[BASE CLASS] Soul Hunter v1.5

Thasis

First Post
Thank you to Kobold_Ur_Priest for helping me with the flavor and concept design. Also thanks Kobold_Ur_Priest for inspiration on the powers.

SOUL HUNTER

vampires-3.jpg


"A soul is a beutiful thing. It can be taken, twisted, and used for your own gain. What more could one want" - Terrem Mair'Zar, Soul Hunter

Stalkers of the night, killers who kill for power, and warriors of darkness. These are all things that might be associated with a Soul Hunter. A Soul Hunter is a being who has learned the art of the Souls. But unlike beings such as the Incarnate and the Soulborn he has realized a new way of harnassing the power of the soul. He has found out that capturing a soul right after the death of a creature is one of the strongest methods of using the energy of the souls. Because of this, the Soul Hunter has mastered the art of killing for what he needs, and what he needs is power.

MAKING A SOUL HUNTER
When creating a Necrologist prepare for combat as that is your primary method of killing beings and taking their soul to power your abilities. Also you should maximize your ability to use your powers.
Abilities: The most important abilities for a Soul Hunter is his Strength and/or Dexterity, depending on how he plans to kill his opponents. To use your powers you need soul-energy so combat is important. The next important ability is Charisma. This measure the ability of your Soul Powers that you have access to.
Races: Soul Hunters seem to apear in the human society more often then many others. This is to do with the social stigma that it provides in most cultures. Humans being the most diverse race seem to pick it up more readily. Half-Orcs rarely pick it up, because of their low charisma, but when they do pick up the trade they tend to excell at it because of their high combat abilities. Doppelgangers and Changelings also pick up the trade frequently because of their ability to get close to people and hit them when they're not looking.
Alignment: Any Non-Good
Starting Gold: 5d4x10 (125gp)
Starting Age: As Fighter

Class Skills
The Soul Hunter's class skills (and the key ability for each skill) are Bluff (chas), Climb(str), Concentration (Con), Craft(Int), Diplomicy (Cha), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).

Skills Per Day at 1st Level : (2 + int) x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d8

Code:
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Low Soul Powers, Soul Blast, Soul Drain
2. +2    +0     +0     +3    
3. +3    +1     +1     +3    
4. +4    +1     +1     +4    
5. +5    +1     +1     +4    
6. +6    +2     +2     +5    Mid Soul Powers
7. +7    +2     +2     +5    
8. +8    +2     +2     +6    
9. +9    +3     +3     +6    
10.+10   +3     +3     +7    
11.+11   +3     +3     +7    High Soul Powers
12.+12   +4     +4     +8    
13.+13   +4     +4     +8    Soul Drain (Standard Action)
14.+14   +4     +4     +9    
15.+15   +5     +5     +9    
16.+16   +5     +5    +10    
17.+17   +5     +5    +10    Greater Soul Powers, Soul Drain (No AoO)
18.+18   +6     +6    +11    
19.+19   +6     +6    +11    
20.+20   +6     +6    +12

Code:
Level   Soul Powers Known
        Soul Powers   Max Soul Points
   1       1                 2
   2       2                 4
   3       2                 6
   4       3                 10
   5       3                 12
   6       4                 16
   7       4                 20
   8       5                 24
   9       5                 36
  10       6                 40
  11       6                 46
  12       7                 52
  13       7                 58
  14       8                 64
  15       8                 80
  16       9                 88
  17       9                 96
  18      10                104
  19      10                112
  20      11                120

Weapon Proficiencies: The Soul Hunter is proficient with all simple and martial weapons. They are also proficient with light and medium armors and shields.
Soul Blast: As a standard action you can channel Soul Points into an energy ball that you can blast your enemy with. To succesfully hit an opponent with a Soul Blast you have to make a ranged touch attack. It has a range of 50ft. The Soul Blast does 1d6 damage + and additional 1d6 damage for every 2 soul points invested into the blast (max 9d6 damage).
Soul Powers: The Soul Hunters uses a special form of power called Soul Powers. You have a certain amounts of Soul Powers per day based upon your Soul Hunter level. These Soul Powers cost a certain amount of Soul Points based on their power level (Low, Mid, High, and Greater). Low powers cost 2 points, Mid powers cost 4 points, High powers cost 8 points, and Greater powers cost 16 points. To gain Soul Points by killing beings. You gain a certain amount of points based off the creatures HD. The higher the HD the more Soul Points will be gained by killing the creature. You cannot gain Soul Points from creatures without a soul (Undead, Constructs, and Plants). You can have a maximum amount of Soul Points stored at a time based upon your Soul Hunter level
If you kill a creature with less then 1 HD you will gain half a soul points. Two half soul points equal one soul point. If you kill a creature with 1 HD you gain one Soul Point. If you kill a creature with 2-4 HD you gain 2 Soul Points. If you kill a creature with 5-8 HD you gain 4 Soul Points. If you kill a creature with 9-12 HD you gain 6 Soul Points. If you kill a creature with 13-15 HD you gain 8 Soul Points. If you kill a creature with 16-20 HD then you gain 10 Soul Points. If you kill a creature with 21+ HD then you gain 16 Soul Points. If you kill a creature with up to 3 HD less then yours you only gain half the amount of Soul Points (rounded down). If you kill a creature with 4 + less HD then you then you gain no Soul Points for the kill.
To actualy drain the soul you have to spend a full-round action. This action provokes an attack of oppurtunity. At 13th level it only takes a standard action, and at 17th level you can drain souls without provoking an attack of oppurtunity.
The DC for the Soul Powers is equal to 10 + half your Soul Caster level + your Charisma modifier.
The Soul Powers are in the next post.

PLAYING A SOUL HUNTER
The life of the Soul Hunter is not a easy one, or one full of moral comitment. To be a Soul Hunter you have to embrace death, and the death of others. You have to have the mindset that you are above others and that your power is worth the lifes of others.
Religion: The most commong gods for a Soul Hunter to worship are Nerull and Hextor. This is because Nerull is the god of death, which suits the Soul Hunters murdereous nature. Hextor is also a god of combat and tyranny, which usualy suits a Soul Hunters personality as well.
Other Classes: Soul Hunters are almost always egocentric. This is because of their belief that personal power surpasses others lifes. Because of this they usualy don't find themselves willing to become allies with people of other classes. If however the other person has something that the Soul Hunter needs he might pretend to befriend them to get what they want, and then backstab them once they get what they want.
Combat: Soul Hunters are dependent on combat. Without combat, and death, the Soul Hunter is just a being with the access to powers, but the inability to use them. The Soul Hunter engages in combat whenever he feels he needs his powers recharged.
Advancement: As the Soul Hunter advances he gains various new powers and abilities. This gives him several choices. The most important choice is what Soul Power will choose when it requires him to gain a new one. The next most important choice is your ability upgrades. At every 4th level you have to choose which ability is worth upgrading. Do you want to improve your combat ability, and if so which one, or do you want to impove your charisma hence improving your ability to use Soul Powers.

SOUL HUNTERS IN THE WORLD
"I've only met one of these Soul Hunters once. He was such a sweet man. You would never think he was what he was. He was kind, genereous, and has a smile on his face. On his way a few gold goins had dropped out of his purse so I ran after him. And then I saw him for what he truely was. He had turned into and alleyway. I saw him then walk up to a goblin who resting in the alleyway and stick his sword through it. As the creature died the man smiled and I saw something inside him. I quickly ran away. I later saw warrent picture up for that man... I would have never known him for what he was if I didn't see what had happened" - Old Man Wickens.

Soul Hunters, contrary to their murdereous nature, are various charismatic fellows. They have the inate ability to bluff, lie, and convince those around him into doing what he wants. Because of this nobody realizes what they truely are.
Daily Life: The daily life of a Soul Hunter usualy revolves around his soul powers. A Soul Hunter is continualy striving for new powers and abilities. This leads him to embark on personal quest of power. A Soul Hunter also usualy find themselves at social events, making contacts that could be useful in the future.
Notables: You would never realize a Soul Hunter for what they were. Some notables who got into such a high prestige that they no longer needed secrecy are Terrem Mair'Zar and Lujak Herr'Kal. Terrem is a powerful Soul Hunter who advanced into such a position of power that even beings of epic power feared him. He was eventualy slain by a powerful rival necromancer however. Lujak Herr'Kal is somewhat of an exception to the average Soul Hunter. He wasn't directly evil. He believed that Souls were the power to everything, but he also didn't believe in killing innocents. He ended up hiring himself as a dungeon-crawler, engaging in various adventuring parties for short periods of time.
Organizations: Soul Hunters never have an organization dedicated to Soul Hunting itself. This is because Soul Hunters don't like to share power. They are very self-centered and believe that they deserve all the power to themselves. Soul Hunters do quite often join other organizations though. This is because of the contacts, usualy in high places, that they aquire.

NPC Reaction
Soul Hunters in society are usualy the guy who is to good to be true. They are nice, friendly, and charismatic. Everybody tends to like them and they find themselves in all sorts of social situations. This is because they make themselves to apear that way.
If anybody ever finds out a Soul Hunters true nature things never go in their favor. They are usualy hunted down and killed or imprisoned.

SOUL HUNTERS IN THE GAME
Soul Hunters as player choices are not always the best things. This is because a Soul Hunters nature. Soul Hunters are almost never accepted in a good campaign, and they're virtualy unplayable in a party with a Paladin or a Cleric of a good god.
The Soul Hunter could be a great oppurtunity to play an intressting character however. Role-playing the Soul Hunters charismatic and secretive nature could make for a great game in itself. The Soul Hunter could also be of great use in dungeonering adventures.
Adaptation: In a campaign where the party is almost completly comprised of good characters then the Soul Hunter becomes very unplayable. This however doesn't have to always be the case. The Soul Hunter flavor can be modified to be a person kills evil beings, and in the process gains the powers.
Encounters: Soul Hunters seem to fit into almost every campaign seeminglessly as opponents. Soul Hunters can usualy be found in mercenary guilds or assassin guilds, draining part of the opponent's souls after combat. Serial killers can also be potrayed as Soul Hunters.
 

log in or register to remove this ad

Low Soul Powers

Soul Shattering Strike
As a standard action you can make the next use of your Soul Blast deal damage to up to 2 of the opponents non-magical items. The damage must be split up between the items if more then one item is to be effected.

Soul Lance
As a standard action you can send a blast of pure soul energy at an opponent dealing 2d4 profane damage. This effects only one creature within 50ft of the Soul Hunter. This spell is an instant hit spell and has no save.

Soulfire Napalm
As a standard action you send a blast of energy that deals 2d6 fire damage (or half on a succesful reflex save). This has a range of 50ft and effects one target.

Links Upon the Mortal Chain
As a standard action you can deal 1d6 profane damage to a target (or half on a succesful fortitude save) and up to three other targets that must be within 10ft of the initial target.

Essence of Mortal Anguish
As a standard action you can use Cure Light Wounds as a spell-like ability. This is only useable when in shadows or in the dark.

Mid Soul Powers

Caustic Rain
Choose a 50ft circle radius of up to 100ft away. A rain of acidic soul power showers that area dealing 2d10 acid damage to all creature in that area (or half on a succesful reflex save).

Devour Mortal Soul
As a standard action you can make a melee touch attack. If succesful the opponent must make a fortitude save or take 1d4 constitution damage (negated on a succesful fortitude save). For every point of constitution damage dealt you recover 1d10 HP.

Soul Shred
As a full-round acton you can make a ranged touch attack (range 60ft). If succesfull the opponent must make a will save or suffers a -2 penelty against any Soul Powers for 1d4 rounds.

Tear the Fabric of Life
As a full-round action you summon 1d3 small shadow creature (5 HP each, AC15, and a +1 touch attack) that make touch attacks against opponents that deal 1d10 profane damage on a succesful touch. These creatures last 1d4 rounds.

The Darkness of Ur'Kahal
As a full-round action you can channel the energy of Ur'Kahal through your body. This grants you a +3 profane bonus to all attacks and saves for 1d4+1 rounds.

The Hatred of Ur'Kahal
As a full-round action you can channel the pure hate of Ur'Kahal through your body. This grants you the ability to go into a rage equivalent to the barbarians rage for 1d4 rounds + your constitution modifier.

Frost of the Cold Soul
As a standard action you can make a ranged touch attack of up to 50ft. If succesful you deal 2d8 cold damage to the target.

Walk the Path of the Immortals
As a full-round action you can project yourself to the astral plane for 1d10 minutes + an additional minute per Soul Hunter level. Your whole physical body moves to the Astral Plane, so you effectively temporarily Planeshift to the Astral Plane.

High Soul Powers

Mind over Body
As a full-round action you make it so you don't have to eat, drink, sleep, or breath for 24 hours.

Body over Mind
As a full-round action you can make it so you gain a +10 profane AC bonus and a DR of 10/silver for 1d10 rounds. You also get a +5 bonus on all strength, dexterity, and constitution based skill checks.

Soul Conjuration
As a standard action you can summon the pure energy of agonized souls and empower them into a body of a recently slain creature. This creature cannot have more HD then half your current HD. When the creature is raised it becomes Soul-Formed. The creature will serve you untill either it's death or yours.
You can only control one Soul-Formed creature at one time. It costs 100 EXP, per HD of the creature created, to create a Soul-Formed creature under your control. You can create a new Soul-Formed creature at any point and time, but once that happens the old Soul-Formed creature is no longer under your control.

Unleash the Inner Horror
As a full-round action you can make all opponents within 50ft radius of you have to make a fortitude save or take 1d3 negative levels. In the process you take 1d12 subdual damage as backlash. You also become fatigued.

Dark Soul Powers

Fleshrending Scream
As a full-round action you can let out a howl making all living creature within 30ft of you make a fortitude save or take 1d6 points of consitution damage. This is a sonic effect.

Feel the Rythm
As a standard action you can make a melee touch attack against an opponent. If succesful the opponent must make fortitude save or have some of their bones begin to crack giving them a -3 penelty to attacks and saves for 1d2 hours.

Organ Grinder
As a standard action you can make a melee touch attack against an opponent. If succesful the opponent must make a fortitude save or have the organs start to be crushed giving them a -3 penelty to saves for 1d10 rounds and take 5d8 profane damage.

The Agony of 1000 Souls
As a full-round action you can make a ranged touch attack (100ft). If succesful the opponent must make a will save or become paralyzed for 1 hour because of the immense mental anguish forced upon the creatures body.

The Mortal Spirit Undone
As a full-round action you can unleash a fury of soul energy. All creatures within 50ft must make a will save or take 1d10 temporary wisdom damage.
 


I have done one read-through, and will post some of my opinion now. Once I have time to digest and re-read, I will try to post more.

First of all, I think you should drop the BAB advancement to cleric-BAB (the class "feels" more clerical to me anyways, dealing with souls and all.....). This ties into my next point, that you should not have to kill the creature, only be within a certain distance of a creature when it dies to drain its soul. With those two changes, it will become more viable to have a non-evil non-combat monkey soul hunter.

Soul draining should not provoke and AoO. It should be more like just concentrating to draw the soul. Instead of not provoking an AoO at level 17, make it only take a move action to do. (This would also allow you to create a feat that increases the speed of Soul Draining by one category, meaning at level 17 it would be a Free Action.)

Maybe I just wasn't seeing it, but there seems to be little rhyme or rhythm to your Total Soul Points progression. It works, but I think it would be better if there was some mathematical progression, which would also help for extrapolating into Epic Levels. Also, you may want to create a feat that lets you have extra soul points.

I would try to make soul powers scalable. Either rework the ones you have, or create some new ones where the more points you spend, the better the benefits, kinda like psionics/soulmelds.

I will go into more detail later, but some of your Soul Powers need to have the level adjusted. I would create some more Soul Powers. Also, I would suggest modifieing the levels at which you gain new soul powers so that every time you increase the highest level soul power you know, you also gain one new soul power.

As a formatting note, you should really rework the descriptive text for Soul Powers and create a seperate text for Soul Drain.

Overall though, the class has good flavor, just needs some tweaking.
 

The comments you've provided with the many comments provided on the Realms of Evil and Wizards of the Coast forums have led me to spend alot more time on this bugger of a class. Hopefully I shall be taking your suggestions (along the with suggestions from the other message boards) and turning this into a much more polished class.
 

Pets & Sidekicks

Remove ads

Top