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Custom Design: Soulfused Base Class


Suggestions/House Rules/Homebrew


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This class is actually a revision of a base class I had made in 3.5, but never really got to liking it very much. I realized that I had made the prior class too narrow, and the fluff was relatively nonsensical.

So here's the refined version, with more flexibility, character options, and better fluff (as it can be)

Would you folk mind taking a look at the class and giving me some feedback on it? It's kinda hard to look objectively at something you made yourself.

SOULFUSED
When single natured outsiders die, they are usually permanently destroyed, unless brought back via wish or similar method. However some mortals happen to be nearby at the time of a potent outsider’s death, and in the instant before their permanent dissolution, a connection is made between the two. In that split second, the mortal is given a choice: Allow them to die, or bond them into their own souls, and be changed forever.
Usually, only mortals of the same alignment with a strong connection to an outsider can even form a sympathetic bond during the moment of the outsider’s demise. This is usually someone the outsider was associating with, or in some cases a mortal worshiper. In either case the fusion is permanent, and the outsider’s essence has become one with the mortal soul.
After the joining, the soulfused is forever different from before. At first, their body hosts two distinct personalities, one the original and the other the outsider’s. Their personalities begin blending as their fusion becomes more complete and in time the two persons becomes one. The closer the mortal’s essence and the outsider’s essence become, the more powerful the fused entity becomes. The first of many abilities that are developed is the power to temporarily flood their mortal shell with the outsider’s energy, becoming something altogether different. Not seen anywhere else, it seems only the soulfused gain this strange and powerful hybrid form.
Alignment: Any
Hit Die: D8
SOULFUSED
LVL BAB Fort Ref Will Abilities AC
1 0 2 0 2 Presence, Hybrid Body, Fusion Pool, Natural Attack +1
2 1 3 0 3 Hybrid Power +1
3 2 3 1 3 Refinement +1
4 3 4 1 4 The Asking 1/Day +1
5 3 4 1 4 Hybrid Power +2
6 4 5 2 5 Refinement +2
7 5 5 2 5 +2
8 6/1 6 2 6 Hybrid Power +2
9 6/1 6 3 6 Refinement +2
10 7/2 7 3 7 Improved Fusion, The Asking 2/Day +3
11 8/3 7 3 7 Hybrid Power +3
12 9/4 8 4 8 Refinement +3
13 9/4 8 4 8 +3
14 10/5 9 4 9 Hybrid Power +3
15 11/6/1 9 5 9 Refinement +4
16 12/7/2 10 5 10 The Asking 3/Day +4
17 12/7/2 10 5 10 Hybrid Power +4
18 13/8/3 11 6 11 Refinement +4
19 14/9/4 11 6 11 +4
20 15/10/5 12 6 12 Perfect Fusion, Hybrid Power +5

Class Skills: The Soulfused’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge The Planes (Int), Knowledge (Religion), Perception (Wis), Profession (Wis), and Sense Motive (Wis). Soulfused also gain extra skills depending on their Presence.

Weapons and Armor: Soulfused are proficient with simple weapons, and light armor, but not shields. Soulfused gain additional armor or weapon proficiencies from their outsider half.

Natural Attack: While in some instances it appears as a manifested weapon, all Soulfused gain a natural attack in Hybrid Form. They are considered proficient in said attack, and do not provoke attacks of opportunity for attacking with them. All Natural attacks damage and damage type is dependent on the type of natural attack and any refinements the Soulfused has.

AC: The Soulfused’s Hybrid form is tougher and more potent than their frail mortal frame. While in Hybrid form they gain a natural armor bonus as indicated on the table above.

Presence: The Soulfused is bound to the essence of a planar entity. This provides a number of benefits and drawbacks. The first benefit is they gain immunity to possession. The space is full, so to speak.
Choose one outsider type. This outsider must be within one step of your alignment. The outsider’s type affects many of the abilities of the Soulfused. When under Detect Alignment, you always register as your outsider’s alignment. Additionally, should you also have levels in a spellcasting class, your presence’s alignment prevents you from learning or casting any spells with opposing alignment descriptors. (Archon Soulfused could not cast Evil Discriptor spells) A presence can communicate with their Soulfused at any time, even when out of Hybrid form, and socialize with their host in any number of ways.
When you choose your presence, you gain a number of different benefits and gain access to powers depending on your choice. The choice of presence also affects the latent abilities of the Soulfused’s Hybrid Body. The types of Presences are farther ahead.

Hybrid Body: The primary mode of defense the Soulfused has at their disposal is a hybrid form between their natural mortal body, and their Presence’s spiritual essence. The change is profound; though the actual physical shape of the mortal does not change. A series of glowing lines trace across the torso and down the limbs, as well as run up the neck and face to the eyes. Their skin takes on a skin tone appropriate to their outsider half, and their eyes radiate with extraplanar energy. Their hair (if they have any) stands on end or perpetually shifts and waves under the presence’s influence. They develop a natural attack appropriate to their Presence type, usually some form of claws formed of planar energy more than physical matter.
While a Soulfused is in their hybrid form, they gain some of their Presence’s resistances and their natural abilities. They gain both a natural armor bonus and a natural attack as shown on the table above. These abilities, no matter if they are enhanced by other sources, can only benefit the Soulfused while in Hybrid form. Additionally, while in Hybrid form, the Soulfused may use their Fusion Pool points to enhance their natural attacks or even fuel powers.
A Soulfused may remain in their Hybrid form indefinitely, though there are costs to do so. Social interactions requiring a Charisma based skill check are at +5 DC unless the subject of the check has had positive interactions with Soulfused before or succeeds at a DC 30 Knowledge (The Planes) check. Additionally, while the Soulfused and the Presence may have different alignments, normally the Presence can only communicate their desires but cannot directly affect their choices. When in Hybrid form, the Presence has been given enough ‘reign’ that they can now push for control if they do not like the way their host is acting. When a Soulfused acts in a way that would go against their Presence’s Alignment while in Hybrid form, the Presence asserts its will. The Soulfused makes a will save DC= 10+1/2 Class Level (min 1) + their own Wisdom Bonus. If successful, they may continue to act for the next hour however they please. Failing means that the presence temporarily takes control of the Soulfused’s actions for one minute per point of Wisdom Bonus the Soulfused has. Usually the Presence will respect much of the Soulfused’s wishes; sometimes they may take drastic measures to fulfill their needs. (Such as a Demon Soulfused taking control in order to destroy the half angel at the royal ball; The Archon Presence forcing the Soulfused to stick to the terms of an agreement, etc.) During this time the Soulfused takes the seat that the Presence usually has: Being able to watch through their own senses but not in any kind of control. If the Presence comes out of Hybrid form the Soulfused gains control of their body immediately.

Fusion Pool: The Soulbinder learns to tap the burgeoning core of energy in their soul, and grows more powerful as the fusion between them and their outsider grows closer to true unity. They gain a Pool of ‘fusion’ points equal to 1/2 their class level (Min 1) + Their Wisdom Modifier. These points are refreshed after eight hours of rest (not necessarily sleep, but must be relatively peaceful).
As a move action, the Soulfused can spend a fusion point to temporarily give their natural attack a +1 enhancement bonus. This bonus lasts for one minute. For every four levels beyond first, the enhancement bonus increases by +1 to a maximum of +5 at level 17. Multiple uses of this ability do not stack with themselves.
At level ten, the Soulfused may spend an additional fusion point when enhancing their natural attack to give their natural attack the holy enchantment if their Presence is good, or the unholy enchantment if it is evil. This effect lasts for one minute.

Hybrid Power: The Soulfused learns how to use their newly gained powers in a new and different way. They gain a power at level two, chosen from the list below. They gain an additional power every three levels after second. Any saving throws that Hybrid Powers require are Wisdom based.

Refinement: As their fusion becomes more and more complete, the Soulfused refines their combat powers to a new level of strength. Choose from a small list of refinements to apply to the Soulfused’s natural attacks. Unless specified otherwise, refinements can be taken multiple times:
Enhanced: Increase damage by one step (1D8 becomes 1D10, 1D10 becomes 2D6, etc)
Forceful: Half of the damage done is force damage. Can only be taken once.
Critical: The natural attack gains the effects of improved critical. Can only be taken once.
Fatal: +4 to confirm Critical Hits. Taken twice, increased Critical Hit Multiplier by 1.
Aligned: Your natural attack gains your Presence’s alignment for overcoming DR.
Swift: You can take a -2 to all attacks this round to gain an extra attack at your highest BAB.

The Asking: The Soulfused has spent enough time with their Presence to know how to wheedle information out of them. This power lets them use Commune once per day, but can only ask their Presence a number of questions equal to 1+their wisdom modifier. They can perform The Asking one additional time a day at level 10, and one more time per day at level 16.

Improved Fusion: The fusion of mortal and immortal have increased beyond anything that could have been predicted. The mortal’s body starts to benefit the joining of soul and essence, allowing the Soulfused to use Fusion points in a different way. They may now spend a fusion point to gain fast healing equal to their Wisdom modifier for their class level in rounds. During this time they may spend an additional 3 fusion points to regenerate a lost limb over the course of one minute. Regenerating a limb leaves them drained, imparting a -2 constitution penalty until they can rest for 8 hours.

Perfect Fusion: The bond between mortal and immortal have disappeared. The Soulfused is now a single entity in spirit; there no longer is a disparity between Presence and Soul. The soulfused’s alignment changes to match their presence if it didn’t already. Their type becomes Outsider (Native) with all the benefits that provides. They also are mentally one entity: No longer does the Soulfused risk losing control of their actions while in Hybrid form, even if they should act contrary to their alignment, though they still risk shifting their alignment as normal. Additionally, The Asking now works exactly as the spell Commune, as the newly fused entity asks his ‘relations’ for the information instead. The perfectly fused entity no longer ages, needs to sleep, drink or eat, though they may choose to do so for pleasure. They still need to rest to recover fusion points, as well as to recover any spellcasting they may have.

SOULFUSED PRESENCES
ANGEL (NG)
Class Skill: Heal (Wis)
Proficiency: Medium Armor, Greatswords.
Natural Attack:
Flaming Blade- 1D10+Str damage, Crit 19-20x2, Fire damage
Resistances: Acid 5, Cold 5
-Level 10 Improvement: Acid 10, Cold 10, DR 3/Evil

ARCHON (LG)
Class Skill: Knowledge (Nobility)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Natural Attack:
Ray of Light: 1D8 Damage, Range 100 ft., Crit 20X3, Electrical Damage
Resistances: Electricity 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Immunity to Petrify, DR 3/Evil

AZATA (CG)
Class Skill: Acrobatics
Proficiency: Two Weapon Fighting, Improved Unarmed Strike
Natural Attack:
Frozen Talons: 1D8+Str damage, Crit 20x2, Ice damage, light weapon.
Resistances: Electricity 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Immunity to Petrify, DR 3/Evil

DEMON (CE)
Class Skill: Intimidate (Cha)
Proficiency: Medium Armor, Whip
Natural Attack:
Flaming Whip: Damage 1D6+Str, Crit 20x2, Reach 10ft, Fire damage, Trip
Resistances: Fire 5, Electricity 5
-Level 10 Improvement: Fire 10, Electricity 10, DR 3/Good

DEVIL (LE)
Class Skill: Bluff (Cha)
Proficiency: Two Weapon Fighting, Improved Unarmed Strike
Natural Attack:
Fiery Claws: 1D8+Str Damage, Crit 20x2, fire Damage, light weapon
Resistances: Fire 5, +4 save vs. Poison
-Level 10 Improvement: Fire 10, Immunity to Poison, DR 3/Good

DAEMON (NE)
Class Skill: Stealth (Dex)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Natural Attack:
Shriek: Damage 1D8, Range 100ft, Crit 20x3, Sonic damage.
Resistances: Acid 5, +4 save vs. Disease
-Level 10 Improvement: Acid 10, Immunity to Disease, DR 3/Good

POWERS:
Wings: The Soulfused gains wings appropriate to their presence when in Hybrid form, being able to fly at their movement speed with good maneuverability.
Aura: The Soulfused gains the effects of Protection from Evil (If their Presence is good) or Protection from Good (If their Presence is evil) while in Hybrid form. Any allies within 10 feet of the Hybrid receive a +1 Morale bonus to saving throws and AC versus attacks and effects made by the same kind of enemies.
True Speech: The Soulfused may use the Tongues spell 2/day as a spell-like ability.
Spiritual Providence: The Soulfused may choose one orison from the Cleric/Oracle Spell list. They may cast this orison at will as a spell-like ability. This may be chosen more than once.
Spiritual Bounty I: The Soufused may choose a level one spell from the Cleric/Oracle Spell List. They may cast this spell as a spell like ability 1+Wis mod times per day. Requires level 5. . This may be chosen more than once, but must select a new spell to learn.
Spiritual Bounty II: The Soufused may choose a level two spell from the Cleric/Oracle Spell List. They may cast this spell as a spell like ability 1+Wis mod times per day. Requires Level 8. This may be chosen more than once, but must select a new spell to learn.
Spiritual Bounty III: The Soufused may choose a level three spell from the Cleric/Oracle Spell List. They may cast this spell as a spell like ability 1+Wis mod times per day. Requires Level 11. This may be chosen more than once, but must select a new spell to learn.
Spiritual Bounty IV: The Soufused may choose a level four spell from the Cleric/Oracle Spell List. They may cast this spell as a spell like ability 1+Wis mod times per day. Requires Level 14. This may be chosen more than once, but must select a new spell to learn.
Resilience: The Soufused’s DR increases by 2. Requires level 11. Can only be taken once.
Resistant: The Soulfused may spend 1 fusion point as an immediate action to grant a +3 bonus to any one saving throw. This ability can only be taken once.
Body Fuel: The Soulfused may take two points of constitution damage as a full round action to recover Their Wisdom modifier in fusion points. This damage automatically heals after 24 hours, and the Soulfused cannot use this ability again until the prior damage has healed. Requires level 5.
Might: The Soulfused’s Strength increases by 2 while in Hybrid form. This can be taken multiple times.
Divine Power: The Soulfused can spend a fusion point to use the Turn/Rebuke Undead ability of a cleric of their level. They gain turn or rebuke undead depending on the alignment of their Presence.


Marking for later.


Dotting.


Dotting?


rungok wrote:
Dotting?

Marked for latter. Once you posted in a thread a dot will appear next to it. At least unless it gets lost by messageboard code (usually after lots of time since dotting).


Oh. That's good to know!


"Dotting" means making a post in a thread - when logged in, a post thereby appears with a dot next to it for easier navigation in lists. You see the all the threads you have posted in. It's an expression of interest in your thread. [EDIT - ninja'd by Drejk!]

I like this a lot! I was however disappointed to see the Fusion pool only useful for empowering natural attacks. I think you could expand this base class a lot by tying some powers or some new powers to the Fusion Pool, allowing for greater versatility - some that use 1, 2 or even 3 points depending on how powerful they are or how much you want to "boost" them - in the same way the Gunslinger uses Grit or the Ninja uses Ki or a Magus' Arcane Pool.

A nice function of Grit, (and Ninja's Ki) is that there needs to be at least one point remaining for some abilities to function - this could be flavored as the spark that needs to be left untapped for the minor abilities to remain usable.

There are so many options here, with so many Outsiders, and the possibility for other types of Fused beings besides Outsiders through archetypes. Nice work rungok!


Good feedback.
I am going to look into the Ki and Grit pools. I think that is a decent mechanic, but I couldn't think of appropriate powers to use for that "Need to keep one left" mechanic.

Actually, I was thinking that they need to have at least one fusion point in order to remain in Hybrid form, instead of it just being a toggle.

Actually, if anyone has suggestions for a different set (or just an expansions on) the Hybrid powers, I'd willingly take the feedback. I was kind of blanking on what kind of things I wanted to do, though now I'm going to be looking at the Grit and Ki abilities, I may find some inspiration that way.


Okay after taking some suggestions from Oceanshieldwolf, I did some tweaking to try to incorporate them, as well as expand a bit on the powers.

Hybrid Body: The primary mode of defense the Soulfused has at their disposal is a hybrid form between their natural mortal body, and their Presence’s spiritual essence. The change is profound; though the actual physical shape of the mortal does not change. A series of glowing lines trace across the torso and down the limbs, as well as run up the neck and face to the eyes. Their skin takes on a skin tone appropriate to their outsider half, and their eyes radiate with extraplanar energy. Their hair (if they have any) stands on end or perpetually shifts and waves under the presence’s influence. They develop a natural attack appropriate to their Presence type, usually some form of weapon formed of planar energy more than physical matter.
While a Soulfused is in their hybrid form, they gain some of their Presence’s resistances and their natural abilities. They gain both a natural armor bonus and a natural attack as shown on the table above. These abilities, no matter if they are enhanced by other sources, can only benefit the Soulfused while in Hybrid form. Additionally, while in Hybrid form, the Soulfused may use their Fusion Pool points to enhance their natural attacks or even fuel powers.
It takes a standard action to change into their Hybrid form, though reverting to their mortal form is an immediate action. The Soulfused reverts to their mortal form whenever rendered unconscious, asleep, or killed. A Soulfused may remain in their Hybrid form so long as they have at least one point remaining in their fusion pool.
Any social interactions requiring a Charisma-based skill check have +5 DC, unless the subject of the check has had positive interactions with Soulfused before or succeed at a DC 30 Knowledge (The Planes) check. Additionally, while the Soulfused and the Presence may have different alignments, normally the Presence can only communicate their desires but cannot directly affect their choices. When in Hybrid form, the Presence has been given enough ‘reign’ that they can now push for control if they do not like the way their host is acting. When a Soulfused acts in a way that would go against their Presence’s Alignment while in Hybrid form, the Presence asserts its will. The Soulfused makes a will save DC= 10+1/2 Class Level (min 1) + their own Wisdom Bonus. If successful, they may continue to act for the next hour however they please. Failing means that the presence temporarily takes control of the Soulfused’s actions for one minute per point of Wisdom Bonus the Soulfused has.
Usually the Presence will respect much of the Soulfused’s wishes; sometimes they may take drastic measures to fulfill their needs. (Such as a Demon Soulfused taking control in order to destroy the half angel at the royal ball, or the Archon Presence forcing the Soulfused to stick to the terms of an agreement, etc.) During this time the Soulfused takes the seat that the Presence usually has: Being able to watch through their senses but not in any kind of control. If the Presence comes out of Hybrid form the Soulfused gains control of their body immediately.

Fusion Pool: The Soulbinder learns to tap the burgeoning core of energy in their soul, and grows more powerful as the fusion between them and their outsider grows closer to true unity. At 1st level, the Soulbinder gains a reservoir of divine energy that he can draw upon to fuel his powers and enhance his natural attack. This fusion pool has a number of points equal to 1/2 his Soulfused level (minimum 1) + his Wisdom modifier.
As a move action, the Soulfused can spend a fusion point to temporarily give their natural attack a +1 enhancement bonus. This bonus lasts for one minute. For every four levels beyond first, the enhancement bonus increases by +1 to a maximum of +5 at level 17. Multiple uses of this ability do not stack with themselves.
At level ten, the Soulfused may spend an additional fusion point when enhancing their natural attack to give their natural attack the holy enchantment if their Presence is good, or the unholy enchantment if it is evil. This effect lasts for one minute.

Hybrid Power: The Soulfused learns how to use their newly gained powers in a new and different way. They gain a power at level two, chosen from the list below. They gain an additional power every three levels after second. Any saving throws that Hybrid Powers require are Wisdom based. Unless noted otherwise, powers can be used outside of Hybrid form.

Refinement: As their fusion becomes more and more complete, the Soulfused refines their combat powers to a new level of strength. Choose from a small list of refinements to apply to the Soulfused’s natural attacks. These refinements only . Unless specified otherwise, refinements can only be taken once:
Enhanced: Increase damage by one step (1D8 becomes 1D10, 1D10 becomes 2D6, etc), can be taken multiple times
Forceful: Half of the damage done is force damage.
Critical: The natural attack gains the effects of improved critical.
Fatal: +4 to confirm Critical Hits. Taken twice, increases critical threat range as per the improved critical feat. Taken three times, increases Critical Hit Multiplier by 1.
Aligned: Your natural attack gains your Presence’s alignment for overcoming DR.
Swift: You can take a -2 to all attacks this round to gain an extra attack at your highest BAB.
Smiting: The soulfused gains the ability to use smite evil/good with their natural attack depending on the alignment of their Presence. Using this ability costs 2 fusion points, but otherwise works just like the (anti)paladin ability.

The Asking: The Soulfused has spent enough time with their Presence to know how to wheedle information out of them. This power lets them use Commune once per day, but can only ask their Presence a number of questions equal to 1+their wisdom modifier. They can perform The Asking one additional time a day at level 10, and one more time per day at level 16.

Improved Fusion: The fusion of mortal and immortal have increased beyond anything that could have been predicted. The mortal’s body starts to benefit the joining of soul and essence, allowing the Soulfused to use Fusion points in a different way. They may now spend a fusion point to gain fast healing equal to their Wisdom modifier for their class level in rounds. During this time they may spend an additional 3 fusion points to regenerate a lost limb over the course of one minute. Regenerating a limb leaves them drained, imparting a -2 constitution penalty until they can rest for 8 hours. They can use these improvements outside of Hybrid form.

Perfect Fusion: The bond between mortal and immortal have disappeared. The Soulfused is now a single entity in spirit; there no longer is a disparity between Presence and Soul. The soulfused’s alignment changes to match their presence if it didn’t already. Their type becomes Outsider (Native) with all the benefits that provides. They also are mentally one entity: No longer does the Soulfused risk losing control of their actions while in Hybrid form, even if they should act contrary to their alignment, though they still risk shifting their alignment as normal. Additionally, The Asking now works exactly as the spell Commune, as the newly fused entity asks his ‘relations’ for the information instead. The perfectly fused entity no longer ages, needs to sleep, drink or eat, though they may choose to do so for pleasure. They still need to rest to recover fusion points, as well as to recover any spellcasting they may have.

SOULFUSED PRESENCES
ANGEL (NG)
Class Skill: Heal (Wis)
Proficiency: Medium Armor, Greatswords.
Natural Attack:
Flaming Blade- 1D10+Str damage, Crit 19-20x2, Fire damage
Resistances: Acid 5, Cold 5
-Level 10 Improvement: Acid 10, Cold 10, DR 3/Evil

ARCHON (LG)
Class Skill: Knowledge (Nobility)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Natural Attack:
Ray of Light: 1D8 Damage, Range 100 ft., Crit 20X3, Electrical Damage
Resistances: Electricity 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Immunity to Petrify, DR 3/Evil

AZATA (CG)
Class Skill: Acrobatics
Proficiency: Two Weapon Fighting, Improved Unarmed Strike
Natural Attack:
Frozen Talons: 1D8+Str damage, Crit 20x2, Ice damage, light weapon.
Resistances: Electricity 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Immunity to Petrify, DR 3/Evil

DEMON (CE)
Class Skill: Intimidate (Cha)
Proficiency: Medium Armor, Whip
Natural Attack:
Flaming Whip: Damage 1D6+Str, Crit 20x2, Reach 10ft, Fire damage, Trip
Resistances: Fire 5, Electricity 5
-Level 10 Improvement: Fire 10, Electricity 10, DR 3/Good

DEVIL (LE)
Class Skill: Bluff (Cha)
Proficiency: Two Weapon Fighting, Improved Unarmed Strike
Natural Attack:
Fiery Claws: 1D8+Str Damage, Crit 20x2, fire Damage, light weapon
Resistances: Fire 5, +4 save vs. Poison
-Level 10 Improvement: Fire 10, Immunity to Poison, DR 3/Good

DAEMON (NE)
Class Skill: Stealth (Dex)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Natural Attack:
Shriek: Damage 1D8, Range 100ft, Crit 20x3, Sonic damage.
Resistances: Acid 5, +4 save vs. Disease
-Level 10 Improvement: Acid 10, Immunity to Disease, DR 3/Good

POWERS:
Wings: The Soulfused gains wings appropriate to their presence when in Hybrid form, being able to fly at their movement speed with good maneuverability.
Aura: The Soulfused gains the effects of Protection from Evil (If their Presence is good) or Protection from Good (If their Presence is evil) while in Hybrid form. Any allies within 10 feet of the Hybrid receive a +1 Morale bonus to saving throws and AC versus attacks and effects made by the same kind of enemies.
True Speech: The Soulfused may use the Tongues spell 2/day as a spell-like ability.
Spiritual Providence: The Soulfused may choose one orison from the Cleric/Oracle Spell list. They may cast this orison at will as a spell-like ability. This may be chosen more than once.
Spiritual Bounty I: The Soufused may choose a level one spell from the Cleric/Oracle Spell List. They may expend a fusion point to cast this spell as a spell-like ability.
Spiritual Bounty II: The Soufused may choose a level two spell from the Cleric/Oracle Spell List. They may expend two fusion points to cast this spell as a spell-like ability. Requires level 5.
Spiritual Bounty III: The Soufused may choose a level three spell from the Cleric/Oracle Spell List. They may expend three fusion points to cast this spell as a spell-like ability. Requires Level 8.
Spiritual Bounty IV: The Soufused may choose a level four spell from the Cleric/Oracle Spell List. They may expend four fusion points to cast this spell as a spell-like ability. Requires Level 11.
Resilience: The Soufused’s DR increases by 2 while in hybrid form. Requires level 11. Can only be taken once.
Resistant: The Soulfused may spend 1 fusion point as an immediate action to grant a +3 bonus to any one saving throw. This ability can only be taken once.
Body Fuel: The Soulfused may take two points of constitution damage as a full round action to recover Their Wisdom modifier in fusion points. This damage automatically heals after 24 hours, and the Soulfused cannot use this ability again until the prior damage has healed. Requires level 5.
Might: The Soulfused’s Strength increases by 2 while in Hybrid form. This can be taken multiple times.
Divine Power: The Soulfused can spend a fusion point to use the Turn/Rebuke Undead ability of a cleric of their level. They can either turn or rebuke undead depending on the alignment of their Presence.


*bump*


Nice expansion rungok. Here's my feedback:

*I'm not sure the DC hike is necessary for social interaction. In games with oreads, ifrit and other obviously out-there entities roaming around, a little Outsider emanation and intriguing body-art isn't going to tip the scales. I get the reasoning, but i think it unnecessary.

*Fusion Pool: reads Soulbinder, not Soulfused in a couple of places.

I think the increased bonuses should require more points to be spent. Otherwise it's the same small cost for an evolving and progressing bonus. Maybe not 1 for 1, but perhaps 2 for +2 and +3 and 3 points for +4 and +5. The time limit might extend too with this greater fusion point expenditure.

*"Hybrid Power" can be used (unless individually specified otherwise) when not in hybrid form. This is confusing, doubly so when there are "Powers" listed after the Outsider types. I'd rename this suite or change the availability. I think it's good to keep the Hybrid Powers only usable when in Hybrid form.

*Refinement: I'd rename this to inidcate a greater power or deadliness - Weapon Refinement, Combat Empowerment, Improve Weapon etc.

There is some cut off text: "These refinements only". I'm guessing the missing text reads "apply to the Soulfused's natural weapon."

I would make Aligned, Swift and Smiting all cost at least a point. Otherwise it's a simple choice to take Swift once and then be able to do it all the time. Tying it to the Fusion pool limits that.

*Powers: First off, I love the idea of Body Fuel!

What is the point costs (if any) for Aura?

With regard to Spuritual Bounty, does the Soulfused prepare and cast them normally as a
spell, with the option of using her Fusion Pool to use as a SLA? Or is it only as an SLA?
I'm guessing the latter as the Soulfused has no casting.

*Divine Power: Should read "as a cleric" not "of a cleric".

New Power ideas: How about improved armor, perhaps even as an enhancement bonus rather than armor bonus or natural bonus. Could even be boosted with Fusion poin expenditure, otherwise it operates regardless of Hybrid form or not.

I would break the powers up into Powers and Advanced Powers, much the same as Rogues/Ninjas/Witches have Talents/Tricks/Hexes and Advanced or Master versions for higher levels.

Advanced Power: Planar Vibration: causes stun, or staggered condition. Cost: 3 Fusion points.

Outsider Stamina: Temporary hit point surge. Cost: 2 Fusion Points.

Anyway - I hope you find this feedback helpful!


Lol sorry about the 'binder' typos. The class used to be called devilbinder, but that was just one outsider type and I first and foremost wanted to expand out of that when I did the revision. I'll fix that for the next iteration.

Thanks for the expounded upon feedback. I'll look at cleaning it up a bit thanks to your suggestions.

Body Fuel just seemed like a neat idea. I had seen similar mechanics in other areas and games, and wanted to see if it fit into pathfinder.

Aura currently does not have a fusion point cost, since I pretty much cut the aura effect in half for effect and range. I could change it to normal power/range for a fusion point, but that comes up to another problem I am considering.

It would be a problem if everything worked off the fusion pool. Even if you have a great character (Wis 18, +4) you only have 5 fusion points at level one. That's actually pretty damn good at start, but at level 10 you only have 9 (1/2 level+wis mod)unless you put both points in wis, in case you have 10. In this case you have a very tight pool of points to work with. At level 10, most spellcasters or clerics (Which I have been using as an overall power level measuring stick) have a lot more spells to use than at level 1, but the Soulfused would be instead much reduced in power this way.

Proposed changes:
1.Change fusion pool calculation.
2.Change most costs (except most powerful abilities/powers) to 1 fusion point.

I like option 2, if only in comparison to the magus' pool class feature. They can spend 1 point not only to get a +1 to +5 (depending on level) bonus to their weapon, but also give it free enchantments.

Two new things.

I was curious if there was more I should do with the Presences, like have certain powers/feats that only that presence can have, similar to a sorcerer bloodline's feat/spell increases?

Second, I forgot to include how many skill points they have. I was going to have them 4+int mod. Does this seem balanced?


I was going to mention something similar with regard to the Presences and restricted/specific powers. Again - there are a lot of options out there - I think you have only scratched the surface so far!

And yes skills look good to me - not too few, not too many.

A question: a Presence's Proficiency: are those free upon character creation?
I'm not sure the d8 melee claws for some of them aren't OP. I'd also wait for some more "crunchers" to look this over. Or playtest it youself and post the results! ;)


Good point re: Magus arcane pool. I'd go with option 2 as well.


I'm going to restructure the Spiritual bounty in the following way:
It is a spell like ability, not a prepared spell.
All of them require only 1 fusion point to use.
Each Spiritual bounty requires the Soulfused to have the one before it. (But not Spiritual Providence) So you have to take 1 before you can take 2 before you can take 3, etc. This will tighten it up but also allow for the cheaper cost to activate.

For the presences, I was thinking maybe adding for each presence a very mechanically set method that they can recover a fusion point without having to rest, like how gunslingers can have daring acts to recover grit.

Soulfused DO get the Presence's proficiency for chargen.

Yes. I realize this class is kinda borrowing mechanics from EVERY pool using class in the game... I kinda like it. :D


Heres the updates I've made so far. Tell me how it flows to you. I made some changes to things, reorganized some stuff, and overall refined the class writeup.

Class Skills: The Soulfused’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge The Planes (Int), Knowledge (Religion), Perception (Wis), Profession (Wis), and Sense Motive (Wis). Soulfused also gain extra skills depending on their Presence.

Skill Points: 4+int mod

Weapons and Armor: Soulfused are proficient with simple weapons, and light armor, but not shields. Soulfused gain additional armor or weapon proficiencies from their outsider half.

Natural Attack: While in some instances it appears as a manifested weapon, all Soulfused gain a natural attack in Hybrid Form. They are considered proficient in said attack, and do not provoke attacks of opportunity for attacking with them. All Natural attacks damage and damage type is dependent on the type of natural attack and any Empowered Attacks the Soulfused has.

AC: The Soulfused’s Hybrid form is tougher and more potent than their frail mortal frame. While in Hybrid form they gain a natural armor bonus as indicated on the table above.

Presence: The Soulfused is bound to the essence of a planar entity. This provides a number of benefits and drawbacks. The first benefit is they gain immunity to possession. The space is full, so to speak.
Choose one outsider type. This outsider must be within one step of your alignment. The outsider’s type affects many of the abilities of the Soulfused. When under Detect Alignment, you always register as your outsider’s alignment. Additionally, should you also have levels in a spellcasting class, your presence’s alignment prevents you from learning or casting any spells with opposing alignment descriptors. (Archon Soulfused could not cast Evil Discriptor spells) A presence can communicate with their Soulfused at any time, even when out of Hybrid form, and socialize with their host in any number of ways.
When you choose your presence, you gain a number of different benefits and gain access to powers depending on your choice. The choice of presence also affects the latent abilities of the Soulfused’s Hybrid Body. The types of Presences are farther ahead.

Hybrid Body: The primary mode of defense the Soulfused has at their disposal is a hybrid form between their natural mortal body, and their Presence’s spiritual essence. The change is profound; though the actual physical shape of the mortal does not change. A series of glowing lines trace across the torso and down the limbs, as well as run up the neck and face to the eyes. Their skin takes on a skin tone appropriate to their outsider half, and their eyes radiate with extraplanar energy. Their hair (if they have any) stands on end or perpetually shifts and waves under the presence’s influence. They develop a natural attack appropriate to their Presence type, usually some form of weapon formed of planar energy more than physical matter.
While a Soulfused is in their hybrid form, they gain some of their Presence’s resistances and their natural abilities. They gain both a natural armor bonus and a natural attack as shown on the table above. These abilities, no matter if they are enhanced by other sources, can only benefit the Soulfused while in Hybrid form. Additionally, while in Hybrid form, the Soulfused may use their Fusion Pool points to enhance their natural attacks or even fuel powers.
It takes a standard action to change into their Hybrid form, though reverting to their mortal form is an immediate action. The Soulfused reverts to their mortal form whenever rendered unconscious, asleep, or killed. A Soulfused may remain in their Hybrid form so long as they have at least one point remaining in their fusion pool.
While the Soulfused and the Presence may have different alignments, normally the Presence can only communicate their desires but cannot directly affect their choices. When in Hybrid form, the Presence has been given enough ‘reign’ that they can now push for control if they do not like the way their host is acting. When a Soulfused acts in a way that would go against their Presence’s Alignment while in Hybrid form, the Presence asserts its will. The Soulfused makes a will save DC= 10+1/2 Class Level (min 1) + their own Wisdom Bonus. If successful, they may continue to act for the next hour however they please. Failing means that the presence temporarily takes control of the Soulfused’s actions for one minute per point of Wisdom Bonus the Soulfused has.
Usually the Presence will respect much of the Soulfused’s wishes; sometimes they may take drastic measures to fulfill their needs. (Such as a Demon Soulfused taking control in order to destroy the half angel at the royal ball, or the Archon Presence forcing the Soulfused to stick to the terms of an agreement, etc.) During this time the Soulfused takes the seat that the Presence usually has: Being able to watch through their senses but not in any kind of control. If the Presence comes out of Hybrid form the Soulfused gains control of their body immediately.

Fusion Pool: The Soulfused learns to tap the burgeoning core of energy in their soul, and grows more powerful as the fusion between them and their outsider grows closer to true unity. At 1st level, the Soulfused gains a reservoir of divine energy that he can draw upon to fuel his powers and enhance his natural attack. This fusion pool has a number of points equal to 1/2 his Soulfused level (minimum 1) + his Wisdom modifier.
As a move action, the Soulfused can spend a fusion point to temporarily give their natural attack a +1 enhancement bonus. This bonus lasts for one minute. For every four levels beyond first, the enhancement bonus increases by +1 to a maximum of +5 at level 17. Multiple uses of this ability do not stack with themselves.
At level ten, the Soulfused may spend an additional fusion point when enhancing their natural attack to give their natural attack the holy enchantment if their Presence is good, or the unholy enchantment if it is evil. This effect lasts for one minute.

Repossession: The Soulfused begins with the Repossession Hybrid Power at level one. Unlike the other powers, Repossession can be used while out of Hybrid form.

Hybrid Power: The Soulfused learns how to use their newly gained powers in a new and different way. They gain a power at level two, chosen from the list below. They gain an additional power every three levels after second. Any saving throws that Hybrid Powers require are Wisdom based. Powers can only be used in Hybrid form.

Empowered Attack: As their fusion becomes more and more complete, the Soulfused refines their combat powers to a new level of strength. Choose from a small list of Empowered Attacks to apply to the Soulfused’s natural attacks. These Empowered Attacks only . Unless specified otherwise, Empowered Attacks can only be taken once:
Enhanced: Increase damage by one step (1D8 becomes 1D10, 1D10 becomes 2D6, etc), can be taken multiple times
Forceful: Half of the damage done is force damage.
Fatal: +4 to confirm Critical Hits. Taken twice, increases critical threat range as per the improved critical feat. Taken three times, increases Critical Hit Multiplier by 1.
Aligned: Your natural attack gains your Presence’s alignment for overcoming DR.
Swift: You can take a -2 to all attacks this round to gain an extra attack at your highest BAB.
Smiting: The soulfused gains the ability to use smite evil/good with their natural attack depending on the alignment of their Presence. Using this ability costs 2 fusion points, but otherwise works just like the (anti)paladin ability.

The Asking: The Soulfused has spent enough time with their Presence to know how to wheedle information out of them. This power lets them use Commune once per day, but can only ask their Presence a number of questions equal to 1+their wisdom modifier. They can perform The Asking one additional time a day at level 10, and one more time per day at level 16.

Improved Fusion: The fusion of mortal and immortal have increased beyond anything that could have been predicted. The mortal’s body starts to benefit the joining of soul and essence, allowing the Soulfused to use Fusion points in a different way. They can now choose Fusion Powers from the improved list. They may also now spend a fusion point to gain fast healing equal to their Wisdom modifier for their class level in rounds. During this time they may spend an additional 3 fusion points to regenerate a lost limb over the course of one minute. Regenerating a limb leaves them drained, imparting a -2 constitution penalty until they can rest for 8 hours. They can use these improvements outside of Hybrid form.

Perfect Fusion: The bond between mortal and immortal have disappeared. The Soulfused is now a single entity in spirit; there no longer is a disparity between Presence and Soul. The soulfused’s alignment changes to match their presence if it didn’t already. Their type becomes Outsider (Native) with all the benefits that provides. They also are mentally one entity: No longer does the Soulfused risk losing control of their actions while in Hybrid form, even if they should act contrary to their alignment, though they still risk shifting their alignment as normal. Additionally, The Asking now works exactly as the spell Commune, as the newly fused entity asks his ‘relations’ for the information instead. The perfectly fused entity no longer ages, needs to sleep, drink or eat, though they may choose to do so for pleasure. They still need to rest to recover fusion points, as well as to recover any spellcasting they may have.

SOULFUSED PRESENCES
ANGEL (NG)
Class Skill: Heal (Wis)
Proficiency: Medium Armor, Greatswords.
Natural Attack:
Flaming Blade- 1D10+Str damage, Crit 19-20x2, Fire damage
Resistances: Acid 5, Cold 5
-Level 10 Improvement: Acid 10, Cold 10, DR 3/Evil

ARCHON (LG)
Class Skill: Knowledge (Nobility)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Natural Attack:
Ray of Light: 1D8 Damage, Range 100 ft., Crit 20X3, Electrical Damage
Resistances: Electricity 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Immunity to Petrify, DR 3/Evil

AZATA (CG)
Class Skill: Acrobatics
Proficiency: Two Weapon Fighting, Improved Unarmed Strike
Natural Attack:
Frozen Talons: 1D8+Str damage, Crit 20x2, Ice damage, light weapon.
Resistances: Electricity 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Immunity to Petrify, DR 3/Evil

DEMON (CE)
Class Skill: Intimidate (Cha)
Proficiency: Medium Armor, Whip
Natural Attack:
Flaming Whip: Damage 1D6+Str, Crit 20x2, Reach 10ft, Fire damage, Trip
Resistances: Fire 5, Electricity 5
-Level 10 Improvement: Fire 10, Electricity 10, DR 3/Good

DEVIL (LE)
Class Skill: Bluff (Cha)
Proficiency: Two Weapon Fighting, Improved Unarmed Strike
Natural Attack:
Fiery Claws: 1D8+Str Damage, Crit 20x2, fire Damage, light weapon
Resistances: Fire 5, +4 save vs. Poison
-Level 10 Improvement: Fire 10, Immunity to Poison, DR 3/Good

DAEMON (NE)
Class Skill: Stealth (Dex)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Natural Attack:
Shriek: Damage 1D8, Range 100ft, Crit 20x3, Sonic damage.
Resistances: Acid 5, +4 save vs. Disease
-Level 10 Improvement: Acid 10, Immunity to Disease, DR 3/Good

Hybrid Powers:
True Speech: The Soulfused may use the Tongues spell 2/day as a spell-like ability.
Spiritual Providence: The Soulfused may choose one orison from the Cleric/Oracle Spell list. They may cast this orison at will as a spell-like ability. This may be chosen more than once.
Spiritual Bounty I: The Soufused may choose a level one spell from the Cleric/Oracle Spell List. They may expend a fusion point to cast this spell as a spell-like ability.
Spiritual Bounty II: The Soufused may choose a level two spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty I.
Resistant: The Soulfused may spend 1 fusion point as an immediate action to grant a +3 bonus to any one saving throw. This ability can only be taken once.
Body Fuel: The Soulfused may take two points of constitution damage as a full round action to recover Their Wisdom modifier in fusion points. This damage automatically heals after 24 hours, and the Soulfused cannot use this ability again until the prior damage has healed.
Might: The Soulfused’s Strength increases by 2 while in Hybrid form. This can be taken multiple times.
Divine Power: The Soulfused can spend a fusion point to use the Turn/Rebuke Undead ability of a cleric of their level. They can either turn or rebuke undead depending on the alignment of their Presence.
Repossession: The Soulfused and their Presence can bolster their fusion pool by relieving the frustrations of their presence, freeing more power for their use. The Soulfused can now allow the Presence to take control of his mortal body, whether in hybrid form or not. For every 30 minutes they allow the Presence control, They recover 1 fusion point.
Improved Fusion Powers:
Aura: The Soulfused gains the effects of Protection from Evil (If their Presence is good) or Protection from Good (If their Presence is evil) while in Hybrid form. Any allies within 15 feet of the Hybrid receive a +2 Morale bonus to saving throws and AC versus attacks and effects made by the same kind of enemies.
Resilience: The Soufused’s DR increases by 2 while in hybrid form.
Spiritual Bounty III: The Soufused may choose a level three spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty II.
Spiritual Bounty IV: The Soufused may choose a level four spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty III
Improved Body Fuel: The Soulfused may now take 4 points of constitution damage to completely refill their fusion pool. Requires Body Fuel
Wings: The Soulfused gains wings appropriate to their presence when in Hybrid form, being able to fly at their movement speed with good maneuverability.


Nice cleanup rungok. I like the concept of repossession, and what it achieves - I'm not sure how the timeframe plays out or how balanced it is compared to other classes ragaining their pool points.

I like the split of hybrid powers and major powers. Looking good!

Strangely, I'm actuay wondering whether this class has enough going on. A playtest might find if it's a little narrowly focused - it seems like a melee role, but perhaps it needs something to make it more than just a flashy fighter. Maybe each presence needs some powers they get as they progress. What do you think rungok?

Also - the Daemon shriek has a range of 100ft - I'm assuming this isn't an area? That would be huge...

I'd give Demons the choice to have claws OR whip. In fact the flaming whip doesn't really do it for me...


I was talking with a DM friend of mine IRL, and our conversation hatched the repossession idea.

As for the narrow focus, maybe the presences should get some more progression stuff? Like a bonus feat list maybe?

I'm thinking of tossing out the natural attacks as they are listed, and do something different with it. Instead maybe let the player pick from a list, both a form and element of the attack. Does that sound like a better idea?


rungok wrote:

I was talking with a DM friend of mine IRL, and our conversation hatched the repossession idea.

As for the narrow focus, maybe the presences should get some more progression stuff? Like a bonus feat list maybe?

I'm thinking of tossing out the natural attacks as they are listed, and do something different with it. Instead maybe let the player pick from a list, both a form and element of the attack. Does that sound like a better idea?

Both those ideas sound good - bonus feats list and form/element attack choice.


I assume the angel presence natural attack is two-handed, correct? I assumed this due to the great sword proficiency. It might help if you put in the handedness in parentheses or something, as it is not definitively clear.


That's a good point, +5 toaster!

I'll also have to include handedness in these attacks.

Can weapon feats affect natural attacks? (Weapon focus/specialization, etc)


... And my brain just got eaten by a devourer.

Can someone help me figure out a bonus feat setup that will be somewhat balanced? O_o

I can handle the natural attacks. That's not difficult:
Natural Attack:
The Soulfused gains a natural attack, reminiscent of the many ways that outsiders battle in the outer planes. This can be in many forms, but a weapon is the most frequently manifested attack. The Soulfused can choose a weapon for which they have proficiency in (Or are granted proficiency in through their presence). They may also choose talons or claws, which they become proficient in as if they had the improved unarmed strike feat. The Soulfused can manifest/banish an energy form of this weapon as an immediate action so long as they are in Hybrid form. This weapon is composed entirely of an element that the Soulfused has at least 5 points of resistance to. In other ways, this weapon is used like it's material analog with a few exceptions. Anytime the weapon would be destroyed via sundering, or be dropped willfully or through a disarm maneuver, the natural attack dissipates. The Soulfused may conjure it again on their next available round.

A ranged weapon behaves as a physical analog, but requires no ammunition.

**Naturally, I'll have to adjust the Empowered Attack feature to have enhanced attack not be stacking. And probably a few other things I've not the foresight to think of atm.

I could really use some help with expounding the presences so they're not so narrow.


... Are there no Lawful Neutral, True Neutral, or Chaotic Neutral outsiders?


There are, but from what I've seen they are a lot less involved in the lives of mortals than the good or evil ones (especially true neutral), who are themselves rarely directly involved in the first place. It seemed that it would be harder to reason they would be available, which is why I had the good/evil aligned ones as the main ones, and leaving the neutrals (OR the elementals) as extra archetypes to be added later.

I suppose once I settle on the Presence's setup, I can start doing those too, unless you want to offer some for me to put in.


I did notice the Aeon and Agathion were missing, but there are lots of Outsiders. I'mmnot sure the rarity or availability thing matters much to players - they'll always come up with a compelling (if not convincing) reason why they are fused with a qlippoth or aeon...

Sorry I don't have much else (or anything) constructive to say! ;)


On top of the things I've made for the class itself, should I consider making feats for the class as well. Such as More fusion, or extra powers or something?


SOULFUSED
When single natured outsiders die, they are usually permanently destroyed, unless brought back via wish or similar method. However some mortals happen to be nearby at the time of a potent outsider’s death, and in the instant before their permanent dissolution, a connection is made between the two. In that split second, the mortal is given a choice: Allow them to die, or bond them into their own souls, and be changed forever.
Usually, only mortals of the same alignment with a strong connection to an outsider can even form a sympathetic bond during the moment of the outsider’s demise. This is usually someone the outsider was associating with, or in some cases a mortal worshiper. In either case the fusion is permanent, and the outsider’s essence has become one with the mortal soul.
After the joining, the soulfused is forever different from before. At first, their body hosts two distinct personalities, one the original and the other the outsider’s. Their personalities begin blending as their fusion becomes more complete and in time the two persons becomes one. The closer the mortal’s essence and the outsider’s essence become, the more powerful the fused entity becomes. The first of many abilities that are developed is the power to temporarily flood their mortal shell with the outsider’s energy, becoming something altogether different. Not seen anywhere else, it seems only the soulfused gain this strange and powerful hybrid form.
Alignment: Any
Hit Die: D8
SOULFUSED
LVL BAB Fort Ref Will Abilities AC
1 0 2 0 2 Presence, Hybrid Body, Fusion Pool, Natural Attack, Repossession, Bonus Feat +1
2 1 3 0 3 Hybrid Power +1
3 2 3 1 3 Empowered Attack +1
4 3 4 1 4 The Asking 1/Day +1
5 3 4 1 4 Hybrid Power +2
6 4 5 2 5 Empowered Attack +2
7 5 5 2 5 Bonus Feat +2
8 6/1 6 2 6 Hybrid Power +2
9 6/1 6 3 6 Empowered Attack +2
10 7/2 7 3 7 Improved Fusion, The Asking 2/Day +3
11 8/3 7 3 7 Hybrid Power +3
12 9/4 8 4 8 Empowered Attack +3
13 9/4 8 4 8 Bonus Feat +3
14 10/5 9 4 9 Hybrid Power +3
15 11/6/1 9 5 9 Empowered Attack +4
16 12/7/2 10 5 10 The Asking 3/Day +4
17 12/7/2 10 5 10 Hybrid Power +4
18 13/8/3 11 6 11 Empowered Attack +4
19 14/9/4 11 6 11 Bonus Feat +4
20 15/10/5 12 6 12 Perfect Fusion, Hybrid Power +5

Class Skills: The Soulfused’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge The Planes (Int), Knowledge (Religion), Perception (Wis), Profession (Wis), and Sense Motive (Wis). Soulfused also gain extra skills depending on their Presence.

Skill Points: 4+int mod

Weapons and Armor: Soulfused are proficient with simple weapons, and light armor, but not shields. Soulfused gain additional armor or weapon proficiencies from their outsider half.

Natural Attack: The Soulfused gains a natural attack, reminiscent of the many ways that outsiders battle in the outer planes. This can be in many forms, but a weapon is the most frequently manifested attack. The Soulfused can choose a weapon for which they have proficiency in (Or are granted proficiency in through their presence). They may also choose talons or claws, which they become proficient in as if they had the improved unarmed strike feat. The Soulfused can manifest/banish an energy form of this weapon as an immediate action so long as they are in Hybrid form. This weapon is composed entirely of an element that the Soulfused has at least 5 points of resistance to. In other ways, this weapon is used like its material analog with a few exceptions. Anytime the weapon would be destroyed via sundering, or be dropped willfully or through a disarm maneuver, the natural attack dissipates. The Soulfused may conjure it again on their next available round.

A ranged weapon behaves as a physical analog, but requires no ammunition.

AC: The Soulfused’s Hybrid form is tougher and more potent than their frail mortal frame. While in Hybrid form they gain a natural armor bonus as indicated on the table above.

Presence: The Soulfused is bound to the essence of a planar entity. This provides a number of benefits and drawbacks. The first benefit is they gain immunity to possession. The space is full, so to speak.
Choose one outsider type. This outsider must be within one step of your alignment. The outsider’s type affects many of the abilities of the Soulfused. When under Detect Alignment, you always register as your outsider’s alignment. Additionally, should you also have levels in a spellcasting class, your presence’s alignment prevents you from learning or casting any spells with opposing alignment descriptors. (Archon Soulfused could not cast Evil Discriptor spells) A presence can communicate with their Soulfused at any time, even when out of Hybrid form, and socialize with their host in any number of ways.
When you choose your presence, you gain a number of different benefits and gain access to powers depending on your choice. The choice of presence also affects the latent abilities of the Soulfused’s Hybrid Body. The types of Presences are farther ahead.

Hybrid Body: The primary mode of defense the Soulfused has at their disposal is a hybrid form between their natural mortal body, and their Presence’s spiritual essence. The change is profound; though the actual physical shape of the mortal does not change. A series of glowing lines trace across the torso and down the limbs, as well as run up the neck and face to the eyes. Their skin takes on a skin tone appropriate to their outsider half, and their eyes radiate with extraplanar energy. Their hair (if they have any) stands on end or perpetually shifts and waves under the presence’s influence. They develop a natural attack appropriate to their Presence type, usually some form of weapon formed of planar energy more than physical matter.
While a Soulfused is in their hybrid form, they gain some of their Presence’s resistances and their natural abilities. They gain both a natural armor bonus and a natural attack as shown on the table above. These abilities, no matter if they are enhanced by other sources, can only benefit the Soulfused while in Hybrid form. Additionally, while in Hybrid form, the Soulfused may use their Fusion Pool points to enhance their natural attacks or even fuel powers.
It takes a standard action to change into their Hybrid form, though reverting to their mortal form is an immediate action. The Soulfused reverts to their mortal form whenever rendered unconscious, asleep, or killed. A Soulfused may remain in their Hybrid form so long as they have at least one point remaining in their fusion pool.
While the Soulfused and the Presence may have different alignments, normally the Presence can only communicate their desires but cannot directly affect their choices. When in Hybrid form, the Presence has been given enough ‘reign’ that they can now push for control if they do not like the way their host is acting. When a Soulfused acts in a way that would go against their Presence’s Alignment while in Hybrid form, the Presence asserts its will. The Soulfused makes a will save DC= 10+1/2 Class Level (min 1) + their own Wisdom Bonus. If successful, they may continue to act for the next hour however they please. Failing means that the presence temporarily takes control of the Soulfused’s actions for one minute per point of Wisdom Bonus the Soulfused has.
Usually the Presence will respect much of the Soulfused’s wishes; sometimes they may take drastic measures to fulfill their needs. (Such as a Demon Soulfused taking control in order to destroy the half angel at the royal ball, or the Archon Presence forcing the Soulfused to stick to the terms of an agreement, etc.) During this time the Soulfused takes the seat that the Presence usually has: Being able to watch through their senses but not in any kind of control. If the Presence comes out of Hybrid form the Soulfused gains control of their body immediately.

Fusion Pool: The Soulfused learns to tap the burgeoning core of energy in their soul, and grows more powerful as the fusion between them and their outsider grows closer to true unity. At 1st level, the Soulfused gains a reservoir of divine energy that he can draw upon to fuel his powers and enhance his natural attack. This fusion pool has a number of points equal to 1/2 his Soulfused level (minimum 1) + his Wisdom modifier.
As a move action, the Soulfused can spend a fusion point to temporarily give their natural attack a +1 enhancement bonus. This bonus lasts for one minute. For every four levels beyond first, the enhancement bonus increases by +1 to a maximum of +5 at level 17. Multiple uses of this ability do not stack with themselves.
At level ten, the Soulfused may spend an additional fusion point when enhancing their natural attack to give their natural attack the holy enchantment if their Presence is good, or the unholy enchantment if it is evil. This effect lasts for one minute.

Repossession: The Soulfused begins with the Repossession Hybrid Power at level one. Unlike the other powers, Repossession can be used while out of Hybrid form.

Bonus Feat: The Soulfused selects a bonus feat from the list granted by their presence at level one, and again at levels 7, 13, and 19. These represent the additional knowledge and power granted by their Presence. The Soulfused must still otherwise meet any prerequisites for the feat.

Hybrid Power: The Soulfused learns how to use their newly gained powers in a new and different way. They gain a power at level two, chosen from the list below. They gain an additional power every three levels after second. Any saving throws that Hybrid Powers require are Wisdom based. Powers can only be used in Hybrid form.

Empowered Attack: As the fusion becomes more complete, the Soulfused refines their combat powers to a new level of strength. Choose from a small list of Empowered Attacks to apply to the Soulfused’s natural attacks. These Empowered Attacks only . Unless specified otherwise, Empowered Attacks can only be taken once:
Enhanced: Increase damage by one step (1D8 becomes 1D10, 1D10 becomes 2D6, etc)
Forceful: Half of the damage done is force damage.
Fatal: +4 to confirm Critical Hits. Taken twice, increases critical threat range as per the improved critical feat. Taken three times, increases Critical Hit Multiplier by 1.
Aligned: Your natural attack gains your Presence’s alignment for overcoming DR.
Swift: You can take a -2 to all attacks this round to gain an extra attack at your highest BAB.
Smiting: The soulfused gains the ability to use smite evil/good with their natural attack depending on the alignment of their Presence. Using this ability costs 2 fusion points, but otherwise works just like the (anti)paladin ability. Taken twice, reduces the fusion point cost to 1 point.

The Asking: The Soulfused has spent enough time with their Presence to know how to wheedle information out of them. This power lets them use Commune once per day, but can only ask their Presence a number of questions equal to 1+their wisdom modifier. They can perform The Asking one additional time a day at level 10, and one more time per day at level 16.

Improved Fusion: The fusion of mortal and immortal have increased beyond anything that could have been predicted. The Soulfused may shift into Hybrid form as a move action instead of a standard action. The mortal’s body starts to benefit the joining of soul and essence, allowing the Soulfused to use Fusion points in a different way. They can now choose from the Improved Hybrid Powers list. They may also now spend a fusion point to gain fast healing equal to their Wisdom modifier for their class level in rounds. During this time they may spend an additional 3 fusion points to regenerate a lost limb over the course of one minute. Regenerating a limb leaves them drained, imparting a -2 constitution penalty until they can rest for 8 hours. They can use these improvements outside of Hybrid form.

Perfect Fusion: The bond between mortal and immortal have disappeared. The Soulfused is now a single entity in spirit; there no longer is a disparity between Presence and Soul. The soulfused’s alignment changes to match their presence if it didn’t already. Their type becomes Outsider (Native) with all the benefits that provides. They also are mentally one entity: No longer does the Soulfused risk losing control of their actions while in Hybrid form, even if they should act contrary to their alignment, though they still risk shifting their alignment as normal. Additionally, The Asking now works exactly as the spell Commune, as the newly fused entity asks his ‘relations’ for the information instead. The perfectly fused entity no longer ages, needs to sleep, drink or eat, though they may choose to do so for pleasure. They still need to rest to recover fusion points, as well as to recover any spellcasting they may have. Changing into Hybrid form is now a Swift action. They no longer come out of Hybrid form if rendered unconscious, asleep, or dead. Only having no fusion points returns them to normal.

SOULFUSED PRESENCES
ANGEL (NG)
Class Skill: Heal (Wis)
Proficiency: Medium Armor, Greatswords.
Resistances: Acid 5, Cold 5, Fire 5
-Level 10 Improvement: Acid 10, Cold 10, Fire 10 DR 3/Evil
Bonus Feats: Power Attack, Cleave, Iron Will, Toughness, Skill Focus (Heal), Vital Strike, Powerful Fusion*, Improved Initiative.

ARCHON (LG)
Class Skill: Knowledge (Nobility)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Resistances: Electricity 5, Acid 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Acid 10, Immunity to Petrify, DR 3/Evil
Bonus Feats: Point Blank Shot, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Powerful Fusion*, Mobility.

AZATA (CG)
Class Skill: Acrobatics
Proficiency: Two Weapon Fighting
Resistances: Electricity 5, Cold 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Cold 10, Immunity to Petrify, DR 3/Evil
Bonus Feats: Combat Expertise, Combat Reflexes, Critical Focus, Lunge, Power Attack, Iron Will, Powerful Fusion*, Staggering Critical.

DEMON (CE)
Class Skill: Intimidate (Cha)
Proficiency: Medium Armor, Whip
Resistances: Fire 5, Electricity 5, Cold 5
-Level 10 Improvement: Fire 10, Electricity 10, Cold 10, DR 3/Good
Bonus Feats: Power Attack, Cleave, Iron Will, Toughness, Skill Focus (Heal), Vital Strike, Powerful Fusion*, Improved Initiative.

DEVIL (LE)
Class Skill: Bluff (Cha)
Proficiency: Two Weapon Fighting
Resistances: Fire 5, Acid 5, +4 save vs. Poison
-Level 10 Improvement: Fire 10, Acid 10, Immunity to Poison, DR 3/Good
Bonus Feats: Combat Expertise, Combat Reflexes, Critical Focus, Lunge, Power Attack, Iron Will, Powerful Fusion*, Staggering Critical.

DAEMON (NE)
Class Skill: Stealth (Dex)
Proficiency: Longbows, Shortbows, Repeating Crossbows
Resistances: Acid 5, Electricity 5, +4 save vs. Disease
-Level 10 Improvement: Acid 10, Electricity 10, Immunity to Disease, DR 3/Good
Bonus Feats: Point Blank Shot, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Powerful Fusion*, Mobility.

Hybrid Powers:
True Speech: The Soulfused may use the Tongues spell 2/day as a spell-like ability.
Spiritual Providence: The Soulfused may choose one orison from the Cleric/Oracle Spell list. They may cast this orison at will as a spell-like ability. This may be chosen more than once.
Spiritual Bounty I: The Soufused may choose a level one spell from the Cleric/Oracle Spell List. They may expend a fusion point to cast this spell as a spell-like ability.
Spiritual Bounty II: The Soufused may choose a level two spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty I.
Resistant: The Soulfused may spend 1 fusion point as an immediate action to grant a +3 bonus to any one saving throw. This ability can only be taken once.
Body Fuel: The Soulfused may take two points of constitution damage as a full round action to recover Their Wisdom modifier in fusion points. This damage automatically heals after 24 hours, and the Soulfused cannot use this ability again until the prior damage has healed.
Might: The Soulfused’s Strength increases by 2 while in Hybrid form. This can be taken multiple times.
Divine Power: The Soulfused can spend a fusion point to use the Turn/Rebuke Undead ability of a cleric of their level. They can either turn or rebuke undead depending on the alignment of their Presence.
Repossession: The Soulfused and their Presence can bolster their fusion pool by relieving the frustrations of their presence, freeing more power for their use. The Soulfused can now allow the Presence to take control of his mortal body, whether in hybrid form or not. For every 30 minutes they allow the Presence control, They recover 1 fusion point.
Improved Hybrid Powers:
Aura: The Soulfused gains the effects of Protection from Evil (If their Presence is good) or Protection from Good (If their Presence is evil) while in Hybrid form. Any allies within 15 feet of the Hybrid receive a +2 Morale bonus to saving throws and AC versus attacks and effects made by the same kind of enemies.
Resilience: The Soufused’s DR increases by 2 while in hybrid form.
Spiritual Bounty III: The Soufused may choose a level three spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty II.
Spiritual Bounty IV: The Soufused may choose a level four spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty III
Improved Body Fuel: The Soulfused may now take 4 points of constitution damage to completely refill their fusion pool. Requires Body Fuel
Wings: The Soulfused gains wings appropriate to their presence when in Hybrid form, being able to fly at their movement speed with good maneuverability.

*New Feat: Powerful Fusion. This feat forges the spark of power in the mortal’s soul even brighter, increasing their maximum fusion points by 2. This feat can be taken multiple times.


Nice one rungok. I like the point cost reduction if you take Smiting twice. The New feat at the end is cool too.


Dot.


Thanks Oceanshieldwolf, I was trying to figure out a bunch of eventualities for the class.

The feat? I spent like 30 minutes going back and forth between it increasing the fusion pool by 2 or 3. Which do you think is balanced?


*Bump*


I'd say two points - especially if you can take the feat multiple times.


All right, I'm going to be playtesting this under a DM running the Shattered Star Adventure Path. I hope that it does well!


Okay I got some feedback from him, and he suggested removing the bonus feat at level one since the class was kind of front loaded with that on top of the other class features, but he did suggest adding martial weapon proficiency. I have adjusted the presences properly. I also increased the save DC for Soulfused to resist their Presences urges while in hybrid form. They still don't need to save when in mortal form.

So this is what I'm going to be playtesting with. Should I say anything about part outsiders being exempt from this class, or should I leave it be? Cause an Aasimar Soulfused would be kind of redundant, but still, it's a base class and not a prestige class. (No, I really don't want it to be a prestige class.)

Opinions? Thoughts? Dislikes?

SOULFUSED
When single natured outsiders die, they are usually permanently destroyed, unless brought back via wish or similar method. However some mortals happen to be nearby at the time of a potent outsider’s death, and in the instant before their permanent dissolution, a connection is made between the two. In that split second, the mortal is given a choice: Allow them to die, or bond them into their own souls, and be changed forever.
Usually, only mortals of the same alignment with a strong connection to an outsider can even form a sympathetic bond during the moment of the outsider’s demise. This is usually someone the outsider was associating with, or in some cases a mortal worshiper. In either case the fusion is permanent, and the outsider’s essence has become one with the mortal soul.
After the joining, the soulfused is forever different from before. At first, their body hosts two distinct personalities, one the original and the other the outsider’s. Their personalities begin blending as their fusion becomes more complete and in time the two persons becomes one. The closer the mortal’s essence and the outsider’s essence become, the more powerful the fused entity becomes. The first of many abilities that are developed is the power to temporarily flood their mortal shell with the outsider’s energy, becoming something altogether different. Not seen anywhere else, it seems only the soulfused gain this strange and powerful hybrid form.
Alignment: Any
Hit Die: D8
SOULFUSED
LVL BAB Fort Ref Will Abilities AC
1 0 2 0 2 Presence, Hybrid Body, Fusion Pool, Natural Attack, Repossession, +1
2 1 3 0 3 Hybrid Power +1
3 2 3 1 3 Empowered Attack +1
4 3 4 1 4 The Asking 1/Day +1
5 3 4 1 4 Hybrid Power +2
6 4 5 2 5 Empowered Attack +2
7 5 5 2 5 Bonus Feat +2
8 6/1 6 2 6 Hybrid Power +2
9 6/1 6 3 6 Empowered Attack +2
10 7/2 7 3 7 Improved Fusion, The Asking 2/Day +3
11 8/3 7 3 7 Hybrid Power +3
12 9/4 8 4 8 Empowered Attack +3
13 9/4 8 4 8 Bonus Feat +3
14 10/5 9 4 9 Hybrid Power +3
15 11/6/1 9 5 9 Empowered Attack +4
16 12/7/2 10 5 10 The Asking 3/Day +4
17 12/7/2 10 5 10 Hybrid Power +4
18 13/8/3 11 6 11 Empowered Attack +4
19 14/9/4 11 6 11 Bonus Feat +4
20 15/10/5 12 6 12 Perfect Fusion, Hybrid Power +5

Class Skills: The Soulfused’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge The Planes (Int), Knowledge (Religion), Perception (Wis), Profession (Wis), and Sense Motive (Wis). Soulfused also gain extra skills depending on their Presence.

Skill Points: 4+int mod

Weapons and Armor: Soulfused are proficient with simple and martial weapons, and light armor, but not shields. Soulfused may gain additional armor or weapon proficiencies from their outsider half.

Natural Attack: The Soulfused gains a natural attack, reminiscent of the many ways that outsiders battle in the outer planes. This can be in many forms, but a weapon is the most frequently manifested attack. The Soulfused can choose a weapon for which they have proficiency in (Or are granted proficiency in through their presence). They may also choose talons or claws, which they become proficient in as if they had the improved unarmed strike feat. The Soulfused can manifest/banish an energy form of this weapon as an immediate action so long as they are in Hybrid form. This weapon is composed entirely of an element that the Soulfused has at least 5 points of resistance to. In other ways, this weapon is used like its material analog with a few exceptions. Anytime the weapon would be destroyed via sundering, or be dropped willfully or through a disarm maneuver, the natural attack dissipates. The Soulfused may conjure it again on their next available round.

A ranged weapon behaves as a physical analog, but requires no ammunition. A ranged weapon type cannot fire any physical ammunition.

AC: The Soulfused’s Hybrid form is tougher and more potent than their frail mortal frame. While in Hybrid form they gain a natural armor bonus as indicated on the table above.

Presence: The Soulfused is bound to the essence of a planar entity. This provides a number of benefits and drawbacks. The first benefit is they gain immunity to possession. The space is full, so to speak.
Choose one outsider type. This outsider must be within one step of your alignment. The outsider’s type affects many of the abilities of the Soulfused. When under Detect Alignment, you always register as your outsider’s alignment. Additionally, should you also have levels in a spellcasting class, your presence’s alignment prevents you from learning or casting any spells with opposing alignment descriptors. (Archon Soulfused could not cast Evil Discriptor spells) A presence can communicate with their Soulfused at any time, even when out of Hybrid form, and socialize with their host in any number of ways.
When you choose your presence, you gain a number of different benefits and gain access to powers depending on your choice. The choice of presence also affects the latent abilities of the Soulfused’s Hybrid Body. The types of Presences are farther ahead.

Hybrid Body: The primary mode of defense the Soulfused has at their disposal is a hybrid form between their natural mortal body, and their Presence’s spiritual essence. The change is profound; though the actual physical shape of the mortal does not change. A series of glowing lines trace across the torso and down the limbs, as well as run up the neck and face to the eyes. Their skin takes on a skin tone appropriate to their outsider half, and their eyes radiate with extraplanar energy. Their hair (if they have any) stands on end or perpetually shifts and waves under the presence’s influence. They develop a natural attack appropriate to their Presence type, usually some form of weapon formed of planar energy more than physical matter.
While a Soulfused is in their hybrid form, they gain some of their Presence’s resistances and their natural abilities. They gain both a natural armor bonus and a natural attack as shown on the table above. These abilities, no matter if they are enhanced by other sources, can only benefit the Soulfused while in Hybrid form. Additionally, while in Hybrid form, the Soulfused may use their Fusion Pool points to enhance their natural attacks or even fuel powers.
It takes a standard action to change into their Hybrid form, though reverting to their mortal form is an immediate action. The Soulfused reverts to their mortal form whenever rendered unconscious, asleep, or killed. A Soulfused may remain in their Hybrid form so long as they have at least one point remaining in their fusion pool.
While the Soulfused and the Presence may have different alignments, normally the Presence can only communicate their desires but cannot directly affect their choices. When in Hybrid form, the Presence has been given enough ‘reign’ that they can now push for control if they do not like the way their host is acting. When a Soulfused acts in a way that would go against their Presence’s Alignment while in Hybrid form, the Presence asserts its will. The Soulfused makes a will save DC= 15+1/2 Class Level (min 1) + their own Wisdom Bonus. If successful, they may continue to act for the next hour however they please. Failing means that the presence temporarily takes control of the Soulfused’s actions for one minute per point of Wisdom Bonus the Soulfused has.
Usually the Presence will respect much of the Soulfused’s wishes; sometimes they may take drastic measures to fulfill their needs. (Such as a Demon Soulfused taking control in order to destroy the half angel at the royal ball, or the Archon Presence forcing the Soulfused to stick to the terms of an agreement, etc.) During this time the Soulfused takes the seat that the Presence usually has: Being able to watch through their senses but not in any kind of control. If the Presence comes out of Hybrid form the Soulfused gains control of their body immediately.

Fusion Pool: The Soulfused learns to tap the burgeoning core of energy in their soul, and grows more powerful as the fusion between them and their outsider grows closer to true unity. At 1st level, the Soulfused gains a reservoir of divine energy that he can draw upon to fuel his powers and enhance his natural attack. This fusion pool has a number of points equal to 1/2 his Soulfused level (minimum 1) + his Wisdom modifier.
As a move action, the Soulfused can spend a fusion point to temporarily give their natural attack a +1 enhancement bonus. This bonus lasts for one minute. For every four levels beyond first, the enhancement bonus increases by +1 to a maximum of +5 at level 17. Multiple uses of this ability do not stack with themselves.
At level ten, the Soulfused may spend an additional fusion point when enhancing their natural attack to give their natural attack the holy enchantment if their Presence is good, or the unholy enchantment if it is evil. This effect lasts for one minute.

Repossession: The Soulfused begins with the Repossession Hybrid Power at level one. Unlike the other powers, Repossession can be used while out of Hybrid form.

Bonus Feat: The Soulfused selects a bonus feat from the list granted by their presence at level seven, and again at levels 13 and 19. These represent the additional knowledge and power granted by their Presence. The Soulfused must still otherwise meet any prerequisites for the feat.

Hybrid Power: The Soulfused learns how to use their newly gained powers in a new and different way. They gain a power at level two, chosen from the list below. They gain an additional power every three levels after second. Any saving throws that Hybrid Powers require are Wisdom based. Powers can only be used in Hybrid form.

Empowered Attack: As the fusion becomes more complete, the Soulfused refines their combat powers to a new level of strength. Choose from a small list of Empowered Attacks to apply to the Soulfused’s natural attacks. These Empowered Attacks only . Unless specified otherwise, Empowered Attacks can only be taken once:
Enhanced: Increase damage by one step (1D8 becomes 1D10, 1D10 becomes 2D6, etc)
Forceful: Half of the damage done is force damage.
Fatal: +4 to confirm Critical Hits. Taken twice, increases critical threat range as per the improved critical feat. Taken three times, increases Critical Hit Multiplier by 1.
Aligned: Your natural attack gains your Presence’s alignment for overcoming DR.
Swift: You can take a -2 to all attacks this round to gain an extra attack at your highest BAB.
Smiting: The soulfused gains the ability to use smite evil/good with their natural attack depending on the alignment of their Presence. Using this ability costs 2 fusion points, but otherwise works just like the (anti)paladin ability. Taken twice, reduces the fusion point cost to 1 point.

The Asking: The Soulfused has spent enough time with their Presence to know how to wheedle information out of them. This power lets them use Commune once per day, but can only ask their Presence a number of questions equal to 1+their wisdom modifier. They can perform The Asking one additional time a day at level 10, and one more time per day at level 16.

Improved Fusion: The fusion of mortal and immortal have increased beyond anything that could have been predicted. The Soulfused may shift into Hybrid form as a move action instead of a standard action. The mortal’s body starts to benefit the joining of soul and essence, allowing the Soulfused to use Fusion points in a different way. They can now choose from the Improved Hybrid Powers list. They may also now spend a fusion point to gain fast healing equal to their Wisdom modifier for their class level in rounds. During this time they may spend an additional 3 fusion points to regenerate a lost limb over the course of one minute. Regenerating a limb leaves them drained, imparting a -2 constitution penalty until they can rest for 8 hours. They can use these improvements outside of Hybrid form.

Perfect Fusion: The bond between mortal and immortal have disappeared. The Soulfused is now a single entity in spirit; there no longer is a disparity between Presence and Soul. The soulfused’s alignment changes to match their presence if it didn’t already. Their type becomes Outsider (Native) with all the benefits that provides. They also are mentally one entity: No longer does the Soulfused risk losing control of their actions while in Hybrid form, even if they should act contrary to their alignment, though they still risk shifting their alignment as normal. Additionally, The Asking now works exactly as the spell Commune, as the newly fused entity asks his ‘relations’ for the information instead. The perfectly fused entity no longer ages, needs to sleep, drink or eat, though they may choose to do so for pleasure. They still need to rest to recover fusion points, as well as to recover any spellcasting they may have. Changing into Hybrid form is now a Swift action. They no longer come out of Hybrid form if rendered unconscious, asleep, or dead. Only having no fusion points returns them to normal.

SOULFUSED PRESENCES
ANGEL (NG)
Class Skill: Heal (Wis)
Proficiency: Medium Armor
Resistances: Acid 5, Cold 5, Fire 5
-Level 10 Improvement: Acid 10, Cold 10, Fire 10 DR 3/Evil
Bonus Feats: Power Attack, Cleave, Iron Will, Toughness, Skill Focus (Heal), Vital Strike, Powerful Fusion*, Improved Initiative.

ARCHON (LG)
Class Skill: Knowledge (Nobility)
Proficiency: Repeating Crossbows
Resistances: Electricity 5, Acid 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Acid 10, Immunity to Petrify, DR 3/Evil
Bonus Feats: Point Blank Shot, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Powerful Fusion*, Mobility.

AZATA (CG)
Class Skill: Acrobatics
Proficiency: Two Weapon Fighting
Resistances: Electricity 5, Cold 5, +4 save vs. Petrification
-Level 10 Improvement: Electricity 10, Cold 10, Immunity to Petrify, DR 3/Evil
Bonus Feats: Combat Expertise, Combat Reflexes, Critical Focus, Lunge, Power Attack, Iron Will, Powerful Fusion*, Staggering Critical.

DEMON (CE)
Class Skill: Intimidate (Cha)
Proficiency: Medium Armor
Resistances: Fire 5, Electricity 5, Cold 5
-Level 10 Improvement: Fire 10, Electricity 10, Cold 10, DR 3/Good
Bonus Feats: Power Attack, Cleave, Iron Will, Toughness, Skill Focus (Heal), Vital Strike, Powerful Fusion*, Improved Initiative.

DEVIL (LE)
Class Skill: Bluff (Cha)
Proficiency: Two Weapon Fighting
Resistances: Fire 5, Acid 5, +4 save vs. Poison
-Level 10 Improvement: Fire 10, Acid 10, Immunity to Poison, DR 3/Good
Bonus Feats: Combat Expertise, Combat Reflexes, Critical Focus, Lunge, Power Attack, Iron Will, Powerful Fusion*, Staggering Critical.

DAEMON (NE)
Class Skill: Stealth (Dex)
Proficiency: Repeating Crossbows
Resistances: Acid 5, Electricity 5, +4 save vs. Disease
-Level 10 Improvement: Acid 10, Electricity 10, Immunity to Disease, DR 3/Good
Bonus Feats: Point Blank Shot, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Dodge, Powerful Fusion*, Mobility.

Hybrid Powers:
True Speech: The Soulfused may use the Tongues spell 2/day as a spell-like ability.
Spiritual Providence: The Soulfused may choose one orison from the Cleric/Oracle Spell list. They may cast this orison at will as a spell-like ability. This may be chosen more than once.
Spiritual Bounty I: The Soufused may choose a level one spell from the Cleric/Oracle Spell List. They may expend a fusion point to cast this spell as a spell-like ability.
Spiritual Bounty II: The Soufused may choose a level two spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty I.
Resistant: The Soulfused may spend 1 fusion point as an immediate action to grant a +3 bonus to any one saving throw. This ability can only be taken once.
Body Fuel: The Soulfused may take two points of constitution damage as a full round action to recover Their Wisdom modifier in fusion points. This damage automatically heals after 24 hours, and the Soulfused cannot use this ability again until the prior damage has healed.
Might: The Soulfused’s Strength increases by 2 while in Hybrid form. This can be taken multiple times.
Divine Power: The Soulfused can spend a fusion point to use the Turn/Rebuke Undead ability of a cleric of their level. They can either turn or rebuke undead depending on the alignment of their Presence.
Repossession: The Soulfused and their Presence can bolster their fusion pool by relieving the frustrations of their presence, freeing more power for their use. The Soulfused can now allow the Presence to take control of his mortal body, whether in hybrid form or not. For every 30 minutes they allow the Presence control, They recover 1 fusion point.
Improved Hybrid Powers:
Aura: The Soulfused gains the effects of Protection from Evil (If their Presence is good) or Protection from Good (If their Presence is evil) while in Hybrid form. Any allies within 15 feet of the Hybrid receive a +2 Morale bonus to saving throws and AC versus attacks and effects made by the same kind of enemies.
Resilience: The Soufused’s DR increases by 2 while in hybrid form.
Spiritual Bounty III: The Soufused may choose a level three spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty II.
Spiritual Bounty IV: The Soufused may choose a level four spell from the Cleric/Oracle Spell List. They may expend one fusion point to cast this spell as a spell-like ability. Requires Spiritual Bounty III
Improved Body Fuel: The Soulfused may now take 4 points of constitution damage to completely refill their fusion pool. Requires Body Fuel
Wings: The Soulfused gains wings similar to the ones their presence could might have had. When in Hybrid form they are able to fly at their movement speed with good maneuverability.

*New Feat: Powerful Fusion. This feat forges the spark of power in the mortal’s soul even brighter, increasing their maximum fusion points by 2. This feat can be taken multiple times.

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