Wandering Soul (pathfinder race)

Wandering Souls

The souls of dead adventurers they use objects and hosts to interact with the material realm.

Physical Description

What ever item or body they inhabit.

Society

Wandering Souls usually just wander around until they find a perpose for them selves, or on rare occations a group of companions.

Relations

There are not many wandering souls however the few that have been encountered show hints of who they once were.

Alignment and Religion

Any alignment or religion.

Adventurers

Almost never seen as adventurers due to how few of them there are however in combat they tend to use the items around them to fight any opponents. Everyone of their kind is different.

Wandering Souls Racial Traits

  • +2 charisma +2intlligence +1 constitution: Death is a tramatic expeience for

some, not these souls though they just get funnier.

  • Their type reflects the object or body they inhabit.:
  • Medium, but changes with body or object.:
  • Normal base land speed: 40 feet. <—- other movement modes and speeds -->
  • Soul jump: They enter an object or body and take it as their own.
  • :
  • Spell-Like Ability: . Caster level is . The save DC is -based.
  • Automatic Languages: .
  • In their spirit form, creature is resistant to radiant damage** and is susceptible to necrotic damage***.




    • such that on a Fortitude save DC (depends on level of adversary) half the radiant damage is taken
      • such that and necrotic damage is increased by 1d6 per strike/spell.

Alternate Racial Traits

Soulbound: Once every three days you must swap objects/hosts otherwise you will become ‘soulbound’ to that object. Once soulbound you cannot jump to another object/host untill an unbinding spell is cast on you, also if the object/host is destroyed/killed the Wandering soul is killed. Jumping out of a living host that you have been soulbound to will kill the host.

Aetherial Constitution: Due to being dead your constiution modifier is instead added onto any object/host you inhabit.

Muscle Memory: You gain all abilities and traits and items of a an inhabited body/object for aslong as you remain within the object/host.

Afterlife: Due to being dead you dont need to eat, sleep or breath you are also immune to poison. Afterlife does not apply if you inhabit a living body.

Ghostly aura: When in ghostly form (outside a host) you are very weak to necomancy and binding spells.

Favored Class Options

What ever class The Wandering Soul was in life is their favoured class.

Vital Statistics

Table: Random Starting Ages
AdulthoodSimple1Moderate2Complex3
years+++
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Aging Effects
Middle Age1Old2Venerable3Maximum Age
yearsyearsyears+ years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male' "+lb.× () lb.
Female' "+lb.× () lb.

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