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| Kevmann03-09-08, 11:35 PM | Ahh, the Soul Hunter is an old favorite of mine. Although I love it, it isn't written in stone. I am always open to constructive criticism and always looking to make a good class even better Enjoy! The Soul Hunter To the soul hunter, souls are currency. They take souls by force or subterfuge to trade extra-planer beings such as demons or devils in return for services, money, or as a symbol of fealty. Due to the nature of the class, mortals are the common race to become soul hunters, although a few fiends have been known to become soul hunters as well. To become a soul hunter, a person must first peaceable meet a member of the soul hunters (which regularly recruit new members) and then, after a brief apprenticeship, is then inducted into the soul hunters by the placing of a magical tattoo on their forehead. The soul hunters get their power from the fiends of the Abyss and the Hells, who give up a microscopic amount of their power in return for a huge trade and influx of newly captured souls. This power is filtered to the union pool, and then distributed out to the members by way of their magical tattoo. The Organization of the Soul Hunters For mortals and outsiders alike, the trade of souls is a dangerous one, and the security of a union is of utmost importance. Due to their members being the stable of the influx of souls from non-extra planer beings, they are able to give security for their members. The union of the Soul Hunters is loose and only has only one real goal, the protection of its members and maintaining economic ethics in the business of soul trading. Code 1: A deal made can never be betrayed. If a service is ever promised for the trade of a soul, this service can never be broken. This includes but not limited to an extra-planer being not returning a service for a soul traded, or a soul hunter not doing a promised service for those that promised them their souls (in the case of a soul bargain). NOTE: This does not mean that a service can not be twisted in meaning to something else, as long as it fulfills the deal. Code 2: A soul hunter shall always have reasonable protection when plying his trade in the planes. As long as a soul hunter has entered the planes of the nine hells or the abyss for reasons of buying or selling souls, he has the protection of the guild (this includes other planes which may hold the promise of buying or selling souls). NOTE: This ONLY protects the soul hunter when he is in the process of trading souls or traveling to or from a place were he will be or has traded souls. Code 3: A soul hunter must never betray the guild. A soul hunter is responsible for his actions. He must do what is called upon him from the guild, it is with the unity of all the members that the individual is protected, and the trade may go on. The breaking of the code is serious, it means swift assault on the subject involved. In addition to being on the hit list for every soul hunter in the business, the subject is cut off from the soul trade. Also, a network of spies and hidden alliances try to ruin the subjects social, economical, and private life in every form they can. This is a strong enough reason for devils and even most demons to maintain respect for members of the Soul Hunters. Although the union is large, only a few soul hunters actually maintain that the code is followed. These few, called the Soul Shadows, use a network of hidden alliances, a large spy network, and divination to make sure that the code is not broken. They use fear, guile, and cut throat methods to make sure that the soul hunters are respected. This title is only given to the oldest and most powerful of soul hunters Hit Die: d10 Requirements: BAB: +5 Alignment: Any Evil Skills: Craft (gem cutting) 2 ranks, Appraise 2 ranks Feats: Evil Brand (BoVD) or DM alternative Special: Must have peaceable contact with a member of the soul hunters and accepted as a soul hunter by an initiation that includes the character accepting a magical tattoo called the Mark of the Soul Hunter placed on the characters forehead. Skills: The soul hunters class skills are Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Knowledge (the planes), Move Silently, Listen, Search, Sense Motive, Spot, and Survival. Skill points per level: 4 + Int modifier Class Progression Lvl BAB FS RS WS Special 1 +1 +2 +0 +2 Mark of the soul hunter, appraise soul, soul bind 1/d 2 +2 +3 +0 +3 Craft soul gem 3 +3 +3 +1 +3 Soul bind 2/d 4 +4 +4 +1 +4 Infernal traveler 5 +5 +4 +1 +4 Spiritual control, soul bargain, soul bind 3/d Special Features: For purposes of the texts, creatures with souls include aberrations, dragons, fey, giants, humanoids, monstrous humanoids, native outsiders, and undead as long as they have at least a three intelligence. Mark of the Soul Hunter (Su): With his initiation into the organization, the soul hunter is marked with a tattoo that is normally across his forehead. This is a magical mark that although indecipherable to most, any evil creature that has previously traded, trapped, stolen, or used a soul as a material component of a spell instantly knows the person as being a soul hunter and protected by the union. This tattoo is the connection a soul hunter has with the fiends that provide him his power. For purposes of the Evil Brand feat, this insures the soul hunter can only be identified as described above (not just by all evil creatures), and the bonuses only apply to those who have successfully identified the soul hunter. Appraise Soul (Ex): The soul hunter is expert at appraising souls both in gems and in a body. The soul hunter may make an appraise check with a DC of 15 to know the hit die of the soul trapped within a gem or other source and an additional +2 for every other piece of information (this includes hit die, alignment, previous faith, innocents of the soul, or any other factors that may be appropriate), failure means the soul hunter can not try again on the same soul until he has increased in class level. The soul hunter may also use this skill against a living person, although the soul hunter only learns the hit die of the target. Soul Bind (Sp): Once per day, the soul hunter gets the ability to trap the souls of newly dead creatures into a gem for sale later on. This ability is in every way exactly like the soul bind spell cast as a sorcerer of his character level except for two differences. First, although this is a spell-like ability, the soul hunter must still supply the material component of the spell. The will save DC is 10 + ½ the soul hunters total hit die + the soul hunter’s Charisma modifier (if positive). The soul hunter can use this ability twice at 3rd level and then three times at 5th Craft Soul Gem (Ex): The soul hunter may use the Craft (gem cutting) skill to convert normal, pre-cut gems into soul gems. These soul gems can be used instead of the standard material component of the soul bind spell. To make a soul gem, the soul hunter must make a Craft (gem cutting) check of 10 plus 1 for every 100gp value of the gem he is converting. This gem counts as being worth ten times its actual value for the purpose of the soul bind spell (IE a gem worth 300gp counts as being worth 3000gp and can hold a 3 hit die soul). The time it takes to convert a pre-cut gem into a soul gem is one hour per 100gp of value the gem has. Infernal Traveler (Sp): At 4th level, once per day the soul hunter may travel, as the plane shift spell, to any level of the hells or the abyss and remain their indefinitely. At any time the hunter can return back to his origination as a standard action. Spiritual Control (Ex): At 5th level, with his vast knowledge of obtaining the souls of others, the soul hunter learns mastery over his own. The soul hunter becomes immune to all spells that seek to trap his soul including soul bind, trap the soul, and magic jar. Soul Bargain: At 5th level, the soul hunter gains the ability to enter a binding agreement with a target, at the cost of that targets soul. The target must enter into the soul bargain willingly. Upon the targets death (by any means), their soul is transferred to a gem (prepared with a use of the soul bind ability when the bargain is forged), even if the gem and the target are not on the same plane at the time. The target is allowed no will save and there is no way to prevent the movement of the soul. The bargain requires one hour to complete, and is utterly inviolable once forged. The only way to escape a soul bargain is to recover the gem and destroy it. |