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Soul Mage
HD: d4
Skills: Concentration, Diplomacy, Gather Information, Knowledge (Planes, Religion, Arcana), Listen, Sense Motive, Spot, Spellcraft, Use Magic Device
4 + INT per level
Armor Proficiency: Light armors
Weapon Proficiency: Simple Weapons
Level |
Base Attack |
Fortitude |
Reflex |
Will |
Special Abilities |
Soul Reservoir |
| 1 |
+0 |
+0 |
+0 |
+2 |
Soul Spell, Soul Augment, Soul Reservoir |
15 |
| 2 |
+1 |
+0 |
+0 |
+3 |
Soul Reclaimation |
15 |
| 3 |
+1 |
+1 |
+1 |
+3 |
Soul Conduit (60ft) |
15 |
| 4 |
+2 |
+1 |
+1 |
+4 |
|
15 |
| 5 |
+2 |
+1 |
+1 |
+4 |
Soul Simulacrum |
20 |
| 6 |
+3 |
+2 |
+2 |
+5 |
Soul Skill |
20 |
| 7 |
+3 |
+2 |
+2 |
+5 |
Lifesense (30ft) |
20 |
| 8 |
+4 |
+2 |
+2 |
+6 |
|
20 |
| 9 |
+4 |
+3 |
+3 |
+6 |
Spirit Skill |
25 |
| 10 |
+5 |
+3 |
+3 |
+7 |
Greater Soul Augment |
25 |
| 11 |
+5 |
+3 |
+3 |
+7 |
|
25 |
| 12 |
+6/+1 |
+4 |
+4 |
+8 |
Spirit Skill |
25 |
| 13 |
+6/+1 |
+4 |
+4 |
+8 |
Soul Conduit (120ft) |
30 |
| 14 |
+7/+2 |
+4 |
+4 |
+9 |
|
30 |
| 15 |
+7/+2 |
+5 |
+5 |
+9 |
Spirit Skill |
30 |
| 16 |
+8/+3 |
+5 |
+5 |
+10 |
|
30 |
| 17 |
+8/+3 |
+5 |
+5 |
+10 |
|
35 |
| 18 |
+9/+4 |
+6 |
+6 |
+11 |
Spirit Skill |
35 |
| 19 |
+9/+4 |
+6 |
+6 |
+11 |
|
35 |
| 20 |
+10/+5 |
+6 |
+6 |
+12 |
Soul Supremacy |
35 |
Soul Spell (Su)
At 1st level a Soul Mage gains the ability to use souls to create an effect akin to spellcasting. By expending 1 soul, a Soul Mage can fire a ray or a spread effect(allows reflex for ½) as a standard action that deals 2 × your WIS + your class level in Force damage. The saving throw for your Soul Spell is 10 + ½ your class level + your WIS. If you are caught in an area where you cannot use your Soul Spell, (I.E. Antimagic field) you must make a DC 25 Will save at the beginning of each round to be able to use your Soul Spell. A Soul Mage's Soul Spell is treated as a ranged touch attack is subject to spell resistance.
Any creature slain by your Soul Spell loses its soul and is stored within you. That creature cannot be brought back to life unless the Soul Mage is killed, the soul was used/released, or Wish (or any other similar effect) is used. The Soul Mage 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 Soul Mages have a small pool of fragmented souls that they naturally absorb into their own bodies that can be used as the Soul Mage pleases. A Soul Mage 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.
Soul Augment (Su)
By spending a swift action, you can improve certain qualities in your Soul Spell 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.
- 1 Soul: Add a status condition to your Soul Spell. Only one can be used at a time
- Shaken - 1d4+1 rounds
- Entangled - 1d4+1 rounds
- Fatigued - 1d4+1 rounds
- Sickened - 1d4+1 rounds
- 2 Souls: Gain a +1 bonus to your saving throw DCs
- 2 Souls: Gain a +1 bonus to your damage rolls
- 3 Souls: Change the spell type of your Soul Spell
- Close Ray - 30ft range You gain a +2 bonus damage and saving throw DCs
- Long Ray - 100ft range
- Spread - 30ft range
- Cone - 15ft range
- Burst- 10ft range
Soul Reclamation (Su)
A Soul Mage 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.
Soul Conduit(Su)
A Soul Mage 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 60ft of the Soul Mage.
Spell Simulacrum(Sp)
By expending 3 souls, a Soul Mage is able to emulate the effects of a small pool of spells. Your caster level is equal to you class level
- Arcane Sight
- Animate Weapon
- Blink
- Chain Missile
- Clairaudience/Clairvoyance
- Dimension Step
- Dispel Magic
- Haste
- Healing Touch
- Mage Armor
Spirit Skill
A Level 6 and every 3 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.
Lifesense(Ex)
By expending a soul, a Soul Mage 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 Spell. You can now spend a number of souls equal to 4 + your WIS each day.
- 1 Soul: Add a status condition to your Soul Spell. Only one can be used at a time
- Stunned - 1 round
- Nauseated - 1d4+1 rounds
- Staggered - 1d4+1 rounds
- Knocked prone
- 3 Souls: Gain a +2 bonus to your saving throw DCs
- 3 Souls: Gain a +2 bonus to your damage rolls
- 4 Souls: Your soul Spell bypasses 3 spell resistance
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 120ft.
Soul Supremacy(Ex)
Whenever you score a critical hit with your Soul Spell, your target must make a Will save or have their soul taken. If you are sucessful, you gain a +6 Insight bonus to all mental ability scores for 1 hour.
Spirit Skills
Soul Cloak -
The Soul Mage is treated as if it were wearing a cloak made of souls which gives a deflection bonus equal to their WIS modifier. It does not stack with ring of protection/mage armor effects.
Soul Mantle? -
This effect increases the effect of Soul Cloak by 2 and the bonus applies to your Flat-footed AC as well. You must have Soul Cloak before you can take this ability.
Dynamic Soul -
Choose Fire, Shock, or Cold. By expending a soul, your Soul Spell deals that damage for 1 min. You may spend another soul to change it early
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
Improved Spell Simulacrum -
You may add a spell from any spell list to your Spell Simulacrum list. The spell cannot have a casting time of more than a standard action and you must be of an equal level that a spellcaster would be to use that spell.
Bonus Feat -
Instead of gaining an ability, you may choose a bonus feat 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
Focused Specialization -
Choose Close Ray or Long Ray. That ray now gains additional reach based on which one was chosen. Close Ray gains an extra 5ft for every other class level you have. While Long Ray gains an extra 10ft for every class level you have.
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.
Force of Personality -
You may use your CHA instead of your WIS for any Soul Mage abilities and effects that require the use of WIS