Soulseeker (3.5e Class)

Soulseeker

The Soulseekers are an organization of warriors who are against clergy, and organized religion, whether Good -or- Evil. As such, Soulseekers are powerful enemies for the Divine Spellcasting classes, and to a limited extent their Arcane counterparts.

Making a Soulseeker

Abilities: Soulseekers require a high Intelligence, and Strength score, also benefitting from a high Wisdom and Charisma score. Their use of armor, and their ability to resist or fairly shoulder damage makes their Dexterity and Constitution scores often low.

Races: Not many choose the life of a Soulseeker, many of the races very settled in amidst magical, and divine society.

Alignment: Soulseekers as a whole tend to be True Neutral, but are not restricted to it. Soulseekers may not be Lawful in alignment.

Starting Gold: 1d6 x 10 GP. (30GP)

Starting Age: Moderate.

Table: The Soulseeker

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+2 Infuse With Soul, Innocence Transference, Return the Darkness
2nd+2+2+0+2
3rd+3+3+0+3
4th+4+3+1+3 Infuse With Soul +1
5th+5+4+1+4 Pray To Deaf Ears, Imbecile's Attempts
6th+6+4+1+4
7th+7+5+2+5
8th+8+5+2+5 Infuse With Soul +2
9th+9+6+2+6
10th+10+6+3+6 Reject
11th+11+7+3+7
12th+12+7+3+7 Infuse With Soul +3
13th+13+8+4+8
14th+14+8+4+8
15th+15+9+4+9 Providence of the Mind
16th+16+9+5+9 Infuse With Soul +4
17th+17+10+5+10
18th+18+10+5+10
19th+19+11+6+11
20th+20+12+6+12 Infuse With Soul +5, Anti-Magic Zone

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Knowledge (Religion & Arcana, individually) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features

Soulseekers produce abilities and gain insight into forms of combat that assist in their quest to further their goals and defeat enemy magic users. All of the following are class features of the Soulseeker.

Weapon and Armor Proficiency: Soulseekers have proficiency in Simple, and Martial Weapons, and have all Armor Proficiencies (Light, Medium, and Heavy.) They have no proficiency for shields, and may not use them.

Infuse With Soul (Su): The Soulseeker can infuse their weapon, and armor with the power of their soul, making mundane equipment effectively Masterwork. The Soulseeker's Weapon and Armor wielded/worn is treated as if it were Masterwork at 1st level, +1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level. This ability effectively makes the armor part of the Soulseeker's body, reducing the speed and armor penalties associated with heavier equipment. At every increasing Infuse With Soul, reduce the Armor Penalty by an additional 1 point. At Infuse With Soul +3, Speed penalties associated with heavier armor ceases to affect the Soulseeker. This continues to increase at Epic levels. Soulseekers may forego their armor for better equipment.

Innocence Transference (Su): Soulseekers who are targeted by Divine, or Arcane spells that deal damage may make a Will check to see if they deal a portion of damage in return to the spell-caster. If they make a successful Will Check Vs the the spell's DC, they return 20% of the spell's damage (Minimum 1.)

Return The Darkness (Su): Spells that would afflict the Soulseeker with an ill-effect, such as poison or paralysis, instead grant the Soulseeker temporary hit points equal to the spell's level, the Soulseeker may only have Temporary Hit Points equal to their Soulseeker class level.

Pray To Deaf Ears (Su): Divine Spells which would deal damage to, or otherwise negatively effect the Soulseeker which he succeeds a check versus grants him a cumulative +1 bonus to his next Attack roll versus the caster.

Imbecile's Attempts (Su): Arcane Spells which would deal damage to, or otherwise negatively effect the Soulseeker which he succeeds a check versus grants him a cumulative +1 bonus to his next save versus a magical effect.

Reject (Su): 10th Level Soulseekers may exchange a Standard action to prepare "Reject", an ability that allows them to reflect a spell that targets them. Area of effect spells deal no damage, but are not reflected.

Providence of the Mind (Su): A 15th level Soulseeker can grant allies within 20 feet of them a +2 bonus to saves versus Magical effects.

Anti-Magic Zone (Ex): The Soulseeker exudes a powerful air of energy that destroys the ability to cast spells, or manifest powers within 30 feet of him. Sustaining this zone requires a Standard, or Move action of focus.

Ex-Soulseeker

A Soulseeker who gains ability to cast Arcane, or Divine spells loses all abilities and associated bonuses of the Soulseeker class, but keep their proficiencies and skills. To resume levels in the Soulseeker class, the character must give up all ability to cast spells. Psionic Powers do not count as Spells.

Epic Soulseeker

Table: The Epic Soulseeker

Hit Die: d10

LevelSpecial
21st
22nd
23rdBonus Feat
24thInfuse With Soul +6
25thAnti-Magic Zone (40 feet)
26thBonus Feat
27th
28thInfuse With Soul +7
29thBonus Feat
30thAnti-Magic Zone (50 feet)

2 + Int modifier skill points per level.


Bonus Feats: The epic Soulseeker gains a bonus feat (selected from the list of epic bonus feats) every 3 levels after 20th. Soulseekers may pick from the Epic feat list.


Nalielm Soulseeker Starting Package

Weapons: Soul-Infused Greatsword

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Disable Device4Dex
Spellcraft4Int

Feat: Improved Intiative

Gear: Soul-infused Full Plate, Bedroll, Tent, Silk Rope 50ft, Flint and Tinder

Gold: 18GP

Playing a Soulseeker


Religion: Soulseekers as a rule abhor religion, and it's strict tenants and practices. However, they abhor magic more, and as such have some minor tolerance of religions who are lacking it.

Other Classes: Soulseekers as a rule are hostile to Clerics, Wizards, Sorcerors, and Druids. They get along best with those who share their disinterest in magic, and are often loners because of their views.

Combat: Soulseekers are up-close and personal combatants thanks to their heavy armor, and the ability to absorb, or reflect magical damage.

Advancement: Soulseekers may delve into the non-magical classes to further themselves as melee combatants, or may even attempt to become ranged combatants through multi-classing.

Soulseekers in the World


"Restrictive bindings be no more, I cast you away, Biased Judge!"
—Vaile Nudaas, Human Soulseeker

Daily Life: Soulseekers are forced into a lonesome path thanks to their hatred of magic, whether it comes naturally to them, or if something has caused it. It is rare that a group will share his views to accept him.

Notables: Soulseekers are secretive, and as such remain hidden amidst society.

Organizations: Soulseekers are loners, and a group of them gathering is a rare thing.

NPC Reactions: Soulseekers, as a whole, are often treated as pariahs in societies that focus on magical ability, or divine gifts. They are welcomed rarely, and tolerated just as so.

Soulseeker Lore

Characters with ranks in Knowledge (Arcana) can research Soulseekers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DCResult
5Soulseekers are individuals who despise magic, and focus on learning how to fight it.
10Soulseekers can reflect, absorb, or even nullify magical attacks.
15Soulseekers can manifest their soul in their equipment, strengthening it without use of magic.
20Characters who achieve this DC know any notable Soulseekers, organizations, or places of importance to Soulseekers.

Soulseekers in the Game

Adaptation: Soulseeker is a class more designed to be an enemy in a High-Magic campaign, or an ally in a Low-Magic Campaign. However, the class is workable towards player characters, as well.

Sample Encounter: ECL12

EL 12: To Be Added.



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