Soulmancer: Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
Soulmancer: Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
Soulmancer: Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
+1 level of
1st +0 +0 +0 +2 Soul drain, Bone Magic
existing class
+1 level of
3rd +1 +1 +1 +3 Blood Magic
existing class
+1 level of
4th +2 +1 +1 +4 Master of the Dead
existing class
+1 level of
7th +3 +2 +2 +5 Soul enhancement
existing class
+1 level of
8th +4 +2 +2 +6 Soul Radiance
existing class
+1 level of
9th +4 +3 +3 +6 Soul Slave
existing class
+1 level of
10th +5 +3 +3 +7 Advanced Learning
existing class
Soulmancer
Weapon and Armor Proficiency: Soulmancers gains no weapon proficiencies. No
proficient with any armor.
Spells per Day: At the indicated levels, a soulmancer gains new spells per day as if
she had also gained a level in a spellcasting class she belonged to before adding the
prestige class. She does not, however, gain other benefits a character of that class
would have gained, except for additional spells per day, spells known (if she is a
spontaneous spellcaster), and an increased effective level of spellcasting. If a
character had more than one spellcasting class before becoming a soulmancer, she
must decide to which class she adds the new level for the purposes of determining
spells per day.
The soulmancers class skills (and the key ability for each skill) are Bluff (Cha),
Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
(planes) (Int), Knowledge (religion) (Int) and Spellcraft (Int).
Soul Drain (Su): At 1st level, a soulmancer gains the energy drain ability. By making
a touch attack as a standard action, she bestows one negative level on the target (two
levels on a critical hit). The soulmancer gains 5 temporary hit points for each negative
level she bestows on an opponent. These temporary hit points last for a maximum of 1
hour. The DC to remove this negative level is 10 + the soulmancers class level + her
spellcaster ability modifier. At 5th level, this touch attack bestows two negative levels
(four on a critical hit).
A soulmancer cannot bestow more than his HD negative levels/day. Beginning at 17th
level, the number of negative levels a soulmancer can bestow per day increases to
equal her total HD.
Bone Magic (Su): A soulmancer may draw the remaining energy from the remnant of
a creature (bones) to a number equal to his spellcaster ability modifier per day. He
may empower his bone structure: He gains a bonus natural AC: +1 per 2 soulmancer
levels (stacks if the soulmancer already had natural armor).
The incantation necessary take a full round and the remnant can never be farther than
5ft of the necromancer. Anyway how the ability was used, the remnant cannot be used
ever again neither by Bone magic or any other ability that affect corpse (Animate
Dead, Create Undead, etc.). The effect lasts for 1 hour per 2 soulmancer levels.
The Soulmancer cannot use fresh corpse, the remnant must have been dead for at least
a year. The Necromancer cannot take energy from the remnant of a creature that had a
sacred burial.
Necromantic Lore: The necromancer may add a single spell from the necromancy
arcane school to his spell known (this ability does not grant an extra spell slot).
Blood Magic (Su): The soulmancer is able to draw power from blood in order to
restore his magical ability. He can use this ability: soulmancer levels/day. Uses:
Soul Pool (Su): At 2nd level, a soulmancer gains a pool of soul points, stolen life
energy she can use to accomplish unnatural feats. The number of soul points in the
pool begins at 0 and only increases when the soulmancer uses her energy drain ability
on a suitable target. A soulmancer gains 1 soul point for each negative level bestowed
by her energy drain, but only if the targets soul qualifies as at least an animal spirit
with Hit Dice equal to or greater than the soulmancer class level, a basic soul, or
something more powerful/notable (see The Soul Trade). The maximum number of
soul points a soulmancer can have in her pool is equal to 1/2 her class level plus her
spellcasting ability modifier; any points above this are wasted. Note that soul points
are fragments of souls and do not prevent a slain creature from being raised.
Item Creation: A soulmancer can use soul points as part of crafting magic items, as
described in the Using Souls. Each counts as a basic soul toward this purpose.
Recharge staff: This works like recharging a staff in the normal manner, but instead of
spell slots, the soulmancer expends soul points equal to the spell level needed.
Recover Spell Slot: As a full-round action, a soulmancer can expend soul points equal
to twice the spell level of a cast spell or used spell slot in order to regain that spell or
slot as if it had not been cast (similar to using a pearl of power, except it also works
for spontaneous casters).
Boost an ability: Roll a d6. 1=Str,2 =Dex. Etc Gain a +4 enhancement bonus on this
ability for 1 hour/soulmancer level. To use this ability, the soulmancer must have a
full soul pool and using this ability expends all soul points.
Can be used once per day.
Soul Gem: To use this ability, the soulmancer must have a full soul pool and using this
ability expends all soul points. Once per day as a full-round action, a soulmancer can
ingest the souls in his soul pool. This causes a soul gem to grow inside of the
soulmancers gut, which it can regurgitate as a standard action. A soul gem is a fine-
sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul
within, though it does not return the deceased creature to life. This is a death effect.
Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12
caster level check. Failure results in the spell having no effect, while success shatters
the victims soul gem and returns the creature to life as normal. If the soul gem rests
in an unholy location, such as that created by the spell unhallow, the DC of this caster
level check increases by +2. The caster level check DC is Charisma-based.
As a standard action, ingesting a soul gem frees the soul within, but condemns it to
one of the lower planes (though the soul can be returned to life as normal). The
soulmancer gains fast healing 2 for a number of rounds equal to its Hit Dice.
Master of the Dead (Su): the soulmancer is the unquestioned master of the living
dead. An undead creature must make a Will save (DC 10 + soulmancer level + his
Charisma modifier) in order to attack him in any way. If this save fails, the undead
creature cannot take any aggressive action against the soulmancer for 24 hours. If the
undead creature succeeds in this save, it can act normally for 24 hours. After this time,
it must save again. While under the effects of this ability, an undead creature cannot
take any direct action against the soulmancer, but it could order its minions to attack,
cast spells to boost its allies who can attack the soulmancer, and so on.
Undead creatures that lack Intelligence scores automatically fail this save unless
another creature controls them, such as a cleric who channels negative energy.
In this case, the creature that controls the unintelligent undead makes a save on its
behalf.
Soul Magic (Su): The necromancer unlocks the secrets of the soul. He now knows
how to manipulate the flow of souls around him and use them for his own profit.
The necromancer can use the rules for sacrifices as described in the Book of Vile
Darkness.
Damned for all time (Su): Abusing the souls of others has a price: they are after your
own soul. When a soulmancer dies, his soul is chased after by the souls he tormented
in the past. Any character attempting to resurrect a slain soulmancer must succeed at a
caster level check equal to 10 + the soulmancers level or the spell fails. That
character cannot attempt to resurrect the soulmancer again until the following day,
though other characters can attempt to do so if they please. If the soulmancer is not
resurrected within (soulmancer class level) days, his soul is forever lost.
Soul Slave (Su): If a soulmancer completely drains a creature of energy, the victim
becomes a wight under the command of the soul eater.
The Soul Trade
There are many different ways to capture souls. The most commonly used methods
are spells like soul bind and trap the soul, with the former imprisoning the soul of a
newly dead creature and the latter trapping the soul of someone still alive. Other
creatures, such as the undead called devourers, have their own innate methods of
trapping souls, and likewise night hags are capable of using a version of soul bind
through their heartstones to capture the souls of those they torment, binding them in
dark gems and selling them in planar markets. Still other creatures create magic items
called soul jars, which mimic the effects of these spells.
All of these methods, however, pale in the face of daemons industrialized harvesting
of souls. Abaddons fiends use virtually all known methods of collecting and storing
souls, many of which are unique to themselves. Cacodaemons, the least caste of
daemons, prove vital to this harvest, and represent the most common means of turning
souls into trade goods. These ravenous fiends possess the unique ability to devour the
souls of freshly killed creatures; transform their souls into small, jewel-like objects
called soul gems; and spit them back up for collection. These gems each contain the
basic essence of a soul, and daemons use them for various raw and refined purposes
depending on the fiend in question, the quality and power of the soul, and the
daemons knowledge of soul-warping magic. Of course, many cacodaemons would
prefer to consume the souls in their entirety, rather than passing the spirits on, but
more powerful daemons rarely give them the option, bullying the cacodaemons into
giving up their treasures, employing (or enslaving) a particular individual as a partner
in the trade, or maintaining whole hunting packs as pets.
Unconscionable as most of the universe considers these practices, trapped souls exist
as a commodity replete with their own rampant underground economy, both within
the evil-aligned planes and elsewhere. Most of these souls ultimately end up in
Abaddon, though buyers and markets can also be found in Hell, the Abyss, Axis, and
even the worlds of the Material Plane, as evil spellcasters and item crafters can make
great use of powerful souls in their dark rites. The economy is complex, with prices
determined not only by the strength and power inherent in a given soul, but also
according to each souls manner of death, alignment in life, and other criteria. These
additional factors rarely influence their use in magical experiments unless a soul was
particularly noteworthy, but as the daemons are happy to explain, the nature of a soul
has everything to do with its unique flavor.
While the value of souls is as relative as any other commodity, and pricing can
fluctuate wildly based on an endless parade of factors, presented here are some basic
categories. With each of these, its important to note that these are guidelines only,
and individual spirits may fall lower (such as a dragon slain young, or a king whose
general lack of ambition kept him from great deeds) or higher (a commoner of
exceptional piety, or one who never had the chance to fully explore her exceptional
abilities) than one might expect. These prices are based upon the supply and demand
commonly faced by traders upon the planes where such commodities prove far less
outlandish than on the Material Plane, where prices might increase by 10 times or
more (though such has no effect on their value when put to use; see below). As with
anything else, the exact value of a soul is ultimately up to GM discretion. Its also
worth noting that, while trading spirits may prove lucrative, the practice is undeniably
evil and an affront to the natural order, and thus carries great consequences in the
afterlife.
Mindless Spirits (10 gp): While its possible to capture the vital essences of
vermin, basic oozes, and other such unthinking creatures, these paltry spirits are
worth very little.
Basic Soul (50 gp): This is the soul of a standard intelligent creaturea
commoner, a low-level adventurer, a sentient monster of low CR, or any of the
other hordes of weak or mundane folk who live out their lives with a normal
amount of pomp and excitement. This is the lowest category of souls which
interests daemons, who see animals and other nonsentient creatures as hardly
worth the time to destroy.
Using Souls
In addition to consuming them for the sheer joy of destruction, daemons use souls to
empower themselves, conduct strange experiments, construct their hideous domains,
and moreand mortal spellcasters have followed their lead. Of these varied uses, the
most common is the creation or recharging of magic items, using the life force
contained in soul gems and other such vesselsor drawn out of the victim directly at
the moment of castingto empower the magic being worked. In these cases, souls
should be assigned values based on the categories presented here and then treated as
material components, reducing the gold expenditure necessary to cast the spell
according to the souls value. (Thus a spell that requires 400 gp to cast might instead
cost 300 gp and a basic-level soul.) Souls used in this manner are consumed and
destroyed utterly.
Souls are especially useful in the creation of intelligent items. In these cases, usually
only one soul crystallizes as the intelligence embedded into the item, though other
souls may be cannibalized in the items creation. Item alignment, item ability scores,
and languages spoken by the item mirror those of the soul used to provide the items
intelligence. Scholars have long debated whether the intelligence in such an item is
the soul used, or if the soul is destroyed and the intelligence is only patterned on it
the implication being that recovered intelligent objects (especially of daemonic origin)
might be destroyed in order to liberate the souls used in their construction. As
instances of both have been reported over the centuries, the question remains open,
though few adventurers are willing to destroy their prized weapons based on
conjecture.
Beyond the means described above, daemons have myriad additional means of
trapping, keeping, and subsequently using souls for constructing permanent objects
and effects, such as a liquid form of soul-stuff mixing multiple souls, a crystalline
dust formed from soul gems, and even ink created from souls and used to write down
the names of the doomed, imprisoning them in elaborate poems penned on the
daemons own flesh. Something intrinsic in daemonic nature allows for this
flexibility, as some of the same methods they routinely use fail spectacularly when
attempted by non-daemons, including such creatures as night hags, devourers, liches,
and followers of some fiendish lords, who themselves possess a vested interest in
exploiting some or all of these methods