pseudovere
2008-01-12, 03:24 PM
Yay, my first homebrew, posted or otherwise! Tell me what you think! Proofreading for typos or bad grammar is appreciated too, as I wrote this out in one sitting, and am too tired/lazy to proofread it!
Soulfused are created by fusing the form of an incorporeal undead with a sentient being. The result is a being with but a passing memory of either the un/life of the undead or the host being, but with an intuitive and powerful form of magic.
Adventures: Soulfuseds odd natures often put them at odds with normal people. Most adventurers show more tolerance of their oddities than they can find anywhere else.
Characteristics: The soulfused's have, in addition to their normal body, an aura which surrounds them at all times. They can, at will, force this aura to materialize to fit their whims.
Alignment: Soulfused can be of any alignment. However, they are very odd creatures in this respect, as their very creation is a crime against nature, and an evil act. Because of this, they are often misunderstood and treated as evil, and often pushed to take evil actions just to survive.
Religion: Soulfused have no specific tendency toward religion, but seem to have a preference to gods associated with death and/or magic, as they are both aspects which define their existence.
Background: Most soulfused are created by evil necromancers for servants, and as such, many of them start off life controlled by them. They are also the subjects of many wizards' fascination, as they are a very rare form of magic. However, more often, they spend the first portion of their life learning on their own.
Races: Soulfused can be of any living race with almost equal probability, depending on the tastes of their creator.
Other Classes: Like everything else about the soulfused, their relations with other classes can best be described as odd. Soulfused generally have little memory or understanding of the customs of sentient creatures, and thus have a great deal of strain in dealing with other classes. They especially have trouble with most divine, because of their unnatural nature. The only class that soulfused truely find themselves comfortable with are wizards, as they both seek knowledge for the purpose of altering reality, and often are both little understood by other classes.
Role: A soulfused's role in the party is that of a secondary spellcaster and medium range fighter. A soulfused can easily match the combat power, if not necessarily the versatility of a wizard or fighter of their level, however, they require a closer range than a wizard does to be effective, and without support, a soulfused can quickly attract more attention from enemy combatants than it can handle.
Game Rule Information:
Soulfuseds have the following game statistics:
Alignment: Any.
Hit die: d4
Class Skills:
Concentration, Decipher Script, Knowledge (any), Spellcraft, Use Magic Device, Speak Language.
Skill points: 2+ intelligence modifier (times 4 at 1st level)
Soulfused have no proficiency with any weapon other than their Aura Strike, and no proficiency with any armor. In addition, they are subject to arcane spell failure chance when wearing armor.
{table=head]Level|Base Attack Bonus|Aura Attack Bonus|Fort Save|Ref Save|Will Save|Special|Essence Points
1st|
+0|
+1|
+0|
+0|
+2|Soulfused Aura, Magic Affinity, Magic Sense, Magical Analysis, Soulcrystal, Material aura, Aura Strike, Shield Aura|2
2nd|
+1|
+2|
+0|
+0|
+3|Telekinetic Aura|6
3rd|
+1|
+3|
+1|
+1|
+3||11
4th|
+2|
+4|
+1|
+1|
+4||17
5th|
+2|
+5|
+1|
+1|
+4|Improved Aura Strike|25
6th|
+3|
+6/1|
+2|
+2|
+5|Area Shield|35
7th|
+3|
+7/2|
+2|
+2|
+5|Aura Burst|46
8th|
+4|
+8/3|
+2|
+2|
+6|Shade Strike|58
9th|
+4|
+9/4|
+3|
+3|
+6||72
10th|
+5|
+10/5|
+3|
+3|
+7|Improved Magical Afinity|88
11th|
+5|
+11/6/1|
+3|
+3|
+7||106
12th|
+6/1|
+12/7/2|
+4|
+4|
+8|Flight Aura|126
13th|
+6/1|
+13/8/3|
+4|
+4|
+8|Energy Aura|147
14th|
+7/2|
+14/9/4|
+4|
+4|
+9||170
15th|
+7/2|
+15/10/5|
+5|
+5|
+9|Blindsight|195
16th|
+8/3|
+16/11/6/1|
+5|
+5|
+10||221
17th|
+8/3|
+17/12/7/2|
+5|
+5|
+10|Align Aura|250
18th|
+9/4|
+18/13/8/3|
+6|
+6|
+11||280
19th|
+9/4|
+19/14/9/4|
+6|
+6|
+11||311
20th|
+10/5|
+20/15/10/5|
+6|
+6|
+12|Ghost Aura|343[/table]
Essence Points: Soulfuseds can NOT cast spells, at least in a traditional sense. Rather, they use their essence points to utilitize their abilities. They may spend a maximum of 1 point per level on any one effect. Soulfused regain Essence Points in the same manner that a psionic character regains Power Points, and gain bonus Essence Points based on intelligence as a psionic character gains Power Points.
Soulfused Aura (Su): Soulfuseds radiate an evil and undead aura as an evil undead of their level. However, this does not reflect their composition or alignment: this class does not define them as either undead or evil, and they otherwise respond to spells and abilities as their own creature type and alignment. This aura extends for 5 feet in all directions from the soulfused, although it cannot pass through material objects. Animals can sense this unnatural aura as well. Animals will not willingly enter a soulfused aura, and will panic if forced to do so; they remain panicked as long as they are within that range.
Magic Affinity (ex): Soulfuseds have an innate knowledge of magic that many wizards would kill for. Soulfused have a +2 bonus to Use Magic Device, Spellcraft and Knowledge: Arcana.
Magic Sense (ex): Soulfuseds have a sixth sense for magic. They may effectively cast detect magic at will, although this is a extraordinary ability, reflecting their natural link with magic.
Magic Analysis (ex): By spending 1d6 hours in a calm environment studying a magic item and making a spell craft check against 10 + the caster level check, a soulfused can learn the secrets of a magic item. By doing this, the soulfused knows when the item was created, all effects the item is capable of producing, all command words associated with the item, and a +5 insight bonus on all use magic device checks to use this item. If the soulfused fails, it may not attempt to analyze this magic item again for 1 month.
Soulcrystal (ex): Soulfuseds, due to the nature of their creation, do not have a soul inside their body. Rather, their soul is sealed in a small crystal. The soulcrystal has a hardness of their soulfused level+10, and hit points equal to half of the soulfuseds maximum hitpoints. As long as the soulcrystal is within 5 feet of the soulfused, the soulfused suffers no penalty on its actions, and the soulcrystal heals at the natural healing rate of the soulfused. However, if the soulcrystal is removed at a distance farther than 5 feet away from the soulfused, the body collapses into a comatose state, and natural healing for both the soulcrystal and body cease until the crystal is returned within 5 feet of the body. Death of the body or destruction of the soulcrystal results in the death of the soulfused. In addition, because of the nature of this bond, soulfuseds are uncomfortable arround effects that halt the effects of magic, such as dispell magic, or antimagic sphere. When any such effect enters a soulfused's aura, they must make a fortitude save against 10+ the caster's spellcasting ability modifier+ the spell level or become sickened.
Material Aura (Su): Soulfuseds have the ability to materialize parts of their aura. By spending 1 Essence Point, a soulfused's aura extends to 10 feet+ 5 additional feet per soulfused level, and the soulfused may utilitise known soulfused effects. This lasts for 1 minute per soulfused level. Soulfused abilities are listed in italics.
Aura Strike (Su): As an attack action (a soulfused may make a full attack using this ability), soulfused may strike at anything within its aura for 1d6 damage plus it's intelligence bonus, with an attack bonus of its aura attack bonus + it's intelligence modifier + any other modifiers that would be added to a weapon the soulfused was using. This is treated as an either a piercing, bludgeoning, or slashing attack (soulfused's choice) with a reach equal to the extent of the soulfused's aura. Spell resistance applies as normal to this attack. Despite the impressive reach of a soulfused's attack, a soulfused only threatens adjacent squares.
Shield Aura (Su): Whenever a soulfused Materializes their aura, they gain a deflection bonus to AC equal to their intelligence modifier.
Telekinetic Aura (Su): At 2rd level, the soulfused may to lift a number of items in their aura equal to or less than 1 item per soulfused level, to the limit of their maximum weight limit, substituting their intelligence score for their strength score. For example, if a fourth level soulfused had an intelligence score of 16, it could lift up 4 items within its aura, suposing that they did not exceed the maximum load limit for a strength score of 16. A soulfused may move any of these items at a speed of ten feet per soulfused level, providing they remain within the soulfused's aura. In addition, a soulfused may make an attack with any item that it has picked up using its intelligence score as its strength score, however, with a -4 nonproficiency penalty. Items thrown with this effect can be thrown as normal normal weapons, origionating from any point within the soulfused's aura.
Improved Aura Strike (Su): In addition to the normal effects of Aura Strike, Soulfuseds can, at 5th level, spend up to 1 Essence Point per level on one attack with aura strike. This causes that 1 attack to do 1d6 extra damage per Essence Point spent over 4. For example, if you spent 5 Essence Points on an attack, the attack would do its normal damage +1d6. Damage added with Improved Aura Strike is not effected by criticals.
Area Shield (Su): At 6th level, by spending 1 Essence Point per round, a soulfused may add it's deflection bonus to AC to all allies within it's aura.
Aura Burst (Su): At 7th level, by spending 2 Essence Points as a full round action, a soulfused may damage everything in its aura as if with an Aura Strike attack, with a reflex save for half damage. Extra Essence Points may be spent as normal to increase attack damage.
Shade Strike: Once per round, a soulfused at 8th level may spend 8 Essence Points, and sacrifice an aura strike attack to make an attack at the sacrificed attack's attack bonus to do 1d6 points of strength damage.
Improved Magic Affinity (Su): The soulfused begins to develope an uncanny affinity with magic items. At 10th level, by studying an arcane scroll, staff or wand, and attempting to use it through the use magic device skill, a soulfused can use the item without destroying it or any of it's charges, by spending Essence Points instead.
{table=head]spell level|0|1|2|3|4|5|6|7|8|9
points used|1|2|4|6|8|10|12|14|16|18|20[/table]
Flight Aura (Su): At 12th level, by spending 1 Essence Point per round, a soulfused may use their Telekinetic Aura ability to lift themselves off of the ground, effectively giving them a fly speed of 100 feet per round, with good manuverability. However, they are really just lifting themselves off of the ground using an advanced version of the telekinetic aura, so a solid surface, not necessarily horizontal, must be within the their aura's area, or a less solid surface (i.e. water) must be within half the radius of their aura.
Energy Aura (Su): At 13th level, a soulfused may now change the damage to the aura strike to either fire, cold, electricity, or sonic damage.
Blindsight (Su): At 15th level, a soulfused can litterally feel any objects inside of it's aura. It is considered to have blindsight within its materialized aura.
Align Aura (Su): At 17th level, a soulfused's aura strike is now considered aligned to the soulfused's alignment, and adamantine for the purpose of damage reduction.
Ghost Aura (Su): At 20th level, a soulfused's aura can strike incorporeal and ethereal creatures freely, and can pass through any solid object that a incorporeal creature can pass through. This, in combination with Aura Strike, and a Soulfused's Blindsight, allows it to see and freely attack any and all creatures within their aura, at this level 105 feet, in addition to moving any object in that area.
Soulfused are created by fusing the form of an incorporeal undead with a sentient being. The result is a being with but a passing memory of either the un/life of the undead or the host being, but with an intuitive and powerful form of magic.
Adventures: Soulfuseds odd natures often put them at odds with normal people. Most adventurers show more tolerance of their oddities than they can find anywhere else.
Characteristics: The soulfused's have, in addition to their normal body, an aura which surrounds them at all times. They can, at will, force this aura to materialize to fit their whims.
Alignment: Soulfused can be of any alignment. However, they are very odd creatures in this respect, as their very creation is a crime against nature, and an evil act. Because of this, they are often misunderstood and treated as evil, and often pushed to take evil actions just to survive.
Religion: Soulfused have no specific tendency toward religion, but seem to have a preference to gods associated with death and/or magic, as they are both aspects which define their existence.
Background: Most soulfused are created by evil necromancers for servants, and as such, many of them start off life controlled by them. They are also the subjects of many wizards' fascination, as they are a very rare form of magic. However, more often, they spend the first portion of their life learning on their own.
Races: Soulfused can be of any living race with almost equal probability, depending on the tastes of their creator.
Other Classes: Like everything else about the soulfused, their relations with other classes can best be described as odd. Soulfused generally have little memory or understanding of the customs of sentient creatures, and thus have a great deal of strain in dealing with other classes. They especially have trouble with most divine, because of their unnatural nature. The only class that soulfused truely find themselves comfortable with are wizards, as they both seek knowledge for the purpose of altering reality, and often are both little understood by other classes.
Role: A soulfused's role in the party is that of a secondary spellcaster and medium range fighter. A soulfused can easily match the combat power, if not necessarily the versatility of a wizard or fighter of their level, however, they require a closer range than a wizard does to be effective, and without support, a soulfused can quickly attract more attention from enemy combatants than it can handle.
Game Rule Information:
Soulfuseds have the following game statistics:
Alignment: Any.
Hit die: d4
Class Skills:
Concentration, Decipher Script, Knowledge (any), Spellcraft, Use Magic Device, Speak Language.
Skill points: 2+ intelligence modifier (times 4 at 1st level)
Soulfused have no proficiency with any weapon other than their Aura Strike, and no proficiency with any armor. In addition, they are subject to arcane spell failure chance when wearing armor.
{table=head]Level|Base Attack Bonus|Aura Attack Bonus|Fort Save|Ref Save|Will Save|Special|Essence Points
1st|
+0|
+1|
+0|
+0|
+2|Soulfused Aura, Magic Affinity, Magic Sense, Magical Analysis, Soulcrystal, Material aura, Aura Strike, Shield Aura|2
2nd|
+1|
+2|
+0|
+0|
+3|Telekinetic Aura|6
3rd|
+1|
+3|
+1|
+1|
+3||11
4th|
+2|
+4|
+1|
+1|
+4||17
5th|
+2|
+5|
+1|
+1|
+4|Improved Aura Strike|25
6th|
+3|
+6/1|
+2|
+2|
+5|Area Shield|35
7th|
+3|
+7/2|
+2|
+2|
+5|Aura Burst|46
8th|
+4|
+8/3|
+2|
+2|
+6|Shade Strike|58
9th|
+4|
+9/4|
+3|
+3|
+6||72
10th|
+5|
+10/5|
+3|
+3|
+7|Improved Magical Afinity|88
11th|
+5|
+11/6/1|
+3|
+3|
+7||106
12th|
+6/1|
+12/7/2|
+4|
+4|
+8|Flight Aura|126
13th|
+6/1|
+13/8/3|
+4|
+4|
+8|Energy Aura|147
14th|
+7/2|
+14/9/4|
+4|
+4|
+9||170
15th|
+7/2|
+15/10/5|
+5|
+5|
+9|Blindsight|195
16th|
+8/3|
+16/11/6/1|
+5|
+5|
+10||221
17th|
+8/3|
+17/12/7/2|
+5|
+5|
+10|Align Aura|250
18th|
+9/4|
+18/13/8/3|
+6|
+6|
+11||280
19th|
+9/4|
+19/14/9/4|
+6|
+6|
+11||311
20th|
+10/5|
+20/15/10/5|
+6|
+6|
+12|Ghost Aura|343[/table]
Essence Points: Soulfuseds can NOT cast spells, at least in a traditional sense. Rather, they use their essence points to utilitize their abilities. They may spend a maximum of 1 point per level on any one effect. Soulfused regain Essence Points in the same manner that a psionic character regains Power Points, and gain bonus Essence Points based on intelligence as a psionic character gains Power Points.
Soulfused Aura (Su): Soulfuseds radiate an evil and undead aura as an evil undead of their level. However, this does not reflect their composition or alignment: this class does not define them as either undead or evil, and they otherwise respond to spells and abilities as their own creature type and alignment. This aura extends for 5 feet in all directions from the soulfused, although it cannot pass through material objects. Animals can sense this unnatural aura as well. Animals will not willingly enter a soulfused aura, and will panic if forced to do so; they remain panicked as long as they are within that range.
Magic Affinity (ex): Soulfuseds have an innate knowledge of magic that many wizards would kill for. Soulfused have a +2 bonus to Use Magic Device, Spellcraft and Knowledge: Arcana.
Magic Sense (ex): Soulfuseds have a sixth sense for magic. They may effectively cast detect magic at will, although this is a extraordinary ability, reflecting their natural link with magic.
Magic Analysis (ex): By spending 1d6 hours in a calm environment studying a magic item and making a spell craft check against 10 + the caster level check, a soulfused can learn the secrets of a magic item. By doing this, the soulfused knows when the item was created, all effects the item is capable of producing, all command words associated with the item, and a +5 insight bonus on all use magic device checks to use this item. If the soulfused fails, it may not attempt to analyze this magic item again for 1 month.
Soulcrystal (ex): Soulfuseds, due to the nature of their creation, do not have a soul inside their body. Rather, their soul is sealed in a small crystal. The soulcrystal has a hardness of their soulfused level+10, and hit points equal to half of the soulfuseds maximum hitpoints. As long as the soulcrystal is within 5 feet of the soulfused, the soulfused suffers no penalty on its actions, and the soulcrystal heals at the natural healing rate of the soulfused. However, if the soulcrystal is removed at a distance farther than 5 feet away from the soulfused, the body collapses into a comatose state, and natural healing for both the soulcrystal and body cease until the crystal is returned within 5 feet of the body. Death of the body or destruction of the soulcrystal results in the death of the soulfused. In addition, because of the nature of this bond, soulfuseds are uncomfortable arround effects that halt the effects of magic, such as dispell magic, or antimagic sphere. When any such effect enters a soulfused's aura, they must make a fortitude save against 10+ the caster's spellcasting ability modifier+ the spell level or become sickened.
Material Aura (Su): Soulfuseds have the ability to materialize parts of their aura. By spending 1 Essence Point, a soulfused's aura extends to 10 feet+ 5 additional feet per soulfused level, and the soulfused may utilitise known soulfused effects. This lasts for 1 minute per soulfused level. Soulfused abilities are listed in italics.
Aura Strike (Su): As an attack action (a soulfused may make a full attack using this ability), soulfused may strike at anything within its aura for 1d6 damage plus it's intelligence bonus, with an attack bonus of its aura attack bonus + it's intelligence modifier + any other modifiers that would be added to a weapon the soulfused was using. This is treated as an either a piercing, bludgeoning, or slashing attack (soulfused's choice) with a reach equal to the extent of the soulfused's aura. Spell resistance applies as normal to this attack. Despite the impressive reach of a soulfused's attack, a soulfused only threatens adjacent squares.
Shield Aura (Su): Whenever a soulfused Materializes their aura, they gain a deflection bonus to AC equal to their intelligence modifier.
Telekinetic Aura (Su): At 2rd level, the soulfused may to lift a number of items in their aura equal to or less than 1 item per soulfused level, to the limit of their maximum weight limit, substituting their intelligence score for their strength score. For example, if a fourth level soulfused had an intelligence score of 16, it could lift up 4 items within its aura, suposing that they did not exceed the maximum load limit for a strength score of 16. A soulfused may move any of these items at a speed of ten feet per soulfused level, providing they remain within the soulfused's aura. In addition, a soulfused may make an attack with any item that it has picked up using its intelligence score as its strength score, however, with a -4 nonproficiency penalty. Items thrown with this effect can be thrown as normal normal weapons, origionating from any point within the soulfused's aura.
Improved Aura Strike (Su): In addition to the normal effects of Aura Strike, Soulfuseds can, at 5th level, spend up to 1 Essence Point per level on one attack with aura strike. This causes that 1 attack to do 1d6 extra damage per Essence Point spent over 4. For example, if you spent 5 Essence Points on an attack, the attack would do its normal damage +1d6. Damage added with Improved Aura Strike is not effected by criticals.
Area Shield (Su): At 6th level, by spending 1 Essence Point per round, a soulfused may add it's deflection bonus to AC to all allies within it's aura.
Aura Burst (Su): At 7th level, by spending 2 Essence Points as a full round action, a soulfused may damage everything in its aura as if with an Aura Strike attack, with a reflex save for half damage. Extra Essence Points may be spent as normal to increase attack damage.
Shade Strike: Once per round, a soulfused at 8th level may spend 8 Essence Points, and sacrifice an aura strike attack to make an attack at the sacrificed attack's attack bonus to do 1d6 points of strength damage.
Improved Magic Affinity (Su): The soulfused begins to develope an uncanny affinity with magic items. At 10th level, by studying an arcane scroll, staff or wand, and attempting to use it through the use magic device skill, a soulfused can use the item without destroying it or any of it's charges, by spending Essence Points instead.
{table=head]spell level|0|1|2|3|4|5|6|7|8|9
points used|1|2|4|6|8|10|12|14|16|18|20[/table]
Flight Aura (Su): At 12th level, by spending 1 Essence Point per round, a soulfused may use their Telekinetic Aura ability to lift themselves off of the ground, effectively giving them a fly speed of 100 feet per round, with good manuverability. However, they are really just lifting themselves off of the ground using an advanced version of the telekinetic aura, so a solid surface, not necessarily horizontal, must be within the their aura's area, or a less solid surface (i.e. water) must be within half the radius of their aura.
Energy Aura (Su): At 13th level, a soulfused may now change the damage to the aura strike to either fire, cold, electricity, or sonic damage.
Blindsight (Su): At 15th level, a soulfused can litterally feel any objects inside of it's aura. It is considered to have blindsight within its materialized aura.
Align Aura (Su): At 17th level, a soulfused's aura strike is now considered aligned to the soulfused's alignment, and adamantine for the purpose of damage reduction.
Ghost Aura (Su): At 20th level, a soulfused's aura can strike incorporeal and ethereal creatures freely, and can pass through any solid object that a incorporeal creature can pass through. This, in combination with Aura Strike, and a Soulfused's Blindsight, allows it to see and freely attack any and all creatures within their aura, at this level 105 feet, in addition to moving any object in that area.