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New Class: Unbound Soul
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<blockquote data-quote="Phasics" data-source="post: 2732842" data-attributes="member: 38866"><p>Mabe has been suggested before or maybe I simply haven’t come across it in the books yet but had an interesting idea for a new core class.</p><p></p><p>It’s kinda tricky to explain and needs a heap of work but eh anyway lets see how it comes across. let me know if you think it lakcing anythig or nedes anything to really make it work well. </p><p></p><p>basically this class is designed to steal the body of another creature and use it as its own. Normally the class starts like as one of the core races.</p><p></p><p>Level 1 Soul Swap 1/day</p><p>Level 2 Attributes of the soul I (minor)</p><p>Level 3 Attributes of the soul I (major)</p><p>Level 4 Soul Swap 2/day</p><p>Level 5 Attributes of the soul II (minor)</p><p>Level 6 Attributes of the soul II (major)</p><p>Level 7 Soul Swap 3/day</p><p>Level 8 Attributes of the soul III (minor)</p><p>Level 9 Attributes of the soul III (major)</p><p>Level 10 Coexistence, Soul Consume</p><p>Level 11 Soul Swap 4/day</p><p>Level 12 Attributes of the soul IV (minor)</p><p>Level 13 Attributes of the soul IV (minor)</p><p>Level 14 Soul Swap 5/Day</p><p>Level 15 Attributes of the soul V (minor)</p><p>Level 16 Attributes of the soul V (minor)</p><p>Level 17 Soul Swap 6/day</p><p>Level 18 Soul Perfection (Minor)</p><p>Level 19 Soul Perfection (Major)</p><p>Level 20 Free Spirit</p><p></p><p>Soul Swap: As a full round action the character may make an attempt to transfer his soul from his current body into the body of any creature in front of him. This attempt requires 3 DC10 checks vs. the other creature.</p><p></p><p>The 3 checks pit the 3 mental attributes of each creature against each other</p><p>INT vs. INT</p><p>WIS vs. WIS</p><p>CHA vs. CHA</p><p></p><p>INT +(Score -10) +10 = DC of creature</p><p>INT +(Score -10)+ Level of US = Roll modifier for the check</p><p></p><p>e.g.</p><p>Kobold is the one about to be possessed by Phasics</p><p>Kobold Int 10, Wis 9, Cha 8</p><p>Phasics Int 16, Wis 14, Cha 17</p><p></p><p>First check </p><p>INT DC10 roll 1d20+7 </p><p>WIS DC9 roll 1d20+5 </p><p>CHA DC8 roll 1d20+8 (since this roll cannot be failed it is an instant win)</p><p></p><p>Phasics Rolls poorly gets an 6 and 2 on d20</p><p>INT DC10 rolled 6+7 = win</p><p>WIS DC9 rolled 2+5 = fail</p><p></p><p>2 out of 3 equals a successful transfer however 1 round is spent helpless because not perfect</p><p>3 out of 3 = perfect swap no penalty</p><p>1 or 0 = attempt fails and Characters suffers 1d3 or 1d6 (respectively) damage to each mental stat which is recovered after a nights rest.</p><p></p><p>When a swap is made mental stats are maintained but the physical stats and all abilities and bonuses of the physical creature form as taken. abilities and bonuses from the old body are lost.</p><p>he creature you swapped with gets your body and any abilities that came with it.</p><p></p><p></p><p></p><p>Attributes of the Soul Minor and Major</p><p>Upon reaching 2nd level for minor and 3rd level for major the character must decide what attributes he wishes to add to his soul. These attributes are attached to the soul and are transfer during a body swap. These choices cannot be changed once selected and grow in power at the appropriate levels</p><p>________________________________________ _________________________</p><p>Soul's Fist:</p><p>This attribute focuses on using your mental abilities to increase the physical abilities of your current form.</p><p>Minor: </p><p>at rank I this allows you to add the modifiers of INT WIS and CHA to your physical stats in any order you choose. (e.g. Phasics Int 16, Wis 14, Cha 17, +3, +2, +3. which for a STR10 DEX10 CON10 could go STR13 DEX12 CON13 , stats cannot be stacked)</p><p>this is temporary lasting 10mins/level and can be used 1/day at rank 1 and retroactively increase if the stat is increased.</p><p>Higher ranks give multipliers of bonuses and can be used more times per day.</p><p>Major</p><p>same as minor except bonuses are chosen when taking a new body and are fixed and permanent.</p><p></p><p>Soul's Mind</p><p>a character focuses his mental abilities upon themselves reinforcing them and making him stronger and more able to swap with more powerful minds.</p><p>Minor:</p><p>at rank 1 attribute modifiers for INT WIS and CHA are added to those same stats e.g. INT16 (+3)-> INT19. 1/day at rank one</p><p>Major:</p><p>same as minor except bonuses are permanent and fixed and retroactively increase if the stat is increased</p><p></p><p></p><p>Soul's Power (a bit unsure on this one but I like the idea)</p><p>A character focuses on the both the arcane and divine similar to a Mystical Theruge.</p><p>Minor: US level = caster level, spell progression as per Ranger/Paladin and can access both arcane and divine spells as wiz/cleric</p><p>Major</p><p>same as minor except spell progression as per bard.</p><p></p><p></p><p>Soul's Capture</p><p>Character can permanently take supernatural abilities and racial traits from one body to another leaving the previous body without them.</p><p>Minor:</p><p>Keep 1 supernatural ability or trait from a previous form per rank (5 at rank 5)</p><p>Major:</p><p>+1 abilities attributes etc per rank over minor</p><p></p><p>DM: optional can make character roll a DC check vs. taking a supernatural power if DM consider it may be too powerful e.g. dragon breath etc.</p><p></p><p>Soul's Construct</p><p>Character soul can inhabit inanimate objects or creatures that are mindless such as constructs.</p><p>Minor: it takes no effort to take over a mindless creature or object. The character can however only function in a mindless creature he has no control if he were to posses a rock. He can still cast spells from a rock or swap souls but he cannot make the rock move.</p><p>Major: same as minor except character can inhabit inanimate object and levitate at will 30feet/round. Object weight must be less than the normal load weight allowed for STR if the highest mental stat was used instead.</p><p>E.g. character can possess a sword and be used by a fellow party member. The character can add properties to the sword depending on what other minor attributes he has selected</p><p>________________________________________ _________________________</p><p>Heehaw as I said needs some work</p><p></p><p>Coexistence:</p><p>Character can share a body with another mind. If other mind is willing this is done at no penalty and the US brings all his attributes to the new body which the other mind can use to his advantage (e.g. Soul's Fist and jump into the parties barbarian to make him extra powerful)</p><p>Character can also force himself into an unwilling mind and keep the other mind locked away. The 3 checks to swap a mind must be made each 12hr/s of possession, if a character loses a check he becomes trapped and the other mind is relased. he can then only mount an attempt to regain control or escape every 12/hrs </p><p></p><p>Soul Consume:</p><p>Character can also choose to consume a soul during transfer is all 3 checks are successful. Consume may only be attempted during the initial transference if it fails the character must either coexist or swap the other soul to the previous</p><p>body.</p><p></p><p>Soul perfection:</p><p>The ultimate an final major and minor attributes. Atm consider it Soul Attributes VI</p><p></p><p>Free Spirit:</p><p>Normally if the body this character is in dies he must immediately find a new body within x rounds or his spirit dissipates. Free spirit allows his soul to travel and exist without a body, although he cannot affect anything on the prime material plane in this form. However he can now travel to the astral plane at will and onto other planes possessing local creature of the plain if he wishes. He can also move in an out of bodies as many times per day as he/she wants, but must always make 3 checks.</p><p></p><p></p><p>END</p><p></p><p></p><p>Anyway I was also thinking of making a cap that the monster you want to take over cant have more HD than your current level or loses every HD over your level which may cause a loss or decrease in abilities (DM as always gets the final say). Also the possession checks would need to be rigourously tested to make sure is wasn’t to hard or easy to take creatures over.</p><p></p><p>Like I said needs alot of work but would be seriously fun to role-play.</p></blockquote><p></p>
[QUOTE="Phasics, post: 2732842, member: 38866"] Mabe has been suggested before or maybe I simply haven’t come across it in the books yet but had an interesting idea for a new core class. It’s kinda tricky to explain and needs a heap of work but eh anyway lets see how it comes across. let me know if you think it lakcing anythig or nedes anything to really make it work well. basically this class is designed to steal the body of another creature and use it as its own. Normally the class starts like as one of the core races. Level 1 Soul Swap 1/day Level 2 Attributes of the soul I (minor) Level 3 Attributes of the soul I (major) Level 4 Soul Swap 2/day Level 5 Attributes of the soul II (minor) Level 6 Attributes of the soul II (major) Level 7 Soul Swap 3/day Level 8 Attributes of the soul III (minor) Level 9 Attributes of the soul III (major) Level 10 Coexistence, Soul Consume Level 11 Soul Swap 4/day Level 12 Attributes of the soul IV (minor) Level 13 Attributes of the soul IV (minor) Level 14 Soul Swap 5/Day Level 15 Attributes of the soul V (minor) Level 16 Attributes of the soul V (minor) Level 17 Soul Swap 6/day Level 18 Soul Perfection (Minor) Level 19 Soul Perfection (Major) Level 20 Free Spirit Soul Swap: As a full round action the character may make an attempt to transfer his soul from his current body into the body of any creature in front of him. This attempt requires 3 DC10 checks vs. the other creature. The 3 checks pit the 3 mental attributes of each creature against each other INT vs. INT WIS vs. WIS CHA vs. CHA INT +(Score -10) +10 = DC of creature INT +(Score -10)+ Level of US = Roll modifier for the check e.g. Kobold is the one about to be possessed by Phasics Kobold Int 10, Wis 9, Cha 8 Phasics Int 16, Wis 14, Cha 17 First check INT DC10 roll 1d20+7 WIS DC9 roll 1d20+5 CHA DC8 roll 1d20+8 (since this roll cannot be failed it is an instant win) Phasics Rolls poorly gets an 6 and 2 on d20 INT DC10 rolled 6+7 = win WIS DC9 rolled 2+5 = fail 2 out of 3 equals a successful transfer however 1 round is spent helpless because not perfect 3 out of 3 = perfect swap no penalty 1 or 0 = attempt fails and Characters suffers 1d3 or 1d6 (respectively) damage to each mental stat which is recovered after a nights rest. When a swap is made mental stats are maintained but the physical stats and all abilities and bonuses of the physical creature form as taken. abilities and bonuses from the old body are lost. he creature you swapped with gets your body and any abilities that came with it. Attributes of the Soul Minor and Major Upon reaching 2nd level for minor and 3rd level for major the character must decide what attributes he wishes to add to his soul. These attributes are attached to the soul and are transfer during a body swap. These choices cannot be changed once selected and grow in power at the appropriate levels ________________________________________ _________________________ Soul's Fist: This attribute focuses on using your mental abilities to increase the physical abilities of your current form. Minor: at rank I this allows you to add the modifiers of INT WIS and CHA to your physical stats in any order you choose. (e.g. Phasics Int 16, Wis 14, Cha 17, +3, +2, +3. which for a STR10 DEX10 CON10 could go STR13 DEX12 CON13 , stats cannot be stacked) this is temporary lasting 10mins/level and can be used 1/day at rank 1 and retroactively increase if the stat is increased. Higher ranks give multipliers of bonuses and can be used more times per day. Major same as minor except bonuses are chosen when taking a new body and are fixed and permanent. Soul's Mind a character focuses his mental abilities upon themselves reinforcing them and making him stronger and more able to swap with more powerful minds. Minor: at rank 1 attribute modifiers for INT WIS and CHA are added to those same stats e.g. INT16 (+3)-> INT19. 1/day at rank one Major: same as minor except bonuses are permanent and fixed and retroactively increase if the stat is increased Soul's Power (a bit unsure on this one but I like the idea) A character focuses on the both the arcane and divine similar to a Mystical Theruge. Minor: US level = caster level, spell progression as per Ranger/Paladin and can access both arcane and divine spells as wiz/cleric Major same as minor except spell progression as per bard. Soul's Capture Character can permanently take supernatural abilities and racial traits from one body to another leaving the previous body without them. Minor: Keep 1 supernatural ability or trait from a previous form per rank (5 at rank 5) Major: +1 abilities attributes etc per rank over minor DM: optional can make character roll a DC check vs. taking a supernatural power if DM consider it may be too powerful e.g. dragon breath etc. Soul's Construct Character soul can inhabit inanimate objects or creatures that are mindless such as constructs. Minor: it takes no effort to take over a mindless creature or object. The character can however only function in a mindless creature he has no control if he were to posses a rock. He can still cast spells from a rock or swap souls but he cannot make the rock move. Major: same as minor except character can inhabit inanimate object and levitate at will 30feet/round. Object weight must be less than the normal load weight allowed for STR if the highest mental stat was used instead. E.g. character can possess a sword and be used by a fellow party member. The character can add properties to the sword depending on what other minor attributes he has selected ________________________________________ _________________________ Heehaw as I said needs some work Coexistence: Character can share a body with another mind. If other mind is willing this is done at no penalty and the US brings all his attributes to the new body which the other mind can use to his advantage (e.g. Soul's Fist and jump into the parties barbarian to make him extra powerful) Character can also force himself into an unwilling mind and keep the other mind locked away. The 3 checks to swap a mind must be made each 12hr/s of possession, if a character loses a check he becomes trapped and the other mind is relased. he can then only mount an attempt to regain control or escape every 12/hrs Soul Consume: Character can also choose to consume a soul during transfer is all 3 checks are successful. Consume may only be attempted during the initial transference if it fails the character must either coexist or swap the other soul to the previous body. Soul perfection: The ultimate an final major and minor attributes. Atm consider it Soul Attributes VI Free Spirit: Normally if the body this character is in dies he must immediately find a new body within x rounds or his spirit dissipates. Free spirit allows his soul to travel and exist without a body, although he cannot affect anything on the prime material plane in this form. However he can now travel to the astral plane at will and onto other planes possessing local creature of the plain if he wishes. He can also move in an out of bodies as many times per day as he/she wants, but must always make 3 checks. END Anyway I was also thinking of making a cap that the monster you want to take over cant have more HD than your current level or loses every HD over your level which may cause a loss or decrease in abilities (DM as always gets the final say). Also the possession checks would need to be rigourously tested to make sure is wasn’t to hard or easy to take creatures over. Like I said needs alot of work but would be seriously fun to role-play. [/QUOTE]
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