Return

Soulblade

HD: d8

Skills: Balance, Climb, Concentrate, Hide, Intimidate, Jump, Knowledge (Planes and Religion), Listen, Move Silently, Sense Motive, Spot, Swim, Tumble
4 + INT per level

Armor Proficiency: Light and Medium armors

Weapon Proficiency: Simple and Martial Weapons


Level 

Base Attack 

Fortitude 

Reflex 

Will 

Special Abilities 

Soul Reservoir 

1 +0 +0 +0 +2 Soul Weapon +1, Soul Augment 3
2 +1 +0 +0 +3 Mettle 3
3 +2 +1 +1 +3 Soul Reclaimation 4
4 +3 +1 +1 +4 Spirit Skill 4
5 +3 +1 +1 +4 Soul Conduit 5
6 +4 +2 +2 +5 Soul Weapon+2 5
7 +5 +2 +2 +5 Lifesense (30ft) 6
8 +6/+1 +2 +2 +6 Spirit Skill 6
9 +6/+1 +3 +3 +6 7
10 +7/+2 +3 +3 +7 Greater Soul Augment 7
11 +8/+3 +3 +3 +7 Soul Weapon +3 8
12 +9/+4 +4 +4 +8 Spirit Skill 8
13 +9/+4 +4 +4 +8 9
14 +10/+5 +4 +4 +9 Lifesense (60ft) 9
15 +11/+6/+1 +5 +5 +9 Greater Soul Conduit 10
16 +12/+7/+2 +5 +5 +10 Soul Weapon +4, Spirit Skill 10
17 +12/+7/+2 +5 +5 +10 11
18 +13/+8/+3 +6 +6 +11 Soul Supremacy 11
19 +14/+9/+4 +6 +6 +11 12
20 +15/+10/+5 +6 +6 +12 Soul Weapon +5, Spirit Skill 12


Soul Weapon (Su)
  At 1st level a Soulblade gets a weapon forged from their soul. This weapon can be in the form of any weapon that the soulblade is proficient in. But once it is chosen, the Soulblade cannot change it. This weapon is counted as a +1 weapon, +2 at level 6, +3 at level 11, +4 at level 16, and +5 at level 20. If you are caught in an area where you cannot use your Soul Weapon, (I.E. Antimagic field) you must make a DC 25 Will save at the beginning of each round to be able to use your weapon.

  Any creature slain by a Soulblade loses its soul and is stored within them. That creature cannot be brought back to life unless the Soulblade is killed, the soul was used/released, or Wish (or any other similar effect) is used. The soulblade can store a number of souls equal to her WIS × their class level. This limit does not include your Soul Reservoir.


Soul Reservoir (Su)
  All Soulblades have a small pool of fragmented souls that they naturally absorb into their own bodies that can be used as the Soulblade pleases. A Soulblade may use this as if they are normal souls but if he runs out, he becomes exhausted until they are replenished. Soul Reservoirs are replenished after 8 hours of rest.
Mettle (Ex)
  At the 2nd level and higher, a Soulblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Soulblade does not gain the benefit of mettle
Soul Augment (Su)
  By spending a swift action, you can improve certain qualities in your soul weapon by spending a number of souls. You use this ability a number of times equal to 2 + your WIS each day. Each one of these effects last for the 24 hours and are cummulative.
Soul Reclamation (Su)
  A Soulblade may destroy magical items to add souls to his collection. He gains a number of souls equal to 1 +(Item gold value/5000), rounded down. The magical item is permanently destroyed. This ability does not work on artifacts.
Spirit Skill
  A Level 4 and every 4 levels afterwards, you gain one of the special abilities below. You must meet all prerequisites before you can obtain an ability. All of the abilities are swift unless specified otherwise.
Soul Conduit(Su)
  A Soulblade has the ability to collect the souls of anything that dies around him. You must make a Concentration check (15 + target's HD) to gain 1 soul form anything that dies within 30ft of the Soulblade.
Lifesense(Ex)
  By expending a soul, a Soulblade notices and locates living creatures within a certain amount of feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. This effect last for 1 minute.
Greater Soul Augment (Su)
  You now gain additional bonuses that can be used with your soul weapon. You can now spend a number of souls equal to 4 + your WIS each day.
Greater Soul Conduit(Su)
  You no longer need to make a Concentration check to gain a soul and the range of this effect has increased to 60ft.
Soul Supremacy(Ex)
  As long as you have the maximum amount of soul you can carry (Soul Reservoir excluded), you gain a +6 Insight bonus to all physical ability scores

Spirit Skills

Soul Armor -
  The Soulblade is treated as if it were wearing armor made of souls which gives a deflection bonus equal to their Soul Weapon enhancement modifier. It does not stack with ring of protection/mage armor effects. You must be level 6 before you can take this ability.

Soul Carapace -
  This effect permanently doubles the effect of Soul Armor. You must have Soul Armor before you can take this ability.

Soul Feast -
  3 times per day, You can sacrifice a number of souls equal to your WIS to gain 5× as much HP

Soul Dash -
  A number times per day equal to your WIS, you may spend a soul to increase your base movement speed by 10ft. Its effects stack with itelf and last for 1 minute

Soul Wind -
  By sacrificing 4 souls, for the next 24 hours, you are capable of hiting foes from 30ft away as if they were next to you. You use your normal melee attack bonuses and the attacks deal damage normally if it hits, though the target of the attacks can benefit from cover or concealment. You may choose this ability more than once; if you do, the distance increases by 30 ft. You must be level 8 before you can take this ability.

Bonus Feat -
  Instead of gaining an ability, you may choose a bonus feat from the Fighter list as long as you meet the prerequisites.

Improved Soul Reclaimation -
  When you destroy a magical item using Soul Reclaimation, you may instead roll a D6 and gain that many souls

Soul Sunder -
  Once per day, when a Soulblade strikes a foe, you may sunder their soul. The target must make a Will save or die. The save is 10 + ½ of your Soulblade level + your WIS modifier. You must decide to use this effect before the attack roll is made. You must be level 12 to use this ability

Soul Dance -
  By sacrificing 3 souls, you sheathe yourself in a damage absorming swath that reduces magic damage. You gain spell resistance equal to 10 + your Class Level for 1 hour. You may choose this ability more than once; if you do, the spell resistance increases by 5.

Dual Soul -
  Your soul "splits" in two, allowing you to have 2 soul weapons. The effects of Soul Augment and Greater Soul Augment apply to both weapons. If you choose this ability, you also gain the feat: Two-Weapon Fighting for free.

Soul Step -
  You may sacrifice a soul, to gain the ability to teleport short distances by quickly jumping through the ethereal plane. A soulblade can jump up to a total of 120 feet each day in this way; this may be a single jump of 120 ft or multiple jumps of 10 ft. You are only able to make one jump per soul you sacrifice. You may choose this ability more than once; if you do, the distance increases by 40 ft.

Spiritual Scholar -
  When you choose this abilty, you may treat a number of skills equal to your WIS as class skills. 3 times per day, you may spend 3 souls to gain an insight bonus equal to ½ your class level to a skill for 1 minute.

Spiritual Acrobat -
  When you choose this abilty, you gain the Evasion and Uncanny Dodge ability. 3 times per day as an immediate action, you may spend 4 souls to gain the improved versions of these abilities for 1 hour. If you already gain Evasion or Uncanny Dodge from another source, you gain a +4 bonus to your Reflex Saves.