Nebuchadnezzar
First Post
The soulreaver is a new class in my campaign-world, and I need some feedback (especially on balance issues). Please forgive possible misspellings, as English is not my first language.
First a little background:
My campaign-world used to a generic campaign-world, ruled by large theocratic empires. One day however, for reasons unknown,
all communication with the gods was barred. And every attempt
to summon creatures into the world, or teleport outside the plane
through the use of planeshift (and similar) spells, failed. Also, souls could not leave the world. When a creature died, its soul
drifts across the world, invisible, but still tangible in the sense of
dread when one is nearby. Things get worse, as a few souls also
return to their body (which by this time is a corpse), and as a result undead abominations walk the land.
Chaos followed. Huge empires crumbled as their priest-kings did not receive spells, and as such lost their divine right to rule. The
dwarves sealed the gates to their underground fortresses, and
to this day their fate is unknown. The elves were hardest hit. Their relationship to their deities were of paramount importance
to elven society. Nearly every elf across the world killed themselves when the gods abandoned them. Parents slew their
children and themselves. The haflings were long a servitude race
to the human empires, and used the chaos to break free of slavery. A few human towns were seized by haflings, whom still
struggle to protect their new settlements from raiders, and
marauding undead.
The greatest city in what used to be the greatest empire in the world is abandoned, except for the undead priest-king whom still sits on his throne tormented with his spiritual emptiness. He spends his eternal unlife either in deep prayer, or feverish cries of
sorrow. His whispers of prayer and cries of redemption echo around the desolate, grey streets.
A few months later someone once again managed to manifest
divine magic. They claimed the gods had returned and favoured
them. This was a new sort of magic, one that used the divine
essence that was souls as fuel. And there were plenty of souls
in the world, as they were unable to accomplish their journey
to the afterlife. These new wielders of divine magic were called
soulreavers.
Casting divine magic for the soulreavers is a horrible thing. They
use drifting souls as expendable fuel, annihilating the souls in the process. The horrible cries of dying souls attack the caster's mind,
and just before spellcasting (as a free action) he must make an
concentration check at DC 10 + spell-level. Failure means the
caster looses concentration and the spell. The souls are thus not
destroyed. Success means that the essence of souls are gathered
in the caster's hands, appearing like a hellish spectrum of colours.
The spell is cast "normally". Soulreavers memorize spells like wizards do, but receive access to the entire spell-list (clerical
spell-list, that is).
Hit Die: D8
Fort Save: Good
Ref Save: Poor
Will Save Good
Base Attack Bonus: As cleric
Spell casting: As cleric, except no domain spells.
Class Skills: As cleric.
Armour and weapon proficiency: As cleric.
Soulreavers spontaneous cast inflict spells.
Soulreavers cannot cast spells of their opposite alignment (just like clerics).
1st level: Rebuke Undead, Soul Reaping.
2nd+: no other special abilities.
Soul Reaping: By consuming an extraordinary amount of souls, the soulreaver can cast a spell enhanced with a metamagic feat at no higher level. However, the strain of soul reaping is tremendous, and what would have been the extra level is added to the concentration check to cast the spell. If the check fails it still counts as an usage of this ability. Usable 1 + charisma modifier.
I intend to carefully examine metamagic feats allowed in the campaign.
The feat "soulweaver" is available to all soulreavers. With this
feat the soulreaver can draw upon his own soul, instead of destroying other souls. Thus there is no Concentration check,
but they instead suffer 1 point of subdual damage per spell-level
for each spell cast. For example, the casting of Bull's Strength
deals two points of subdual damage to the caster. Also, they
receive turn undead instead of rebuke undead, and can spontaneous cast cure spells instead of inflict spells.
These are just preliminary ideas, but are there any opinions or thoughts?
First a little background:
My campaign-world used to a generic campaign-world, ruled by large theocratic empires. One day however, for reasons unknown,
all communication with the gods was barred. And every attempt
to summon creatures into the world, or teleport outside the plane
through the use of planeshift (and similar) spells, failed. Also, souls could not leave the world. When a creature died, its soul
drifts across the world, invisible, but still tangible in the sense of
dread when one is nearby. Things get worse, as a few souls also
return to their body (which by this time is a corpse), and as a result undead abominations walk the land.
Chaos followed. Huge empires crumbled as their priest-kings did not receive spells, and as such lost their divine right to rule. The
dwarves sealed the gates to their underground fortresses, and
to this day their fate is unknown. The elves were hardest hit. Their relationship to their deities were of paramount importance
to elven society. Nearly every elf across the world killed themselves when the gods abandoned them. Parents slew their
children and themselves. The haflings were long a servitude race
to the human empires, and used the chaos to break free of slavery. A few human towns were seized by haflings, whom still
struggle to protect their new settlements from raiders, and
marauding undead.
The greatest city in what used to be the greatest empire in the world is abandoned, except for the undead priest-king whom still sits on his throne tormented with his spiritual emptiness. He spends his eternal unlife either in deep prayer, or feverish cries of
sorrow. His whispers of prayer and cries of redemption echo around the desolate, grey streets.
A few months later someone once again managed to manifest
divine magic. They claimed the gods had returned and favoured
them. This was a new sort of magic, one that used the divine
essence that was souls as fuel. And there were plenty of souls
in the world, as they were unable to accomplish their journey
to the afterlife. These new wielders of divine magic were called
soulreavers.
Casting divine magic for the soulreavers is a horrible thing. They
use drifting souls as expendable fuel, annihilating the souls in the process. The horrible cries of dying souls attack the caster's mind,
and just before spellcasting (as a free action) he must make an
concentration check at DC 10 + spell-level. Failure means the
caster looses concentration and the spell. The souls are thus not
destroyed. Success means that the essence of souls are gathered
in the caster's hands, appearing like a hellish spectrum of colours.
The spell is cast "normally". Soulreavers memorize spells like wizards do, but receive access to the entire spell-list (clerical
spell-list, that is).
Hit Die: D8
Fort Save: Good
Ref Save: Poor
Will Save Good
Base Attack Bonus: As cleric
Spell casting: As cleric, except no domain spells.
Class Skills: As cleric.
Armour and weapon proficiency: As cleric.
Soulreavers spontaneous cast inflict spells.
Soulreavers cannot cast spells of their opposite alignment (just like clerics).
1st level: Rebuke Undead, Soul Reaping.
2nd+: no other special abilities.
Soul Reaping: By consuming an extraordinary amount of souls, the soulreaver can cast a spell enhanced with a metamagic feat at no higher level. However, the strain of soul reaping is tremendous, and what would have been the extra level is added to the concentration check to cast the spell. If the check fails it still counts as an usage of this ability. Usable 1 + charisma modifier.
I intend to carefully examine metamagic feats allowed in the campaign.
The feat "soulweaver" is available to all soulreavers. With this
feat the soulreaver can draw upon his own soul, instead of destroying other souls. Thus there is no Concentration check,
but they instead suffer 1 point of subdual damage per spell-level
for each spell cast. For example, the casting of Bull's Strength
deals two points of subdual damage to the caster. Also, they
receive turn undead instead of rebuke undead, and can spontaneous cast cure spells instead of inflict spells.
These are just preliminary ideas, but are there any opinions or thoughts?