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    Default The SoulForge Adept (3.5 base Class, PEACH)

    The SoulForge Adept

    "You dig into dusty tomes and practice arcane gestures to gain a modicum of relevance, You know not of real power until you have tapped into your own essence, it is that which drives us, it is the power of the gods!" Jerehn, talking on the subject of SoulForging.

    A SoulForge Master

    Class skills (4 + Int Modifier per level): The SoulForge Adepts's class skills (and the key ability for each skill) are Bluff(Cha), concentration(Con), Diplomacy(Cha), Disguise(Cha), Gather information(Cha), Heal(Wis), Intimidate(Cha), Knowledge (arcana)(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), and Use Magic Device(Cha).

    4 * (4 + Int Modifier) for first level

    Alignment: Any non evil

    Starting Age: As cleric

    Starting Wealth: As Cleric

    Hit Dice: d6

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st| +0 | +2 | +0 | +2 | Personal Ardor, Soulforging |1|-|-|-|-|-|-|-|-

    2nd| +1 | +3 | +0 | +3 | Inner Countenance 1 |2|-|-|-|-|-|-|-|-

    3rd| +2 | +3 | +1 | +3 | Natural armor +1 |3|1|-|-|-|-|-|-|-

    4th| +3 | +4 | +1 | +4 | Internal Vigor |3|2|-|-|-|-|-|-|-

    5th| +3 | +4 | +1 | +4 | DR 1/-, SoulForge Resilience |3|3|1|-|-|-|-|-|-

    6th| +4 | +5 | +2 | +5 | Natural armor +2 |3|3|2|-|-|-|-|-|-

    7th| +5 | +5 | +2 | +5 | Break these bonds of my flesh |3|3|3|1|-|-|-|-|-

    8th| +6/+1 | +6 | +2 | +6 | Internal Vigor +1 |3|3|3|2|-|-|-|-|-

    9th| +6/+1 | +6 | +3 | +6 | Natural armor +3, SoulForge Resilience |3|3|3|3|1|-|-|-|-

    10th| +7/+2 | +7 | +3 | +7 | DR 2/- |3|3|3|3|2|-|-|-|-

    11th| +8/+3 | +7 | +3 | +7 | Inner Countenance 2 |3|3|3|3|3|1|-|-|-

    12th| +9/+4 | +8 | +4 | +8 | Internal Vigor +2, Natural armor +4 |3|3|3|3|3|2|-|-|-

    13th| +9/+4 | +8 | +4 | +8 | SoulForge Resilience |3|3|3|3|3|3|1|-|-

    14th| +10/+5 | +9 | +4 | +9 | Break the limits |3|3|3|3|3|3|2|-|-

    15th| +11/+6/+1 | +9 | +5 | +9 | DR 3/-, Natural armor +5 |3|3|3|3|3|3|3|1|-

    16th| +12/+7/+2 | +10 | +5 | +10 | Internal Vigor +3 |3|3|3|3|3|3|3|2|-

    17th| +12/+7/+2 | +10 | +5 | +10 | SoulForge Resilience |3|3|3|3|3|3|3|3|1

    18th| +13/+8/+3 | +11 | +6 | +11 | Natural armor +6 |3|3|3|3|3|3|3|3|2

    19th| +14/+9/+4 | +11 | +6 | +11 | Inner Countenance 3 |3|3|3|3|3|3|3|3|3

    20th| +15/+10/+5 | +12 | +6 | +12 | Internal Vigor +4, DR 4/-, SoulForge Master |3|3|3|3|3|3|3|3|3
    [/table]

    Proficiencies: The SoulForge Adept is proficient with all simple weapons, plus the Flail, Warhammer, Greatclub and Heavy Flail. SoulForge Adepts are proficient with light and Medium armor and with shields (except the buckler).

    Personal Ardor: At 1st level the SoulForge Adept gains the ability to create minor affects of magic with nothing but sheer force of will. Every day the SoulForge Adept chooses two 0 level spells from the list, he may cast these 0 level spells at will for the 24 hours. With the exceptions noted here, these spells otherwise act exactly as his SoulForge ability (explained below).

    SoulForging: The SoulForge Adept learns through sheer force of will to bend his body to his whim, starting at 1st level the SoulForge adept learns a spell chosen from the SoulForge Adept's list. Unlike a sorcerer or Mage however the SoulForge Adept does not gain spell slots per day. He instead uses his own personal energy to fuel the spell. The SoulForge Adept gains a SoulForge pool equal to his Maximum HP total as his daily pool of points to cast from. A SoulForge Adept must have a Constitution in order to cast spells from his SoulForge Pool.

    Every time a SoulForge Adept cast's a spell he pays an amount of points from his SoulForge pool equal to twice the spell level. This allows a SoulForge Adept to cast spells as many times as he has points. If a SoulForge Adept does not have enough SoulForge points to spend for the spell, the spell fails and the SoulForge Adept does not lose any points.

    When a SoulForge Adept rest's for 8 hours he regains all his SoulForge points back. Healing a SoulForge Adept has no affect on his SoulForge pool, the pool is established from the SoulForge Adepts maximum HP total, if the total changes throughout the day from a permanent source the pool does not change until the SoulForge Adept has rested for 8 hours, temporary increases have no affect (like a potion of bears endurance).

    A SoulForge Adept has a very limited known spell list, every level he gains a new spell according to the table, once chosen these spells cannot be changed.

    A SoulForge Adept knows all his spells and does not need to prepare or memorize them.

    When casting a spell, a SoulForge Adept ignores the arcane spell failure chance when wearing light or medium armor and shields. SoulForge Adept spells count as arcane spells.

    At first level a SoulForge Adept is unable to modify his spells with metamagic feats or affects, additionally all spells a SoulForge Adept cast's can only affect him.

    The DC for a SoulForges spell (if any) is 10 + spell level + the SoulForge Adepts Charisma Modifier.

    Inner Countenance (Ex): The SoulForge Adept's inner strength empowers his physical form, he gains +1 Strength and Charisma bonus and a +4 bonus to saves versus poisons and diseases of any kind (including magical diseases).

    At 11th level you gain an additional +1 Strength and Charisma bonus and you become immune to poison and disease (including magical diseases).

    At 19th level you gain an additional +1 Strength and Charisma bonus and you become immune to ability damage and ability drain.

    Natural Armor (Ex): The Inner strength of the SoulForge Adept affects his very countenance, he gains a +1 natural armor bonus. This ability increases by 1 every 3 levels thereafter for a maximum of +6 at 18th.

    Internal Vigor (Su): At 4th level the SoulForge Adept learns to manipulate his SoulForging to allow any spells he casts to be affected by metamagic feats. A SoulForge Adept may apply any metamagic feat he knows to any spell he can cast, the modified spell level must still be of a level the SoulForge Adept can cast. The level increase of the spell increases the SoulForge point cost by an amount equal to 2 times the level increase.

    This ability improves at levels 8th, 12th, 16th and 20th. Each time it allows the SoulForge Adept to apply a metamagic feat with equal cost to any spell he knows, regardless if it raises the modified spell level above the maximum spell level he can cast. The SoulForge Adept must still pay the extra cost in SoulForge points as usual.

    For Example, at 8th level a SoulForge Adept can apply any metamagic feat he knows with a spell modifier of +1 to any spell he can cast.

    Damage Reduction (Ex): The SoulForge Adept gains the ability to throw off wounds that would normally cause weaker individuals harm, he gains DR 1/-, this ability increase by 1 every 5 levels thereafter for a maximum of DR 4/- at 20th.

    SoulForge Resilience (Ex): So strong is the SoulForge's essence that the corrupting magic’s which would try to twist and defile it start to fail, the SoulForge gains a bonus equal to his Constitution modifier against death spells and affects.

    At 9th level this bonus applies to negative levels and level drain affects.

    At 13th level a Soulforge Adept can become immune to death spells and affects for 1 round/day/Con Modifier, rounds do not need to be consecutive and activating this affect is a swift action.

    At 17th level a Soulforge Adept can become immune to negative levels and level drain affects for 1 round/day/Con Modifier, rounds do not need to be consecutive and activating this affect is a swift action.

    Break these bonds of my flesh (Su): The SoulForge Adept learns to affect those around him with the force of his inner power, a number of times per day equal to his Constitution modifier he can choose to affect someone other than himself with a spell. Only one use is required for a single spell. The spell is otherwise unaffected.

    Break the limits (Ex): The SoulForge Adept has learned to supplement his physical body with that of his soul power, he can a number of times per day equal to 1 round/day/Con Modifier ignore the negative effects of fatigue, exhaustion, stunning, and the sickened conditions.

    SoulForge Master (Su): The SoulForge Adept is no longer a student in the ways of SoulForging, he has become a master, The SoulForge Master gains Spell resistance equal to 12 + his class levels, he may as a free action lower or raise his SR at will. Lastly he gains the ability to unleash the true power of his soul into the material realm, as a standard action he may transform into golden white form of energy (retaining any equipment worn), while in this form he gains fast Healing 20, a fly speed equal to 5 times his racial land speed with perfect maneuverability, his Charisma modifier to AC as a perfection bonus and can target anyone with his spells while in this form, to stay in this form the SoulForge Master must spend 5 SoulForge points per round in addition to any spells he cast's.

    Epic Progression
    Pending

    Notes
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    My intent for this class was a solid self buffing adventurer type, who digs into the power that everyone holds, his soul. At first I wanted to relate it to Incarnum, and make it my version of the incarnum caster, but I wanted to stray away incarnum as it scares some people off. Maybe an alt class option could be designed down the road.
    The whole fluff thing, is a mixture of spellcasting and psionics...but different, I hope I got the difference big enough.
    I will be posting the usual fluff stuff to go with this character, but for now here is the mechanical stuff.
    Let me know if you find anything wrong.
    Thanks for reading!



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    12/18/11 - changed it from non-lethal damage to a pool of 'SoulForge' points equal to the Adepts max HP total.
    Last edited by BelGareth; 2012-10-14 at 01:32 PM.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    SPELL LIST

    0 Level
    Arcane Mark
    Create Water
    Detect Magic
    Detect Poison
    Ghost Sound
    Guidance
    Light
    Mage Hand
    Mending
    Message
    Open/close
    Prestidigitation
    Purify Food and drink
    Read Magic
    Resistance
    Virtue

    1st
    Comprehend languages
    Cure light wounds
    Detect Secret Doors
    Detect Undead
    Disguise Self
    Divine Favor
    Endure Elements
    Enlarge Person
    Entropic Shield
    Expeditious Retreat
    Hide from undead
    Mage Armor
    Magic Weapon
    Shield
    True Strike
    Ventriloquism

    2nd
    Aid
    Alter Self
    Augury
    Bears Endurance
    Blur
    Bulls strength
    Cure Moderate Wounds
    Delay Poison
    Detect Thoughts
    Eagles Splendor
    False Life
    Find traps
    Invisibility
    Lesser Restoration
    Levitate
    Locate Object
    Misdirection
    Owls Wisdom
    Protection from arrows
    Resist Energy
    See invisibility
    Spider Climb
    Undetectable Alignment
    Zone of Truth

    3rd
    Arcane Sight
    Blink
    Clairaudience/Clairvoyance
    Cure Serious Wounds
    Displacement
    Fly
    Gaseous Form
    Greater Magic Weapon
    Haste
    Heroism
    Keen Edge
    Magic Vestment
    Meld into stone
    Nondetection
    Obscure Object
    Protection from Energy
    Rage
    Remove Blindness/Deafness
    Remove Curse
    Remove Disease
    Speak with dead
    Water Breathing
    Water Walk

    4th
    Air Walk
    Cure Critical Wounds
    Death ward
    Detect Scrying
    Dimension door
    Discern Lies
    Divination
    Divine Power
    Freedom of Movement
    Greater Invisibility
    Lesser Globe of Invulnerability
    Locate Creature
    Magic Weapon Greater
    Neutralize Poison
    Polymorph
    Restoration
    Spell Immunity
    Stoneskin
    Tongues

    5th
    Break Enchantment
    Commune
    Glibness
    Overland Flight
    Plane Shift
    Righteous Might
    Spell Resistance
    Teleport
    True Seeing

    6th
    Analyze Dweomer
    Contingency
    Find the Path
    Globe of invulnerability
    Greater Heroism
    Heal
    Legend Lore
    Mislead
    Transformation
    Wind walk
    Word of Recall

    7th
    Ethereal Jaunt
    Greater Arcane Sight
    Greater Restoration
    Greater Teleport
    Plane shift
    Regenerate
    Spell Turning
    Statue
    Vision

    8th
    Discern location
    Greater Spell Immunity
    Iron Body
    Mind Blank
    Moment of Prescience
    Protection from spells

    9th
    Astral Projection
    Etherealness
    Foresight
    Miracle
    Shapechange
    Time Stop
    Last edited by BelGareth; 2011-12-19 at 11:54 AM.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Seems like you won't be able to cast much at all with d6 hit dice, though.

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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Looks interesting, just a couple worrisome things:

    1) You do not state that the SoulForge Adept be vulnerable to non-lethal damage in order to be able to cast spells. I'm sure it was your intent, but as written a Necropolitan SoulForge Adept would be able to cast with impunity. However, the oversight doesn't extend to the capstone ability, since he must "pay" nonlethal damage to be able to use it.

    2) The cost of spells is SL x 2 for damage, but you don't state the effective level of a 0-level spell. Should I assume that they can be cast freely, or are they treated as 1/2 level (thereby dealing 1 damage when cast)?

    3) Using nonlethal damage is a good way to reflect fueling spells with the body, but does taking a level in SoulForge Adept prevent the cleric from healing you if you're hit by a Sap? If not, should a player record the nonlethal damage from attacks separately from the damage from casting?

    4) Break these bonds of my flesh is confusingly written. Am I required to use this to affect allies with Teleport in addition to myself, or does it allow me to exempt myself from the casting? Would it allow a personal buff to be transferred to someone else? Am I required to use it in order to heal another person? What exactly is the ability intended to allow?

    -----------------------------

    It's looking good so far, and I love the idea. Keep up the good work
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    So they hit you for nonlethal once or twice and put you out of the fight?
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by kalminos View Post
    Seems like you won't be able to cast much at all with d6 hit dice, though.
    It may seem that way, at first I actually planned to go with D4's to keep the spellcasting controlled, but I just thought it would be to weak with the class dynamic. Refer to the table in the spoiler below, it shows that the average Adept would be able to cast a surprising amount of times.
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    {table=head]Level|Constitution|Average Hp's|Available spell levels
    1|18|10|5
    2|18|17.5|8
    3|18|25|12
    4|19|34.5|17
    5|19|42.5|21
    6|19|50.5|25
    7|19|58.5|29
    8|20|70.5|35
    9|20|79|39
    10|20|87.5|43
    11|20|96|48
    12|21|110.5|55
    13|21|119.5|59
    14|21|128.5|64
    15|21|137.5|68
    16|22|154.5|77
    17|22|164|82
    18|22|173.5|86
    19|22|183|91
    20|23|202.5|101
    [/table]

    Quote Originally Posted by Fako View Post
    Looks interesting, just a couple worrisome things:

    1) You do not state that the SoulForge Adept be vulnerable to non-lethal damage in order to be able to cast spells. I'm sure it was your intent, but as written a Necropolitan SoulForge Adept would be able to cast with impunity. However, the oversight doesn't extend to the capstone ability, since he must "pay" nonlethal damage to be able to use it.
    Ah..that IS glaringly obvious isn't it? You are right, that was my intention, easy fix though, I'll add some text specifying that.

    2) The cost of spells is SL x 2 for damage, but you don't state the effective level of a 0-level spell. Should I assume that they can be cast freely, or are they treated as 1/2 level (thereby dealing 1 damage when cast)?
    For this I quote Personal Ardor:

    Personal Ardor: At 1st level the SoulForge Adept gains the ability to create minor affects of magic with nothing but sheer force of will. Every day the SoulForge Adept chooses two 0 level spells from the list, he may cast these 0 level spells at will for the 24 hours. With the exceptions noted here, these spells otherwise act exactly as his SoulForge ability (explained below).
    3) Using nonlethal damage is a good way to reflect fueling spells with the body, but does taking a level in SoulForge Adept prevent the cleric from healing you if you're hit by a Sap? If not, should a player record the nonlethal damage from attacks separately from the damage from casting?
    hmmm...interesting question, for I will say yes, it does prevent the non-lethal damage from being healed, I'm tempted to change it to a pool of spell points equal to the SoulForge's HP total....to avoid problems like this.

    4) Break these bonds of my flesh is confusingly written. Am I required to use this to affect allies with Teleport in addition to myself, or does it allow me to exempt myself from the casting? Would it allow a personal buff to be transferred to someone else? Am I required to use it in order to heal another person? What exactly is the ability intended to allow?
    I personally do not see it, but meh I'm not you...I'll try to rewrite it.

    To clarify it is so the SoulForge Adept can target an ally with a buff or heal spell or something similar.

    -----------------------------
    It's looking good so far, and I love the idea. Keep up the good work
    Thanks!

    Quote Originally Posted by togapika View Post
    So they hit you for nonlethal once or twice and put you out of the fight?
    Once or twice at 1st - 3rd level, sure...but that's not what most encounters tend to do....it's extremely circumstantial and therefore not a huge problem, and a la DR, Nat armor and a high Con it shouldn't be too much of a problem.
    Last edited by BelGareth; 2011-12-18 at 10:22 PM.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by BelGareth View Post
    It may seem that way, at first I actually planned to go with D4's to keep the spellcasting controlled, but I just thought it would be to weak with the class dynamic. Refer to the table in the spoiler below, it shows that the average Adept would be able to cast a surprising amount of times.
    Spoiler
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    {table=head]Level|Constitution|Average Hp's|Available spell levels
    1|18|10|5
    2|18|17.5|8
    3|18|25|12
    4|19|34.5|17
    5|19|42.5|21
    6|19|50.5|25
    7|19|58.5|29
    8|20|70.5|35
    9|20|79|39
    10|20|87.5|43
    11|20|96|48
    12|21|110.5|55
    13|21|119.5|59
    14|21|128.5|64
    15|21|137.5|68
    16|22|154.5|77
    17|22|164|82
    18|22|173.5|86
    19|22|183|91
    20|23|202.5|101
    [/table]

    hmmm...interesting question, for I will say yes, it does prevent the non-lethal damage from being healed, I'm tempted to change it to a pool of spell points equal to the SoulForge's HP total....to avoid problems like this.
    This is a class that uses its own HP for spellcasting... In realty, once he had cast all his HP away, anything could knock him out, as 1 damage is the minimum. After that, he is effectively dead. Once you can no longer defend yourself in DnD, anyone can come along and whale at you until your dead for sure. I would either give this class a d12, or go with the spell pool = to HP. Much easier. And more elegant, as losing spell by getting hit sucks.

    Just my thoughts

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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by Elfstone View Post
    This is a class that uses its own HP for spellcasting... In realty, once he had cast all his HP away, anything could knock him out, as 1 damage is the minimum. After that, he is effectively dead. Once you can no longer defend yourself in DnD, anyone can come along and whale at you until your dead for sure. I would either give this class a d12, or go with the spell pool = to HP. Much easier. And more elegant, as losing spell by getting hit sucks.

    Just my thoughts
    You know, I think I will change it to a pool rather than use non-lethal hp's. Thanks for dropping by and commenting!

    EDIT, changed to SoulForge Pool equal to the SoulForge Adepts max HP total.
    Last edited by BelGareth; 2011-12-18 at 11:10 PM.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by togapika View Post
    So they hit you for nonlethal once or twice and put you out of the fight?
    Or a spell from the Whelm line of spells from the PHB2
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by EdroGrimshell View Post
    Or a spell from the Whelm line of spells from the PHB2
    Yes well, it's changed now to prevent that. I thought it would be a unique balance, and having circumstantial spells wouldn't be a problem, but guess not.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by BelGareth View Post
    Yes well, it's changed now to prevent that. I thought it would be a unique balance, and having circumstantial spells wouldn't be a problem, but guess not.
    It's been tried before
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    If you don't mind, I would like to at some point go through and clean up some of the wording; as it is, I can't understand why some spells are on that list (Vampiric Touch is NOT something you want as a Personal range spell, believe me.)

    Also, what range to the spells gain when you use Break the Bonds of the
    Flesh? Touch? Ranged Touch? Their original range? Someone an infinite distance away, behind a bajillion Riverine walls?

    And make the action to raise and lower the SR granted by the capstone a free action; making it a swift action is heresy in my eyes.

    I do have to say, the Celerity line of spells would be amusing to add to the list, as would Contingency and Greater Contingency...

    And for real giggles, Transcend Mortality.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Quote Originally Posted by Amechra View Post
    If you don't mind, I would like to at some point go through and clean up some of the wording; as it is, I can't understand why some spells are on that list (Vampiric Touch is NOT something you want as a Personal range spell, believe me.)
    Ah yes, that is a type left over from previous versions...let ...me...get...that...Done.

    Also, what range to the spells gain when you use Break the Bonds of the
    Flesh? Touch? Ranged Touch? Their original range? Someone an infinite distance away, behind a bajillion Riverine walls?
    Good point, this is why I post them for PEACHing...original range, will add text to clarify.

    And make the action to raise and lower the SR granted by the capstone a free action; making it a swift action is heresy in my eyes.
    Roger, Roger, I hadn't intended to break the mold, just forgot the action type.

    I do have to say, the Celerity line of spells would be amusing to add to the list, as would Contingency and Greater Contingency...

    And for real giggles, Transcend Mortality.
    Yes, Yeeeesss....that sounds VERY interesting....

    Thanks for reading and PEACHing!

    EDIT: Contingency IS in the spell list.
    Last edited by BelGareth; 2011-12-19 at 11:48 AM.
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    Default Re: The SoulForge Adept (3.5 base Class, PEACH)

    Bump to get it back up top.
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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