[3.5 Monster Class] Soulspark

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    [3.5 Monster Class] Soulspark

    HD: D8Skills: Hide, Listen, Move Silently, Sense Motive and SpotSkill Points: 4 + Int mod (X4 at first level)

    Weapon and Armour Proficiencies: A Soulspark is only proficient with its Soul Blast.

    Level BAB Fort Ref Will Class Feature1 +0 +0 +2 +0 Soulspark Body, Soul Blast, Alignment, +1 Cha2 +1 +0 +3 +0 Incarnum Shroud, +1 Dex3 +2 +1 +3 +1 Evasion, +1 Cha4 +3 +1 +4 +1 Resistant Soul, +1 Dex5 +3 +1 +4 +1 Soul Limb, +1 Cha6 +4/+1 +2 +5 +2 Soul's Majesty, +1 Dex7 +5/+2 +2 +5 +2 Soul Perfection, +1 Cha, +1 Dex

    Soulspark Body: A Soulspark loses all other racial traits and bonuses and becomes a tinyOutsider with the Incarnum and Native subtypes. It has a base land speed of 20 ft and a fly speedequal to 5ft/HD with perfect maneuverability.

    A Soulspark has no limbs to perform fine manipulation with, nor can it speak. It can manipulateobjects to the extent of pushing them. It can communicate telepathically with a range of 10ft/HD.

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    A Soulspark cannot be affected by critical hits and can never be flanked. It gains a deflectionbonus to AC equal to its charisma score.

    Soul Blast: (Su)As a Soulspark lacks any form of natural attack and cannot wield a weapon, it utilizes another

    weapon. At 2nd level, a Soulspark may, in place of a regular attack, release a Soul Blast. This is aranged attack with a range of 30ft + 5ft/HD that deals 1d6 + charisma modifier damage. TheSoulspark may use iterative Soul Blasts as though it were a manufactured weapon . Using thisability does not provoke attacks of opportunity.

    For every 2 HD the Soulspark has, the damage is increased one step as shown. (1d6, 1d8, 1d10,1d12, 2d6, 3d6, 4d6, 5d6, 6d6, etc). Beyond 6d6, the damage continues to increase by a singled6 for each step.

    A Soulspark may take the Improved Natural Attack feat for this attack. It is treated as a naturalattack in all regards.

    Alignment:

    At 1st level, a Soulspark must choose an alignment from Neutral Good, Neutral Evil, LawfulNeutral and Chaotic Neutral. Any alignment-dependant ability gained by the Soulspark has acomponent opposite to the non-neutral component of the Soulspark's alignment.

    For example, a Neutral Good Soulspark that later gains the Resistant Soul ability would gainDR/Evil.

    Ability Increases:At 2nd, 4th, 6th and 7th levels, the Soulspark gains a permanent +1 to its dexterity score. At 1st,3rd, 5th and 7th levels the Soulspark gains a permanent +1 to its charisma score.

    Incarnum Shroud: (Su)As a being of pure incarnum, a Soulspark gains an essentia pool equal to its HD. At 2nd level, itcan use this essentia in a number of ways, with more available as it increases in HD. Theseabilities are shown below.

    The Soulspark may invest its essentia points into the following abilities to a limit of 1/2 its HD intoany one ability. Re-arranging essentia is a swift action that does not provoke attacks ofopportunity. Essentia remains stored until the Soulspark re-arranges it. The Soulspark has accessto all Incarnum Shroud Powers on the list below of the level it can use. The maximum level of auseable Shroud Power is equal to the Soulspark's level.

    Level Shroud Power1 Soul Might1 Soul Magic

    2 Soul Defence2 Soul Blasting3 Soul Healing4 Soul Grace5 Soul Strength6 Soul Deception7 Mighty Soul

    Incarnum Shroud Powers:Spoiler

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    Soul MightThe Soulspark gains an insight bonus on attack and damage roles equal to the amount ofessentia invested.

    Soul Defence

    The Soulspark gains an insight bonus on AC equal to the amount of essentia invested.

    Soul HealingThe Soulspark gains Fast Healing equal to twice the amount of essentia invested.

    Soul MagicThe Soulspark gains the ability to use a single first level wizard/sorcerer or cleric spell for eachtwo points of essentia invested. This is a Spell-Like Ability with a caster level equal to theSoulspark's HD. The Spell-Like Ability is useable at-will while the essentia is invested. For eachadditional four points of essentia invested, the level of the spell useable may be increased byone. For all purposes, the save DC is equal to 10+1/2HD+Cha modifier.

    Soul Blasting

    The Soulspark's Soul Blast ability has its damage die increased by one point for each three pointsof essentia invested.

    Soul GraceThe Soulspark gains an insight bonus on saves equal to the amount of essentia invested.

    Soul StrengthThe Soulspark's Soul Limb slam attack increases by one step of damage for each two points ofessentia invested.

    Soul DeceptionThe Soulspark becomes affected by a permanent Invisibility spell as long as two points ofessentia remain invested. By investing an additional six points, this improves to Greater Invisibilityand by investing another six points on top of that (14 total), this improves to Superior Invisibility.

    Mighty SoulFor every three points of essentia invested, the Soulspark gains a +1 insight bonus to itsCharisma score.

    Evasion:At 3rd level, the Soulspark gains evasion, as the Monk ability.

    Resistant Soul:At 4th level, a Soulspark gains DR equal to half its HD. This is bypassed by attacks of an

    opposed alignment.

    Soul Limb: (Ex)At 5th level, a Soulspark gains the ability to extend a portion of itself in a hand-like fashion. Itgains a single slam attack dealing 1d2+Strength mod damage. It also gains the ability tomanipulate objects as if it had a regular humanoid hand. It may not wield weapons or carryobjects with this limb but it may open doors, activate magic items and otherwise perform asnormal.

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    Soul's Majesty (Ex)Drawing from its lifetimes of experience, the Soulspark gains becomes more aware of the worldaround it. It gains the benefit of a permanent Arcane Sight spell. At 14HD this improves to apermanent Greater Arcane Sight.

    Soul Perfection:

    At 7th level, a Soulspark gains the choice of two abilities:Soul Incarnate:Spoiler

    At 7th level, a Soulspark becomes a true incarnation of incarnum. It gains meldshaping, essentiaand all other class features of an Incarnate with a level equal to its Soulspark Level-2. However, itgains the ability to bind soulmelds to its soul and heart chakras only and can bind to thesechakras immediately. If its Soul Limb is manifested, it may also bind to its arm and hand chakras.

    The Soulspark cannot take levels in a meldshaping-advancing prestige class to improve this, norcan it take levels in Incarnate itself. Any essentia gained from its Incarnum Shroud ability must beused entirely for those abilities and essentia gained from its effective Incarnate level can only beused for Incarnate abilities.

    Soul Manifestation:Spoiler

    At 7th level a Soulspark transforms into the final stage of soul rebirth. It gains the ability to take ona physical form a number of times per day equal to its HD. This ability has a duration in minutesequal to twice the Soulspark's charisma modifier. Transforming is a free action.

    When the Soulspark transforms, it is as the spell Alter Self except with the changed duration,casting time and increase to strength as detailed below. Additionally, it may take the forms ofhumanoid creatures. The Soulspark loses its Soul Shroud, Soul Limb and Resilient Soul classfeatures along with its deflection bonus to AC while it is transformed.

    Additionally, it gains an increase to its strength score equal to 1/4 its HD (min 1) whiletransformed, as it finds it now has use of muscles and tendons.

    When the Soulspark transforms it becomes wrapped in blue-white incarnum light that shrouds itsbody, giving the effect of clothing.