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[3.

5 Monster Class] Soulspark

HD: D8 Skills: Hide, Listen, Move Silently, Sense Motive and Spot Skill Points: 4 + Int mod (X4 at first level) Weapon and Armour Proficiencies: A Soulspark is only proficient with its Soul Blast. Level 1 2 3 4 5 6 7 BAB +0 +1 +2 +3 +3 +4/+1 +5/+2 Fort +0 +0 +1 +1 +1 +2 +2 Ref +2 +3 +3 +4 +4 +5 +5 Will +0 +0 +1 +1 +1 +2 +2 Class Feature Soulspark Body, Soul Blast, Alignment, +1 Cha Incarnum Shroud, +1 Dex Evasion, +1 Cha Resistant Soul, +1 Dex Soul Limb, +1 Cha Soul's Majesty, +1 Dex Soul Perfection, +1 Cha, +1 Dex

Soulspark Body: A Soulspark loses all other racial traits and bonuses and becomes a tiny Outsider with the Incarnum and Native subtypes. It has a base land speed of 20 ft and a fly speed equal to 5ft/HD with perfect maneuverability. A Soulspark has no limbs to perform fine manipulation with, nor can it speak. It can manipulate objects to the extent of pushing them. It can communicate telepathically with a range of 10ft/HD.

A Soulspark cannot be affected by critical hits and can never be flanked. It gains a deflection bonus 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 a ranged attack with a range of 30ft + 5ft/HD that deals 1d6 + charisma modifier damage. The Soulspark may use iterative Soul Blasts as though it were a manufactured weapon . Using this ability 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 single d6 for each step. A Soulspark may take the Improved Natural Attack feat for this attack. It is treated as a natural attack in all regards. Alignment: At 1st level, a Soulspark must choose an alignment from Neutral Good, Neutral Evil, Lawful Neutral and Chaotic Neutral. Any alignment-dependant ability gained by the Soulspark has a component 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 gain DR/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, it can use this essentia in a number of ways, with more available as it increases in HD. These abilities are shown below. The Soulspark may invest its essentia points into the following abilities to a limit of 1/2 its HD into any one ability. Re-arranging essentia is a swift action that does not provoke attacks of opportunity. Essentia remains stored until the Soulspark re-arranges it. The Soulspark has access to all Incarnum Shroud Powers on the list below of the level it can use. The maximum level of a useable Shroud Power is equal to the Soulspark's level. Level 1 1 2 2 3 4 5 6 7 Shroud Power Soul Might Soul Magic Soul Defence Soul Blasting Soul Healing Soul Grace Soul Strength Soul Deception Mighty Soul

Incarnum Shroud Powers: Spoiler

Soul Might The Soulspark gains an insight bonus on attack and damage roles equal to the amount of essentia invested. Soul Defence The Soulspark gains an insight bonus on AC equal to the amount of essentia invested. Soul Healing The Soulspark gains Fast Healing equal to twice the amount of essentia invested. Soul Magic The Soulspark gains the ability to use a single first level wizard/sorcerer or cleric spell for each two points of essentia invested. This is a Spell-Like Ability with a caster level equal to the Soulspark's HD. The Spell-Like Ability is useable at-will while the essentia is invested. For each additional four points of essentia invested, the level of the spell useable may be increased by one. 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 points of essentia invested. Soul Grace The Soulspark gains an insight bonus on saves equal to the amount of essentia invested. Soul Strength The Soulspark's Soul Limb slam attack increases by one step of damage for each two points of essentia invested. Soul Deception The Soulspark becomes affected by a permanent Invisibility spell as long as two points of essentia remain invested. By investing an additional six points, this improves to Greater Invisibility and by investing another six points on top of that (14 total), this improves to Superior Invisibility. Mighty Soul For every three points of essentia invested, the Soulspark gains a +1 insight bonus to its Charisma 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. It gains a single slam attack dealing 1d2+Strength mod damage. It also gains the ability to manipulate objects as if it had a regular humanoid hand. It may not wield weapons or carry objects with this limb but it may open doors, activate magic items and otherwise perform as normal.

Soul's Majesty (Ex) Drawing from its lifetimes of experience, the Soulspark gains becomes more aware of the world around it. It gains the benefit of a permanent Arcane Sight spell. At 14HD this improves to a permanent 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, essentia and all other class features of an Incarnate with a level equal to its Soulspark Level-2. However, it gains the ability to bind soulmelds to its soul and heart chakras only and can bind to these chakras 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, nor can it take levels in Incarnate itself. Any essentia gained from its Incarnum Shroud ability must be used entirely for those abilities and essentia gained from its effective Incarnate level can only be used 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 on a physical form a number of times per day equal to its HD. This ability has a duration in minutes equal 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 of humanoid creatures. The Soulspark loses its Soul Shroud, Soul Limb and Resilient Soul class features 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) while transformed, 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 its body, giving the effect of clothing.