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Ok, this is my first post and first archetype I created so be gentle or not, I would just like everyones opinion to see what I could improve. This class came from my desire to play a body snatcher type character in a non-psionics game. Took the beginning half of levels mostly from hair witch, and just went from there. Tried adding diminished spellcasting to avoid it being too powerful, but it is hard to determine. Additionally, to compensate for the range touch attack vs a normal range attack I could require the soul gem to be attuned to creature type similar to Death Mage's fetish. Thanks ahead of time for feedback!

Soul Master
The Soul Master is an archetype of the witch class.
Diminished Spellcasting
A Soul Master can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level.

Soul Control (Su)
At 1st level, a Soul Master gains the ability to use enemies souls against themselves. The Soul Master can make an ranged touch attack against an enemy within his Aura of Subjugation (See Below) as a full-round action. This inflicts 1d4 points of damage. In addition, whenever the soul takes damage, the witch can attempt to grapple that foe as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a Soul Master grapples a foe in this way, she does not gain the grappled condition.
In addition, a Soul Master further improves her ability to control souls as she progresses in level, gaining the following abilities:
Constrict (Su): At 2nd level, when the Soul Master successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.
Trip (Su): At 4th level, a Soul Master who successfully strikes a foe 's soul can attempt a combat maneuver check to trip the creature as a swift action.
Pull (Su): At 6th level, a Soul Master who successfully strikes a foe's soul can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action.
Strangle (Su): At 8th level, when the Soul Master is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
This ability replaces hex.

Soul Gem
A Soul Master begins his adventure with a unique gem that is personally crafted to a piece of his soul. The Master's spells come from this powerful link and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. The Soul Master must commune with his soul gem each day to prepare his spells and cannot prepare spells that are not stored in the gem. The gem must be carried in one of the Master's hands in order to use soul control. At level 5, the Master may have his gem float about him similar to a ion stone. At 13th level, the gem has contacted so many souls that it becomes sentient and gains a fly speed of 40 ft. (perfect), along with allowing the special ability scry on familiar. Deliver touch spells for a soul gem work in the following way:
At 3rd level or higher, a Soul Master can use her soul gem to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and focus intently on the gem, delivering the spell as a ranged touch attack. The target must be within range of her aura of subjugation ability.
This ability replaces familiar.

Aura of Subjugation (Su)
At first level, a Soul Master can create a 20-foot-radius aura of evil power. This aura increases the DC of mind effecting charm and compulsion effects by 2. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. At 10th level this aura allows undead to be targeted by mind-effecting charm and compulsion abilities from the Soul Master. At 18th level, both the Master's original body, and his possessed body exude the aura, but the effects do not stack.
Soul Possession (Su)

At 10th level, as a full-round action, the Master may attempt to possess another creature within his aura of subjugation. This works as the spell Magic Jar with the following exceptions:
The ability is cast directly on a target, and failing a will save their soul is sucked into the soul gem. The Master's body does not collapse, but instead stands still and rigid but still appears to be lifeless. This gives body the helpless condition. This ability may be used 1 per day + the witch's Intelligence modifier and has a duration of 10 minutes per level. At level 14 this requires a standard action, and at 18th level the duration is 1 hour per level. Additionally, the following effects modify Soul Possession as the Master increases in power:
Mind Meld (Su): At 12th level a Master's mind briefly interfaces with that of her target, resulting in a one-way exchange of information. The Master gains rudimentary or instinctive knowledge of the subject and also learns the subject’s name, where he lives, and who his principle associates and enemies are. While she remains in the subject’s body, she also gains knowledge of all of the subject’s languages (written and spoken), can use any of the target's Strength, Dexterity, or Consitution based skill along with any knowledges up to a maximum of his class level plus intelligence modifier, and gains a +2 competence bonus per class level on any skill check used to impersonate the subject.
Fracture (Su): At 14th level the Master fragments his soul so that a portion still remains with his original body. While possessing another creature, the Master can, as a swift action, give his original body any command listed under handle animal. The body is considered staggered and still helpless.
Soul Chain (Su): At 16th level, the Soul Master can spend a full-round action to possess a creature while currently occupying anothers body. This allows the Master to choose to switch his control via fracture to the body he just left or to keep control over his original body. The control may be switched to original body as a standard action, but control cannot be gain over another creature unless the Soul Master possesses that creature again.
Desperate Spirit (Su): At 18th level, if the Soul Master dies while possessing another body and outside of the range of his body, he may as an immediate action attempt to possess another nearby creature to escape. The target gets to make a save as usual, but the DC is reduced by 2 due to the desperate nature of this effect.
Made Whole (Su): At 20th level, a Soul Master has reached the pinnacle of his power and while possessing a body, may spend 12 hours concentrating on a ritual that would make his possession permanent. As part of the ritual, the soul gem is passed on to the new body and the Soul Master suffers a negative level that cannot be healed, but fades naturally over 24 hours. This ability cannot be used more than once a month or else the Master's soul will become too stretched and weaken.

These abilities replace Major Hex and Grand Hex.