibly at a lower level (I believe Dragon Shamans get wings earlier than Favored Souls).

It's all still a matter of what can be worked in, and where. I'm honestly just glad to finally post this - I've been working on it for over a month for a campaign I'm running. You don't want to imagine how monstrous the earlier forms of this were.

All of that said, thank you for the interest.

Xaros
2007-11-26, 06:51 PM
ill agree with hte PrC thing...but in every game i play that has one in it, dming or other wise, no one EVER PrC's out of them. Not because its idiotic, but because the class is that well built. Ya some things dont make sense but the favored soul is everything the sorcerer should be and then some.

Somehow I missed your post last night. I apologize for that, and I'll try to address your points now.

The primary problem I see when playing a FS, in my experience anyway, is that the first 9 levels offer nothing special, aside from a single energy resistance and a barely-worth-mentioning Weapon Focus. Add to that the difficulty for the FS to take a religious PrC due to her lack of Knowledge: Religion as a class skill, and the problem gets worse. I do agree that the sorcerer needs something to keep a player interested in the base class; my philosophy is that a base class should be interesting to take for 20 levels whenever possible.


And while its true they get an ability that does things better then a class ability, the limit of spells really would make that spell useless to cast over and over when you can buy a divine scroll and use it.

FS (unmodified) maxes out at 6 2nd-level spells known. A lot of people are going to pick Resist Energy if only because it negates energy attacks that they can't resist normally, even with the class feature. Other solid contenders are Lesser Restoration, Cure Moderate Wounds, Hold Person, and a few of the +4 ability buffs, some of which may be swapped out at later levels. Maybe if energy resistance were universal and lower in strength I might like it more, though I'd still be packing Resist Energy for that fight against the red dragon.


One thing the favored soul is good at (and this goes to sorcerers as well but not nearly as versitile) is that they can find a spot on the team and excel at it. They want to be a blaster? They get blasting spells, they want to heal? No kidding they get healing spells. Really the class abilities just make the choice of spell selection that much easier

Healing? Of course. FS is a divine caster. Being the "party healer?" I've been there, and it's boring as heck for me. YMMV.

As far as the class abilities making spell selection easier, could you explain this in a bit more detail? I tend to believe that a FS character is going to be taking energy resistance/immunity spells in most settings whether they get energy resistance as a class feature or not.

If FS is supposed to be a nerfed cleric, then WoTC succeeded. It lost turning/rebuking, domains, and spell flexibility for a few additional spells and a few top-loaded class features. Count me as unimpressed.

Xaros
2007-11-26, 07:07 PM
Some New Ideas:

First, I could uncouple soulblade enhancements from soulblade feat upgrades. Then the enhancement "schedule" would look the same as an unmodified Soulknife (http://www.d20srd.org/srd/psionic/classes/soulknife.htm). I could give upgrade feats (no further enhancement) every three or four levels.

Second, I could have the class give "Divine Blessings" of some variety every four or five levels. They could range from free Alertness (http://www.d20srd.org/srd/feats.htm#alertness) to represent enhanced perception, to armor/save bonuses based off of ability scores, to "curses" that target foes of opposite alignment.

One blessing, aside from Alertness, would be a bonus to Knowledge skills, or the ability to roll a Knowledge check twice. There are always the standbys Evasion (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion), Mettle, Divine Grace (http://www.d20srd.org/srd/classes/paladin.htm#divineGrace), or Lay on Hands (http://www.d20srd.org/srd/classes/paladin.htm#layonHands). There are always bonuses versus various status effects to consider as well. Any of these benefits could be universal for the class, or could be determined by the player's choice of deity and domains (though the latter is certainly more work to implement). It might look something like the following:

{table=head]Level | Soulblade Enhancements | Divine Abilities
1st | Summon Soulblade | Aura, Knowledge Domain, Additional Domain
2nd | Upgrade |
3rd | |
4th | +1 Soulblade |
5th | Upgrade | Divine Blessing
6th | +1 enhancement |
7th | |
8th | +2 Soulblade, Upgrade |
9th | | Divine Blessing
10th | +2 enhancement |
11th | Upgrade |
12th | +3 Soulblade |
13th | | Divine Blessing
14th | +3 enhancement, Upgrade |
15th | |
16th | +4 Soulblade
17th | Upgrade | Divine Blessing
18th | +4 enhancement |
19th | |
20th | +5 Soulblade, Upgrade | Apotheosis[/table]

"Apotheosis" is code for whatever the ultimate reward should be for taking 20 levels in a base class, which is not necessarily ascending to divinity.

D Knight
2007-11-26, 08:37 PM
hey it looks good and all but you might want have Charisma or Intelligence be your spell stat. but you want might want it to be Wisdom or Charisma as the stat you cast spells from but that is just my take on it. other than that it looks like it will turn out to be great.

Xaros
2007-11-27, 06:41 PM
hey it looks good and all but you might want have Charisma or Intelligence be your spell stat. but you want might want it to be Wisdom or Charisma as the stat you cast spells from but that is just my take on it. other than that it looks like it will turn out to be great.

By "spell stat", do you mean "the ability that must be 10+X to cast X level spells" or "the ability modifier that you add to the spell's save DC"?

I like the idea of Intelligence as the base ability for spellcasting for a few reasons. First, I see the FS as the jack-of-all-trades religious character. INT-based casting like the Archivist, spell progression like the Sorcerer, weapon like the Soulknife, domains like a Cleric, and maybe a few special abilities reminiscent of a Crusader or Paladin.

Second, religious characters need (in my opinion) a way to be worldly and knowledgeable; making INT a priority means that one can avoid WIS as a "must-have" ability (not to mention that will saves can be covered by three different feats, if necessary). Then, depending on the build, the modified FS could, conceivably, dump CHA as well, focusing exclusively on buffs and healing. Ultimately, INT is the only critical ability score for the class as I've written it at this point, and I've intentionally made WIS a tempting stat to dump - unless a player really wants to maximize Spot, Listen, or Sense Motive.

I guess I see the current design in terms of spell stats as allowing the most flexibility in building a modified FS. I hope that I addressed your point. If not, please let me know what I missed. More to come on design later tonight.

vegetalss4
2007-11-29, 02:59 PM
Xaros i think this looks good. Keep going.
i do think that it would be cool and not really unbalancing to change the weapon from a short sword to the deiti's favored weapon.
and why knowlegde domain? why not two of the deiti's domains?

Xaros
2007-11-29, 05:51 PM
Xaros i think this looks good. Keep going.
i do think that it would be cool and not really unbalancing to change the weapon from a short sword to the deiti's favored weapon.
and why knowlegde domain? why not two of the deiti's domains?

I should have already made that change...oops! I'll put together an updated version tonight - and I'll try to not be too distracted to actually do it this time.

As for the Knowledge domain, I was thinking along the same lines as you are. I had originally thought that the Knowledge domain granted Identify as a spell, which I think this class should have. With all the time I spent researching stuff for this class, that was quite the mistake on my part.

To correct the domain issue, I'm going to either:

Grant the class a new domain at levels 1, 5, 10, and 15. That would be four domains, which should be enough to get any utility spell one would like (supposing that one's deity has the right domains). This would replace the "Divine Blessings" that I mentioned earlier in the thread.

Grant specific new spells as part of the "Divine Blessings" along with some abilities ripped off from used by other divine classes. An example could include a small bonus to Knowledge checks and a few Knowledge-themed spells that the FS could learn.

Do some hybrid of the above, like a domain at levels 1 and 10, and some lesser abilities scattered throughout the progression.

Xaros
2007-11-30, 02:16 AM
Late Evening 11/29 Update

Major Changes:

Removed Knowledge Domain from 1st level
Added Knowledge (any) as class skills
This class now grants an additional domain at 11th level
Soulblade Upgrades do not provide numerical bonuses to the Soulblade; the schedule for enhancements is listed
Added class abilities: Weapon of the Deity (1), Divine Insight (3), Divine Influence (7), Divine Conviction (15), Divine Transformation (19), and Apotheosis (20) - will define these later

Minor Changes:

Combined first two posts' worth of information
Reformatted class ability list to include spells per day

Other notes:

"Divine" abilities are intended to be minor, as this class already gets solid spellcasting (equal to the sorcerer) and a free weapon. The upper level abilities may be a bit more powerful (or not), though Divine Transformation and Apotheosis are intended to complement one another. I just didn't want to mess up the progression by skipping 19th level, and I didn't want the full capstone ability to come before 20th.

Kai-Palin
2007-12-01, 12:11 AM
Wonderful! This is the class as I had seen it. Great job! Now for those definitions.

Xaros
2007-12-01, 02:04 AM
Wonderful! This is the class as I had seen it. Great job! Now for those definitions.

Ah, yes. Those minor details. I'm too tired to update the tables tonight, but I have decided on abilities for Divine Insight and Divine Influence (mostly). Conviction is still being modified (greatly), and the capstone abilities are still entirely up in the air.

I'm also reworking soulblade upgrades, though not terribly extensively from the list I referenced above...somewhere. I may reduce the Psychic Strike replacement to a single upgrade that scales with level, and I'm thinking of eliminating outright the class-specific upgrades. That might make the list more manageable, considering that the FS is getting only 7 upgrades through the entire 20 level progression.

I'll try to get this updated before the weekend is out - I'm running a game tomorrow for most of the afternoon, though, and I still need to finish writing out the statblocks. Thank you for the encouragement.

Xaros
2007-12-04, 01:04 AM
Soulblade Qualities

Formed as a move action
Can wield one soulblade normally
Can wield two soulblades, but their attack and damage enhancement is reduced by 1
Double weapon soulblades have their attack and damage enhancement reduced by 1
Can reshape into new form after 10 minutes of concentration
Can change enhancements after 1 hour of concentration, or when spells are recharged

New Feat

Improved Soulblade
Prerequisites: at least one soulblade upgrade

You gain an additional soulblade upgrade. You must meet all prerequisites for your chosen upgrade. You can select this feat multiple times.

Soulblade Upgrades

Soulblade Warrior (2) - create blade as free action, +2 initiative
Dual Wielder (5) - can wield two identical blades or double weapons without enhancement penalty; -1 TWF penalty (req. TWF)
Combined Arms (11) - can wield two different blades; -1 TWF penalty
Rapidforge (8) - alter physical shape and enhancements faster
Oversized Weapon (8) - increase size of weapon by one category
Energy Weapon (2) - +1 energy damage; can choose energy enhancements
Aligned Weapon (5) - +1 damage to opposite alignment; can choose alignment enhancements
Divine Strike (5) - can charge blade as move action; expend charge to do +1d6 damage/4 levels
Swift Vengeance (8) - counterattack with Divine Strike
Blade of the Champion (8) - aligned blade does +1 damage per die when Divine Strike used against opposite alignment (req. Aligned Weapon)
Knife to the Soul (11) - convert Divine Strike damage to mental ability damage
Soul Divide (14) - use Divine Strike to disable or kill a target
Soul Shield (2) - create light shield; -1 enhancement to blade/shield
Energize Shield (5) - shield gets abilities like soulblade
Soul Armor (11) - get deflection AC bonus equal to shield bonus
Material Essence (5) - blade acts like single type of metal
Blade of Light (8) - soulblade can use Brilliant Energy, Disrupting enhancements; can blind on critical
Shadowblade (8) - soulblade can use Shadowstriking and Executioner enhancements; can give -4 STR penalty on critical
Ethereal Blade (8) - soulblade can use Ghost Touch, Incorporeal Binding, and Force enhancements; 1/day can attack as touch attack
Temporal Blade (8) - soulblade can use Speed enhancement; can slow or stun on critical (separate saves)

Upgrades by Level

2nd Level

Energy Weapon
Choose a type of energy (fire, acid, electricity, sonic, cold). Your soulblade does +1 damage of that type (treat this as a +0 enhancement) and can take further enhancements that add damage of that type of energy.

Soulblade Warrior
Prerequisite: Strength 13

You can summon your soulblade as a free action. You also gain a +2 competence bonus to your initiative rolls.

Normal: Summoning a soulblade requires a move action.

Soul Shield
You can summon a shield with the same enhancement bonus as your soulblade. The shield's type can be of any kind with which you are proficient. If you choose to summon both a soulblade and a soul shield, reduce the enhancement bonus on both by 1.

5th Level

Aligned Weapon
Your soulblade gains your alignment types, and can overcome damage reduction that requires those alignments. When dealing damage with your soulblade, you do +1 damage against creatures who have opposing alignments (a lawful good weapon would do +1 damage versus chaotic or evil creatures, while a neutral evil weapon would do +1 damage versus good creatures). Your soulblade can take alignment-based enhancements.

Divine Strike
You can concentrate your deity's power into your blade and release it in a devastating attack. Charging your soulblade requires a move action. After you have made a successful attack roll, but before you roll damage, you may discharge this energy, dealing an extra +1d6 of force damage for every four Favored Soul class levels you possess.

Dual Wielder
Prerequisites: Soulblade Warrior, Two Weapon Fighting

You can wield two identical soulblades or one soulblade as a double weapon without an enhancement penalty. While fighting with either two soulblades or a soulblade as a double weapon, your attack penalty for fighting with two weapons is likewise reduced by 1.

Normal: Wielding two soulblades or one soulblade as a double weapon incurs a penalty of -1 to attack and damage rolls.

Energized Shield
Prerequisites: Soul Shield

Your soul shield gains enhancement abilities equal to the value of your soulblade enhancements. You can choose either weapon or shield enhancements for your soul shield.

Normal: Your soul shield does not gain enhancement abilities.

Material Essence
Your soulblade mimics a single substance, overcoming the appropriate damage reduction type. Treat this ability as a +0 enhancement to your soulblade.

Normal: Your soulblade does not overcome material-based damage reduction.

8th Level

Blade of Light
Prerequisites: Material Essence, Charisma 15

When you score a critical hit with your soulblade, your opponent must make a Fortitude save (DC = 10 + half your Favored Soul level + CHA modifier) or be blinded and deafened for 2d4 rounds. An undead opponent must make an additional Fortitude save (same DC) or be destroyed.

You can select the Brilliant Energy or Disrupting enhancements for your soulblade.

Ethereal Blade
Prerequisites: Material Essence, Dexterity 15

Once per encounter, you can attempt to resolve a single attack with your soulblade as a touch attack.

You can select the Ghost Touch, Incorporeal Binding, or Force enhancements for your soulblade.

Oversize Weapon
Prerequisites: Soulblade Warrior, Strength 15

Your soulblade deals damage as if it were correctly sized for a creature one size category larger than you. This effect does not stack with feats, racial abilities, or equipment that allow you to wield a larger-than-normal weapon.

Normal: Your soulblade is correctly sized for a creature of your size.

Rapidforge
Prerequisites: Soulblade Warrior, Intelligence 17

You can change the type of weapon your soulblade emulates in 1 round, and you can change the enhancements of your soulblade in 2 rounds per point of enhancements swapped (minimum 2 rounds).

Normal: Changing your soulblade's shape takes 10 minutes, and changing its enhancements takes 1 hour.

Shadowblade
Prerequisites: Material Essence, Strength 15

When you score a critical hit with your soulblade, your opponent must make a Fortitude save (DC = 10 + half your Favored Soul level + CHA modifier) or suffer a -4 penalty to Strength for 2d4 rounds.

You can the Shadowstriking and Executioner (see below) enhancements for your soulblade.

Swift Vengenace
Prerequisites: Divine Strike, Dexterity 15

Once per encounter as an immediate action, after an ally (not you) is damaged by an opponent within your soulblade's reach, you make an attack against that opponent and deal Divine Strike damage as if your soulblade were charged. If your soulblade is already charged for a Divine Strike, your charge is not expended. You may select this upgrade multiple times; its effects stack.

Temporal Blade
Prerequisites: Material Essence, Intelligence 15

When you score a critical hit with your soulblade, your opponent must make two Fortitude saves (DC = 10 + half your Favored Soul level + CHA modifier). Failing the first causes the opponent to be stunned for 1 round. Failing the second causes the opponent to be slowed, as the Slow spell, for 2d6 rounds.

You can use the Speed enhancement for your soulblade.

11th Level

Combined Arms
Prerequisite: Dual Wielder

When wielding two soulblades, you may choose the shape and enhancements for each separately. The penalty for fighting with two identical soulblades is reduced by 1.

Normal: You can only wield two identical soulblades with Dual Wielder.

Knife to the Soul
Prerequisite: Divine Strike

When using Divine Strike, you can convert extra dice of damage into Intelligence, Wisdom, or Charisma damage. You do not need to convert all your Divine Strike dice into ability damage when using this ability.

Soul Armor
Prerequisite: Energize Shield

You gain a deflection bonus to your armor class equal to your soulblade bonus.

14th Level

Soul Divide
Prerequisite: Knife to the Soul, Aligned Weapon

When you use Divine Strike against a creature whose alignment is opposite yours, you can attempt to disrupt their animating force. Roll damage normally. Your opponent must pass a Will save whose DC is equal to your damage roll or be instantly slain (or its equivalent). If your opponent succeeds on this save, your attack does half damage.

Xaros
2007-12-04, 01:08 AM
Enhancements Always Available:

{table=head]Weapon Ability | Cost
Defending | +1
Dispelling | +1
Distance* | +1
Impact | +1
Keen | +1
Lucky | +1
Merciful | +1
Mighty Cleaving | +1
Psychokinetic | +1
Sundering | +1
Vicious | +1
Collision | +2
Greater Dispelling | +2
Parrying | +2
Psychokinetic Burst | +2
Suppression | +2
Wounding | +2
Bodyfeeder | +3
Soulbreaker | +3[/table]

Enhancements from Upgrades:

{table=head]Weapon Ability | Cost | Req. Upgrade
Corrosive | +1 | Energy Weapon (acid)
Executioner** | +1 | Shadowblade
Flaming | +1 | Energy Blade (fire)
Frost | +1 | Energy Blade (cold)
Ghost Touch | +1 | Ethereal Blade
Shock | +1 | Energy Blade (electricity)
Thundering | +1 | Energy Blade (sonic)
Acidic Burst | +2 | Energy Weapon (acid)
Anarchic | +2 | Aligned Blade (chaotic)
Axiomatic | +2 | Aligned Blade (lawful)
Disruption | +2 | Blade of Light
Enervating | +2 | Shadowblade
Flaming Burst | +2 | Energy Blade (fire)
Force* | +2 | Ethereal Blade
Holy | +2 | Aligned Blade (good)
Icy Burst | +2 | Energy Weapon (cold)
Incorporeal Binding | +2 | Ethereal Blade
Shocking Burst | +2 | Energy Blade (electricity)
Thundering Burst | +2 | Energy Blade (sonic)
Unholy | +2 | Aligned Blade (evil)
Shadowstriking | +3 | Shadowblade
Speed | +3 | Temporal Blade
Brilliant Energy | +4 | Blade of Light[/table]

* Distance and Force only work on ranged weapons
** Executioner grants a +4 bonus to rolls made to confirm critical hits.

Xaros
2007-12-04, 01:43 AM
Late Evening 12/3 Update:

v0.9

Major Changes:

Merged the abilities section into the first post
Gave a +1 bonus to attacks when the soulblade is shaped like the deity's favored weapon ("Divine Weapon")
Defined "Divine Insight"
Created linking posts for Soulblade Upgrades and Soulblade Enhancements
Defined "Divine Influence"
Defined "Divine Conviction"
Returned the "Wings" ability, but at 19th level ("Divine Transformation"). I'd have bundled it with the capstone ability, but the four-level progression practically demanded that I put in a 19th level ability too.
Defined "Apotheosis". Basically, it's just a mashup of the original FS capstone ability plus either the Celestial or Fiendish template.

Minor Changes:

Distilled the essence of the Soulknife's mindblade ability into a list
Defined the enhancements in terms of "X" (like I said, *minor*)

Still to Do:

Define list of upgrades
Define list of enhancements (or just steal them)

I apologize for the delay in updating this. I think I should have a full 20-level progression totally defined within the next two or three days.

Xaros
2007-12-06, 02:25 AM
Quick Update, 12/4:

I have added the list of soulblade upgrades. I need to preface that list with a description of how some soulblade mechanics work under normal circumstances *without* being upgraded.

Enhancements are on their way (and should be among the easier things to write up).

Xaros
2007-12-07, 12:22 AM
Update, 12/5:

Version 1.0

Major Changes:

Added enhancement section. All sections are complete (in that they have information listed).
Completed upgrade section, including a new feat that allows for additional upgrades.

Minor Changes:

Changed the text of the Dual Wielder upgrade
Listed normal functions of the soulblade in the upgrades section

I consider the version posted tonight to be effectively complete in terms of design. That does not mean that suggestions on balance or flavor issues are unwelcome. I would very much appreciate any constructive criticism. If the class looks reasonably balanced, that's good to know as well.

EDIT: Special thanks to the designer of these mindblade feats (http://toosigma.com/rpg/workshop/feats/mindblade.php), from where many of my upgrades were derived (or ported over altogether). Also, I appreciate the work of BlaineTog (http://forums.gleemax.com/showthread.php?t=310984) for his soulknife redesign and Todd (http://forums.gleemax.com/showthread.php?t=372176) for collecting so many great soulknife ideas in one location.

Xaros
2008-01-06, 10:55 PM
Update 1/6:

Yup. Still working on this.

Version 1.01

Minor Changes:

Removed Jump as class skill.
Added Decipher Script, Gather Information, Intimidate as class skills.

The list of class skills now skews (appropriately) toward Int-based and Cha-based skills. Unsurprisingly, then, most people who might play this class would be likely to use Divine Influence to increase either of these checks. Is that a good thing or a bad thing?