Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tale of the Twin Suns Character Classes [Updated 1/29: Cleric Class Included]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Angel Tarragon" data-source="post: 4067043" data-attributes="member: 23733"><p><strong>Base Class: Soul Channeler</strong></p><p></p><p><strong>Game Rule Information</strong></p><p>Soul Channelers have the following game statistics.</p><p></p><p><strong>Abilities:</strong> Animus determines how powerful a wind the soul channeler can invoke and how many winds she can invoke per day and how hard they are to resist. To invoke a wind the Soul Channeler must have an Animus score of 10 + the invocations depth. The Difficulty Class of saving throws against the Soul Channler's Invocations is 10 + the invocation's depth + the Soul Channeler's Animus modifier.</p><p> </p><p>Due to the Soul Channelers inability to use armor, Constitution is the most important ability score. Having a high Constitution means more hit points and being able to last longer in combat. A high Dexterity is also a boon to Soul Channelers as it gives them a better chance at avoiding blows.</p><p></p><p><strong>Alignment:</strong> Any chaotic or lawful</p><p></p><p><strong>Hit Points at 1st Level:</strong> 13 + Con Mod</p><p><strong>HP/Level Gained:</strong> 4</p><p></p><p><strong>Class Skills</strong></p><p>The Soul Channeler’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Fey & Spirits) (Int), Knowledge (Incarnum), Knowledge (Nature), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Spirit Lore (Wis) and Survival (Wis) </p><p></p><p><strong>Skill Points at 1st Level:</strong> (6 + Int modifier) x4</p><p><strong>Skill Points/Level Gained:</strong> 6 + Int Modifier</p><p></p><p>[code][b]Class Base Fort Ref Will Bonus Invocation Winds</p><p>Level Attack Bonus Save Save Save Special Essentia Depth Known[/b]</p><p> 1 +0 +0 +0 +3 Invoke Wind, Sense The Living +10 1 6 </p><p> 2 +1 +1 +1 +4 Warded Soul +20 1 7</p><p> 3 +1 +1 +1 +4 Percipience +30 1 8</p><p> 4 +2 +2 +2 +5 Mind Like Water +40 2 10</p><p> 5 +2 +2 +2 +5 +60 2 12</p><p> 6 +3 +3 +3 +6 Craft Incarnum Crystal +80 3 14</p><p> 7 +3 +3 +3 +6 Spirit Sight +100 3 17</p><p> 8 +4 +4 +4 +7 +120 4 29</p><p> 9 +4 +4 +4 +7 Sacred Strike +150 4 22</p><p> 10 +5 +5 +5 +8 Spiritual Awareness +180 5 24</p><p> 11 +5 +5 +5 +8 +210 5 28</p><p> 12 +6/+1 +6 +6 +9 Diamond of the Soul +240 6 39</p><p> 13 +6/+1 +6 +6 +9 Speak to the Soul +280 6 32</p><p> 14 +7/+2 +7 +7 +10 +320 7 33</p><p> 15 +7/+2 +7 +7 +10 Exorcise Malevolent Spirits +360 7 36</p><p> 16 +8/+3 +8 +8 +11 Spiritual Perfection +400 8 37</p><p> 17 +8/+3 +8 +8 +11 +450 8 39</p><p> 18 +9/+4 +9 +9 +12 Diamond of the Body +500 9 40</p><p> 19 +9/+4 +9 +9 +12 Spiritwalk +550 9 42</p><p> 20 +10/+5 +10 +10 +13 Undying Soul +600 9 43[/code]<strong>Class Features</strong></p><p>All of the following are class features of the soul channeler.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Soul Channelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Soul Channelers are prohibited from wearing any armor; thus, they may wear only padded, leather, or hide armor. A Soul Channeler that wears armor or carries a shield is unable to invoke winds or use any of her supernatural abilities while doing so and for 36 hours thereafter.</p><p></p><p><strong>Invoke Wind:</strong> A soul channeler invokes winds which are drawn from the soul channelers invocation list. To safely invoke a wind the soul channeler must have an Animus score equal to at least 10 + the winds’ depth. The Difficulty Class for a saving throw against a soul channeler’s winds is 10 + the wind’s depth + the Soul Channeler’s Animus modifier.</p><p></p><p>Unlike spellcasters, the Soul Channeler does not have a set number of winds per day that she is allowed to use. Instead, she chooses a wind she wants to invoke from the list of winds available to her and expends the proper amount of essentia. So long as her essentia pool isn’t empty, the Soul Channeler can invoke winds to her hearts content (however see Essentia: An Achilles Heel). The Soul Channeler adds the bonus essentia from her Soul Channeler level to her base essentia derived from her Animus score.</p><p></p><p><strong>Sense The Living (Su):</strong> The Soul Channeler has a personal aura that extends out to a 180 foot radius at first level. For each additional level gained as a Soul Channeler this radius expands by an additional 60 feet. All creatures within this radius that are living are automatically detected by the Soul Channeler and their state of health is also known (status only).</p><p></p><p><strong>Warded Soul (Su):</strong> Due to the soul channeler’s forsaking of armor, her inner resolve comes to the fore to protect her in times of need. Soul Channelers gain a bonus to their AC equal to half her Soul Channeler level +1. This is treated as a natural armor bonus.</p><p></p><p><strong>Percipience (Su):</strong> Starting at 3rd level the Soul Channeler can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability comforting as she realizes that although at times she may be without companions of the flesh, spirits are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. When the Soul Channeler enters an area where nature spirits absent or agitated, she cannot be caught flat-footed.</p><p></p><p><strong>Mind Like Water (Ex):</strong> At 5th level spells and effects from the school of enchantment have difficulty affecting the Soul Channeler. The Soul Channeler gains a +3 bonus on saving throws against spells and effects from the school of enchantment.</p><p></p><p><strong>Craft Incarnum Crystal (Ex):</strong> At 6th level the Soul Channeler gains the ability to imbue a portion of her own or someone else essentia into a crystal specially crafted by her. The crystal must be worth 1,000 gp per level and/or hit dice of the creature donating the essentia to the crystal.</p><p></p><p>The crystal can hold up to 10 essentia per 1,000 gp of its worth. Regardless of a single beings maximum essentia, the crystal can filled from various donators so long as its worth is at least equal to donator with the most levels and/or hit dice.</p><p></p><p>The Soul Channeler can use the Incarnum Crystal to power Animus Abilities, invoke winds or use any other ability that requires an expenditure of essentia. The amount of essentia needed to power the ability or wind is immediately depleted from the incarnum crystal. Alternately, the Soul Channeler can siphon the essentia from the crystal and add the desired amount to her essentia pool (never exceeding her maximum total).</p><p></p><p>Soul Channelers are able to use incarnum crystals freely, but other characters that do not have this class feature must succeed on a Use Magic Device check (DC 25 + 1 per 1,000 gp of the crystals worth). Failure to succeed automatically fractures the crystal and all essentia stored within is lost. Characters that have the Tap Incarnum Crystal feat do not risk fracturing the crystal when they fail on their check.</p><p></p><p>Soul Channelers that hold an incarnum crystal are automatically aware of how much essentia lies within. An incarnum crystal attended by a Soul Channeler can be recharged; otherwise one that is completely drained of essentia automatically becomes nothing more than an inert pile of useless shavings.</p><p></p><p><strong>Spirit Sight (Su):</strong> At 7th level the Soul Channeler gains the ability to look directly at a creature and determine whether it is a spirit creature. Most Soul Channelers are aware of which creatures are spirit creatures, but some spirits elude her knowledge or are exceptions to the rule (see the What Is A Spirit? sidebar). This ability allows the Soul Channeler automatic knowledge of whether or not an entity or being is a spirit creature simply by looking at it.</p><p></p><p><strong>Sacred Strike (Su):</strong> At 9th level the Soul Channeler’s unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Sacred strike also allows the Soul Channeler to treat her unarmed attacks as anarchic or axiomatic depending on her alignment (chaos and law respectively) for the purpose of dealing damage to creatures with damage reduction.</p><p></p><p><strong>Spiritual Awareness (Su):</strong> Whenever a spirit creature is within the Soul Channelers radius of her Sense The Living Ability, she automatically knows the types and subtypes of the spirit and can pinpoint its exact location.</p><p></p><p><strong>Diamond of the Soul (Su):</strong> At 12th level the Soul Channeler gains the ability to reach within herself (a process that inflicts one hit point worth of damage per level of the Soul Channeler) and gather her spirit into a single receptacle. The receptacle acts in all ways as an Incarnum Crystal, but is only usable by the Soul Channeler. While the spirit of the character is hosted within this receptacle, she is treated as a corporeal undead creature and is subject to any affect that targets undead beings.</p><p></p><p>A Soul Channeler that is separated from its soul can not refresh her allotment of essentia after a good nights sleep. In addition while the character is separated from her soul, she does not regain hit points on a daily basis nor does she age. The character can only make use of her abilities that are dependant on the expenditure essentia by using the receptacle like she would an incarnum crystal. All other racial and class features are unusable unless she has the appropriate animus ability, feat or can be replicated (e.g., using essentia to gain an additional use of a feat, class or racial ability that has a limited number of uses per day) through the expenditure of essentia.</p><p></p><p>The Soul Channeler can rejoin with her soul any time she wishes by holding the receptacle of her stomach and willing it in. It is a full round action to disjoin or rejoin with the character’s soul. If the receptacle is broken, the characters soul immediately returns to its body.</p><p></p><p><strong>Speak to the Soul (Su):</strong> Soul Channelers believe that all living beings have a soul. At 13th level the character gains the ability to converse with any living creature. </p><p></p><p><strong>Exorcise Malevolent Spirits (Su):</strong> At 15th level the Soul Channeler gains the ability to perform a ritual that forces malevolent entities out of a place or a person.</p><p></p><p>To exorcise a malevolent spirit or spirits from a place the Soul Channeler must make a class level check (also adding her Animus modifier) against a DC of 10 + the haunting creatures HD + any class levels it may have + its Animus modifier (if any) against the [strongest] haunting spirit. If her result equals or exceeds the DC, she succeeds in forcing all malevolent spirits from the location. In addition the area is treated as if the consecrate grounds or manor spell had been cast and its effect lasts for one day per level of the Soul Channeler.</p><p></p><p>To exorcise a spirit possessing a creature, the Soul Channeler must make a class level check (also adding her Animus modifier) against a DC of 10 + the possessing creature’s HD + any class levels it may have + its Animus modifier (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised can not attempt to possess the same victim for 36 hours.</p><p></p><p><strong>Spiritual Perfection (Ex):</strong> At 16th level the Soul Channeler gains a permanent untyped +4 bonus to her Animus ability score. The character recalculates her essentia pool as this was her animus ability score from first level. In addition, the character gains the spirit subtype and all benefits and that go with it.</p><p></p><p><strong>Diamond of the Body (Su):</strong> At 18th level the Soul Channeler gains the ability to completely separate her body from her soul. When the character wishes, she can compress her body into an inert diamond thereby existing completely as an incorporeal creature. The process is completely painless and takes a full minute to complete. When finished the character becomes ethereal, gains a fly speed equal to her base land speed with perfect maneuverability and is invisible unless she chooses to manifest (as the ghost ability of the same name, see the Monster Manual, page 118). The character is unable to manipulate objects unless she manifests or it has the ghost touch ability.</p><p></p><p>A Soul Channeler that has shed her body can also choose to use her Diamond of the Soul ability. If she does so, her body and soul are completely separate from each other and both diamonds are indiscernible as anything other than they appear to be unless viewed under the effects of magic. If the soul diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spirit Lore check (DC 10 + the Soul Channeler’s level and/or hit dice + the Soul Channelers Animus ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became.</p><p></p><p>If both diamonds are touched side to side or one is placed on top of the other and <em>regenerate, resurrection, soul bind</em> or <em>true resurrection</em> is cast upon them, the Soul Channeler is reunited with its body and soul and physically reforms in a process that that takes a full hour. While the soul channelers body is in diamond form, it does not suffer from the ravages of time. If the soul diamond is broken or shattered, the characters soul is released and can bond with the body diamond whereby reforming her body and reuniting it with her soul in a process that takes an hour to complete.</p><p></p><p>If the Soul Channeler is freed from her soul diamond but does not know where her body diamond is, she has one day per point of her animus ability score to find it and reunite (in order to reform her body) with it before she is whisked away to her divine patrons’ realm.</p><p></p><p><strong>Spirit Walk (Su):</strong> At 19th level the Soul Channeler may uses the spells shadow world passage and spirit world passage at will in order to visit their respective fey court planes at will. </p><p></p><p><strong>Undying Soul (Ex):</strong> The DM must reveal to the player of the character that her character is going to die before it happens. This allows player to use her final action to separate her soul from her body, leaving a shattered diamond in its place.</p><p></p><p>The character’s soul is free to wander the material plane for a number of weeks equal to its Animus score to search for an unborn child that is close to its birth day. When the child takes its first breath, the characters soul enters the baby and over the course of its life will start to look more and more like the character did as an adult. </p><p></p><p>When the child reaches adulthood she will be the spitting image of the character. The player may then make a check (DC 10 + the level of the Soul Channeler + the Soul Channelers’ Animus ability modifier). </p><p></p><p>If the check succeeds all mannerisms and memories and all class abilities of the old character are permanently imprinted on the new character. The character gets to re-roll for her physical abilities, but the other ability scores port directly over the new body. </p><p></p><p>If the check fails, the character is aware of her past life and is free to walk the same path (albeit from 1st level); all abilities are rerolled and only dreams provide insight to her previous life. The character does gain one extra talent to reflect the memories of her past life and it must be an appropriate one.</p></blockquote><p></p>
[QUOTE="Angel Tarragon, post: 4067043, member: 23733"] [b]Base Class: Soul Channeler[/b] [B]Game Rule Information[/B] Soul Channelers have the following game statistics. [B]Abilities:[/B] Animus determines how powerful a wind the soul channeler can invoke and how many winds she can invoke per day and how hard they are to resist. To invoke a wind the Soul Channeler must have an Animus score of 10 + the invocations depth. The Difficulty Class of saving throws against the Soul Channler's Invocations is 10 + the invocation's depth + the Soul Channeler's Animus modifier. Due to the Soul Channelers inability to use armor, Constitution is the most important ability score. Having a high Constitution means more hit points and being able to last longer in combat. A high Dexterity is also a boon to Soul Channelers as it gives them a better chance at avoiding blows. [B]Alignment:[/B] Any chaotic or lawful [B]Hit Points at 1st Level:[/B] 13 + Con Mod [B]HP/Level Gained:[/B] 4 [B]Class Skills[/B] The Soul Channeler’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Fey & Spirits) (Int), Knowledge (Incarnum), Knowledge (Nature), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Spirit Lore (Wis) and Survival (Wis) [B]Skill Points at 1st Level:[/B] (6 + Int modifier) x4 [B]Skill Points/Level Gained:[/B] 6 + Int Modifier [code][b]Class Base Fort Ref Will Bonus Invocation Winds Level Attack Bonus Save Save Save Special Essentia Depth Known[/b] 1 +0 +0 +0 +3 Invoke Wind, Sense The Living +10 1 6 2 +1 +1 +1 +4 Warded Soul +20 1 7 3 +1 +1 +1 +4 Percipience +30 1 8 4 +2 +2 +2 +5 Mind Like Water +40 2 10 5 +2 +2 +2 +5 +60 2 12 6 +3 +3 +3 +6 Craft Incarnum Crystal +80 3 14 7 +3 +3 +3 +6 Spirit Sight +100 3 17 8 +4 +4 +4 +7 +120 4 29 9 +4 +4 +4 +7 Sacred Strike +150 4 22 10 +5 +5 +5 +8 Spiritual Awareness +180 5 24 11 +5 +5 +5 +8 +210 5 28 12 +6/+1 +6 +6 +9 Diamond of the Soul +240 6 39 13 +6/+1 +6 +6 +9 Speak to the Soul +280 6 32 14 +7/+2 +7 +7 +10 +320 7 33 15 +7/+2 +7 +7 +10 Exorcise Malevolent Spirits +360 7 36 16 +8/+3 +8 +8 +11 Spiritual Perfection +400 8 37 17 +8/+3 +8 +8 +11 +450 8 39 18 +9/+4 +9 +9 +12 Diamond of the Body +500 9 40 19 +9/+4 +9 +9 +12 Spiritwalk +550 9 42 20 +10/+5 +10 +10 +13 Undying Soul +600 9 43[/code][B]Class Features[/B] All of the following are class features of the soul channeler. [B]Weapon and Armor Proficiency:[/B] Soul Channelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Soul Channelers are prohibited from wearing any armor; thus, they may wear only padded, leather, or hide armor. A Soul Channeler that wears armor or carries a shield is unable to invoke winds or use any of her supernatural abilities while doing so and for 36 hours thereafter. [B]Invoke Wind:[/B] A soul channeler invokes winds which are drawn from the soul channelers invocation list. To safely invoke a wind the soul channeler must have an Animus score equal to at least 10 + the winds’ depth. The Difficulty Class for a saving throw against a soul channeler’s winds is 10 + the wind’s depth + the Soul Channeler’s Animus modifier. Unlike spellcasters, the Soul Channeler does not have a set number of winds per day that she is allowed to use. Instead, she chooses a wind she wants to invoke from the list of winds available to her and expends the proper amount of essentia. So long as her essentia pool isn’t empty, the Soul Channeler can invoke winds to her hearts content (however see Essentia: An Achilles Heel). The Soul Channeler adds the bonus essentia from her Soul Channeler level to her base essentia derived from her Animus score. [B]Sense The Living (Su):[/B] The Soul Channeler has a personal aura that extends out to a 180 foot radius at first level. For each additional level gained as a Soul Channeler this radius expands by an additional 60 feet. All creatures within this radius that are living are automatically detected by the Soul Channeler and their state of health is also known (status only). [B]Warded Soul (Su):[/B] Due to the soul channeler’s forsaking of armor, her inner resolve comes to the fore to protect her in times of need. Soul Channelers gain a bonus to their AC equal to half her Soul Channeler level +1. This is treated as a natural armor bonus. [B]Percipience (Su):[/B] Starting at 3rd level the Soul Channeler can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability comforting as she realizes that although at times she may be without companions of the flesh, spirits are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. When the Soul Channeler enters an area where nature spirits absent or agitated, she cannot be caught flat-footed. [B]Mind Like Water (Ex):[/B] At 5th level spells and effects from the school of enchantment have difficulty affecting the Soul Channeler. The Soul Channeler gains a +3 bonus on saving throws against spells and effects from the school of enchantment. [B]Craft Incarnum Crystal (Ex):[/B] At 6th level the Soul Channeler gains the ability to imbue a portion of her own or someone else essentia into a crystal specially crafted by her. The crystal must be worth 1,000 gp per level and/or hit dice of the creature donating the essentia to the crystal. The crystal can hold up to 10 essentia per 1,000 gp of its worth. Regardless of a single beings maximum essentia, the crystal can filled from various donators so long as its worth is at least equal to donator with the most levels and/or hit dice. The Soul Channeler can use the Incarnum Crystal to power Animus Abilities, invoke winds or use any other ability that requires an expenditure of essentia. The amount of essentia needed to power the ability or wind is immediately depleted from the incarnum crystal. Alternately, the Soul Channeler can siphon the essentia from the crystal and add the desired amount to her essentia pool (never exceeding her maximum total). Soul Channelers are able to use incarnum crystals freely, but other characters that do not have this class feature must succeed on a Use Magic Device check (DC 25 + 1 per 1,000 gp of the crystals worth). Failure to succeed automatically fractures the crystal and all essentia stored within is lost. Characters that have the Tap Incarnum Crystal feat do not risk fracturing the crystal when they fail on their check. Soul Channelers that hold an incarnum crystal are automatically aware of how much essentia lies within. An incarnum crystal attended by a Soul Channeler can be recharged; otherwise one that is completely drained of essentia automatically becomes nothing more than an inert pile of useless shavings. [B]Spirit Sight (Su):[/B] At 7th level the Soul Channeler gains the ability to look directly at a creature and determine whether it is a spirit creature. Most Soul Channelers are aware of which creatures are spirit creatures, but some spirits elude her knowledge or are exceptions to the rule (see the What Is A Spirit? sidebar). This ability allows the Soul Channeler automatic knowledge of whether or not an entity or being is a spirit creature simply by looking at it. [B]Sacred Strike (Su):[/B] At 9th level the Soul Channeler’s unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Sacred strike also allows the Soul Channeler to treat her unarmed attacks as anarchic or axiomatic depending on her alignment (chaos and law respectively) for the purpose of dealing damage to creatures with damage reduction. [B]Spiritual Awareness (Su):[/B] Whenever a spirit creature is within the Soul Channelers radius of her Sense The Living Ability, she automatically knows the types and subtypes of the spirit and can pinpoint its exact location. [B]Diamond of the Soul (Su):[/B] At 12th level the Soul Channeler gains the ability to reach within herself (a process that inflicts one hit point worth of damage per level of the Soul Channeler) and gather her spirit into a single receptacle. The receptacle acts in all ways as an Incarnum Crystal, but is only usable by the Soul Channeler. While the spirit of the character is hosted within this receptacle, she is treated as a corporeal undead creature and is subject to any affect that targets undead beings. A Soul Channeler that is separated from its soul can not refresh her allotment of essentia after a good nights sleep. In addition while the character is separated from her soul, she does not regain hit points on a daily basis nor does she age. The character can only make use of her abilities that are dependant on the expenditure essentia by using the receptacle like she would an incarnum crystal. All other racial and class features are unusable unless she has the appropriate animus ability, feat or can be replicated (e.g., using essentia to gain an additional use of a feat, class or racial ability that has a limited number of uses per day) through the expenditure of essentia. The Soul Channeler can rejoin with her soul any time she wishes by holding the receptacle of her stomach and willing it in. It is a full round action to disjoin or rejoin with the character’s soul. If the receptacle is broken, the characters soul immediately returns to its body. [B]Speak to the Soul (Su):[/B] Soul Channelers believe that all living beings have a soul. At 13th level the character gains the ability to converse with any living creature. [B]Exorcise Malevolent Spirits (Su):[/B] At 15th level the Soul Channeler gains the ability to perform a ritual that forces malevolent entities out of a place or a person. To exorcise a malevolent spirit or spirits from a place the Soul Channeler must make a class level check (also adding her Animus modifier) against a DC of 10 + the haunting creatures HD + any class levels it may have + its Animus modifier (if any) against the [strongest] haunting spirit. If her result equals or exceeds the DC, she succeeds in forcing all malevolent spirits from the location. In addition the area is treated as if the consecrate grounds or manor spell had been cast and its effect lasts for one day per level of the Soul Channeler. To exorcise a spirit possessing a creature, the Soul Channeler must make a class level check (also adding her Animus modifier) against a DC of 10 + the possessing creature’s HD + any class levels it may have + its Animus modifier (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised can not attempt to possess the same victim for 36 hours. [B]Spiritual Perfection (Ex):[/B] At 16th level the Soul Channeler gains a permanent untyped +4 bonus to her Animus ability score. The character recalculates her essentia pool as this was her animus ability score from first level. In addition, the character gains the spirit subtype and all benefits and that go with it. [B]Diamond of the Body (Su):[/B] At 18th level the Soul Channeler gains the ability to completely separate her body from her soul. When the character wishes, she can compress her body into an inert diamond thereby existing completely as an incorporeal creature. The process is completely painless and takes a full minute to complete. When finished the character becomes ethereal, gains a fly speed equal to her base land speed with perfect maneuverability and is invisible unless she chooses to manifest (as the ghost ability of the same name, see the Monster Manual, page 118). The character is unable to manipulate objects unless she manifests or it has the ghost touch ability. A Soul Channeler that has shed her body can also choose to use her Diamond of the Soul ability. If she does so, her body and soul are completely separate from each other and both diamonds are indiscernible as anything other than they appear to be unless viewed under the effects of magic. If the soul diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spirit Lore check (DC 10 + the Soul Channeler’s level and/or hit dice + the Soul Channelers Animus ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became. If both diamonds are touched side to side or one is placed on top of the other and [I]regenerate, resurrection, soul bind[/I] or [I]true resurrection[/I] is cast upon them, the Soul Channeler is reunited with its body and soul and physically reforms in a process that that takes a full hour. While the soul channelers body is in diamond form, it does not suffer from the ravages of time. If the soul diamond is broken or shattered, the characters soul is released and can bond with the body diamond whereby reforming her body and reuniting it with her soul in a process that takes an hour to complete. If the Soul Channeler is freed from her soul diamond but does not know where her body diamond is, she has one day per point of her animus ability score to find it and reunite (in order to reform her body) with it before she is whisked away to her divine patrons’ realm. [B]Spirit Walk (Su):[/B] At 19th level the Soul Channeler may uses the spells shadow world passage and spirit world passage at will in order to visit their respective fey court planes at will. [B]Undying Soul (Ex):[/B] The DM must reveal to the player of the character that her character is going to die before it happens. This allows player to use her final action to separate her soul from her body, leaving a shattered diamond in its place. The character’s soul is free to wander the material plane for a number of weeks equal to its Animus score to search for an unborn child that is close to its birth day. When the child takes its first breath, the characters soul enters the baby and over the course of its life will start to look more and more like the character did as an adult. When the child reaches adulthood she will be the spitting image of the character. The player may then make a check (DC 10 + the level of the Soul Channeler + the Soul Channelers’ Animus ability modifier). If the check succeeds all mannerisms and memories and all class abilities of the old character are permanently imprinted on the new character. The character gets to re-roll for her physical abilities, but the other ability scores port directly over the new body. If the check fails, the character is aware of her past life and is free to walk the same path (albeit from 1st level); all abilities are rerolled and only dreams provide insight to her previous life. The character does gain one extra talent to reflect the memories of her past life and it must be an appropriate one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tale of the Twin Suns Character Classes [Updated 1/29: Cleric Class Included]
Top