When a warrior fights in battle for a long time, his armor, the shell that protects him from the vicious blows of his enemies, is sometimes said the be as much a part of him as his very soul. Sometimes, when the warrior moves on, he leaves a bit of his soul behind.
• -2 Charisma - Existing as part of and as a tool of another for so long, rather than coming into being as an entity of their own, subdues the personalities of Soul Shells.
• Medium size.
• 30 foot base land speed - Soul Shells of medium or heavier armor may still be slowed, however.
• Construct type with the Living Construct and Incarnum subtypes - Soul Shells gain life through their previous wearers' souls infusing them over time.
• Armor Body
: Soul Shells are suits of armor infused with life. Each Soul Shell is made from a suit of armor, combined with the various accoutrements often worn with them (such as the padding beneath most metal armors, greaves, gauntlets, and so forth). A Soul Shell can be any normal, non-magical, masterwork suit of armor that is normally made of metal. Soul Shells of armor that does not cover the entire body include padded, leather, or chainmail leggings, boots, gloves, and helmets sufficient to create a humanoid form. They are always considered to be wearing the armor that is their body. A Soul Shell's body can be enhanced and improved as normal for masterwork armor. Soul Shells are not automatically proficient with their bodies, but they only suffer half the normal non-proficiency penalties (rounded down) if they aren't. The weight of a Soul Shell's armor body does not count towards its encumbrance.
: While they are living beings, and thus more easily harmed, Soul Shells still maintain some of the resilience of objects. Soul Shells have hardness 1, which reduces the damage they suffer from all sources by 1 point.
• Past Impressions
: Some of a Soul Shell's previous user wears off on them, influencing their abilities. A Soul Shell gains one of the following, chosen at 1st level:
Warrior: A Soul Shell previously used by warriors gains a bonus feat from the Fighter feat list, and treats Fighter as a favored class.
Arcanist: A Soul Shell previously used by arcane spellcasters has its body's Arcane Spell Failure reduced by 10% (minimum 0), and treats Duskblade as a favored class.
Faithful: A Soul Shell previously used by divine spellcasters gains the granted power of a single domain chosen at 1st level, and treats Cleric as a favored class. It gains the benefits as a Cleric of half its character level (minimum 1), or of its effective Cleric level, whichever is greater. The Soul Shell gains no other benefits of the domain.
Sneak: A Soul Shell previously used by stealthy and skillful wearers has its body's Armor Check Penalty reduced by 3 (to a minimum of -0), and its Max Dex Bonus increased by 2, and treats Ranger as a favored class.
Psionic: A Soul Shell previously used by manifesters gains Hidden Talent as a bonus feat, and treats Psychic Warrior as a favored class.
Soulbound: A Soul Shell previously used by Binders gains its choice of Bind Vestige or any feat that requires Soul Binding as a bonus feat, and treats Binder as a favored class.
Incarnate: A Soul Shell previously used by meldshapers gains a single Incarnum feat as a bonus feat, and treats Soulborn as a favored class. Additionally, the Soul Shell's body does not interfere with its ability to bind soulmelds to its Soul chakra, should it have access to it.
Sublime: A Soul Shell previously used by a student of the Sublime Way gains Martial Study as a bonus feat, gains a +2 bonus to its initiator level (to a maximum of its character level), and treats Crusader as a favored class.
• Favored Class
: See Past Impressions.
• Level Adjustment
As a result of the Living Construct subtype, Soul Shells also have the following traits:
• Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
• Unlike other constructs, a living construct does not have low-light vision or darkvision.
• Unlike other constructs, a living construct is not immune to mind-influencing effects.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
• A living construct cannot heal damage naturally.
• Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
• Unlike other constructs, a living construct can use the run action.
• Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
• A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
• Can be raised or resurrected.
• Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
• Does not need to sleep, but must rest for 8 hours before preparing spells.
Soul Shells weigh roughly 100 lb. plus twice the weight of the armor they are made from. They have no maximum age.