Soulfused Base Class [Archive] - Wizards Community

Post/Author/DateTimePost
AdventChild

11-14-06, 03:02 AM
This is a base class i have been working on for a day or so, please give me any comments or suggestions on this class. for a more organized version http://sengir.orgfree.com/downloads//spirit.html

SOULFUSED
"My soul is the weapon. My sword is merely an ally"
Kira, Feral Soulfused

A soulfused is a psionic character who has honed her mental talents to merge her soul with a unique spirit.
The temptation of power drives some people to extreme lengths, regardless of the consequences. This is
what motivates the soulfused; by merging her soul a soulfused can shape her chosen spirit to manifest with
different abilities as the soulfused conceives and applies them on her mind.

MAKING A SOULFUSED
The soulfused's role depends on the spirit she chooses to merge with and the abilities she chooses.
She may provide partial healing to the party, or augment her melee capabilities or could be the scout
depending on the abilities she chooses to enhance her senses.
Abilities: Wisdom helps a soulfused manifest the powers to which she will eventually have access. Depending
on her role a soulfused may value in different ways each ability score, a soulfused cares more about strength
because of its importance in combat.
Races: Within all races, depending on the chosen spirit the groups most likely to produce soulfused are
those with relatively close ties to Law (axiomatic spirits), Chaos (anarchic spirits), Nature(feral spirits),Evil (Fiendish spirits),
or Good (Celestial spirits).
Alignment: Soulfused can be of any alignment. Many gravitate toward neutrality, those who choose a
celestial spirit tend to be of good alignment, those who choose a feral spirit tend to be chaotic, and those
who choose a fiendish spirit tend towards an evil alignment.
Starting Gold: 2d4×10 gp (50 gp).
Starting Age: As Sorcerer.

CLASS FEATURES
All the following are class features of the soulfused
Weapon and Armor Proficiency: Soulfused are proficient with all simple and martial weapons, with light,
medium, and heavy armor, and with shields (except tower shields).
Wild Talent: A Soulfused gains Wild Talent as a bonus feat. This class feature provides the character with
the psionic power she needs to manifest her spirit, even if she otherwise has no power points.
Power Points/Day: A soulfused's ability to manifest powers is limited by the power points she has available.
her base daily allotment of power points is given on Table: The Soulfused In addition, she receives bonus
power points per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points).
Her race may also provide bonus power points per day, as may certain feats and items. A 1st-level Soulfused
gains no power points for her class level, but she gains bonus power points (if he is entitled to any),

http://geocities.com/sonatasilence/soulfused.jpg

Class Skills
The soulfused ’s class skills (and the key ability for each skill) are Autohypnosis , Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int). In addition, a soulfused gains access to additional class skills based on her eidolon:
Anarchic Spirit: Bluff (Cha), Disguise (Cha), Gather Information (Cha), and Intimidate (Cha).
Axiomatic Spirit: Diplomacy (Cha), Gather Information (Cha), Heal (Wis), and Sense Motive (Wis).
Celestial Spirit: Diplomacy (Cha), Gather Information (Cha), Heal (Wis), and Sense Motive (Wis).
Feral Spirit: Climb (Str), Jump (Str), Survival (Wis), and Swim (Str).
Fiendish Spirit: Bluff (Cha), Disguise (Cha), Gather Information (Cha), and Intimidate (Cha).

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

Powers Known: A soulfused begins play without knowing any powers. Beginning at 5th level, she learns two soulfused powers
of the player's choice. As she goes up in level, she continues to unlock knowledge of new powers as shown on the soulfused
class table. Choose the power known from the list of powers belonging to the character's chosen spirit and her general power
list. At each additional level, a soulfused gains one additional power (if available) from her chosen spirit or general power list.
A soulfused's manifester level is equal to his class level minus 4. A soulfused can manifest any power she knows that has
a power point cost equal to or lower than her manifester level.
A soulfused simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that
some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power
points. The Difficulty Class for saving throws against soulfused powers is 10 + the power's level + the soulfused's Wis modifier.
Maximum Power Level Known: a soulfused begins play without the ability to learn powers. At 5th level, she gains the
ability to learn 1st-level powers. As she retains higher levels, she gains the ability to master more complex powers.
To learn or manifest a power, a soulfused most have a wisdom score of at least 10 + power level.

Spirit Merge (Su): At 1st level a soulfused merges her soul with either a anarchic, axiomatic, celestial, feral, or fiendish spirit.
Once a soulfused merges with a spirit, they become one making it impossible for both spirits to be separated.
When a soulfused wishes to use the abilities granted by the spirit she simply wills her own spirit to manifest and cover
her, becoming an extension of her own body. The merged spirit also known as eidolons to soulfused have a visual display,
the image is hazy and translucent, suggesting something not natural, the shape in which it might display depends on the type
of eidolon the soulfused merged with.
For example a feral eidolon may manifest in the form of a wolf, an axiomatic eidolon may manifest as a perfected version of
the soulfused. The visual display of the eidolon must be related to the abilities you have chosen, a feral spirit with abilities
that enhance speed and mobility might be any type of feline creature, while the visual display itself might not always hint a
specific creature or monster it must have traits that can be identifiable. Because the eidolon is an extension of the soulfused's
soul, it cannot move or attack on its own instead it mimics the movements and gestures of the soulfused as if the soulfused
was wearing her own spirit as a veil or armor.
A soulfused can alter and conceive new forms for her eidolon, however, the essence of the visual display
remains the same. Once a soulfused chooses an ability for her eidolon this will cause the visual display of the spirit to
change. For example, if a soulfused has chosen an ability that grants claws to her eidolon this will immediately show
the next time the soulfused manifests her spirit. Eidolons are composed of nothing but the soulfused's soul. Eidolons
are untouchable, untraceable, and beyond all powers that might attempt to confine them, therefore, they cannot be
targeted or expelled by any means, nor can they be suppressed except in a antimagic field or similar effect.
The soulfused may dismiss her eidolon as a free action. By spending her psionic focus, the soulfused can manifest her
eidolon as a standard action that does not provoke attacks of opportunity a number of times equal to 3 + her wisdom
modifier (minimum 0). circumstances that forces the soulfused to fall unconscious or drop her power point reserve to 0
forces the soulfused to seize manifesting her eidolon until it regains conscience or 1 power point respectively.
Least Eidolon: This is the starting stage of the merged spirit, the soulfused can only choose abilities for her eidolon from
the Least Eidolon Abilities list.
Manifest Spirit (Su): At 1st level a soulfused may choose up to two abilities for her eidolon, when the eidolon is manifest the
soulfused, gains the benefits of the chosen abilities. Once an ability is chosen it cannot be changed. Every two
levels a soulfused may choose an additional ability for her eidolon. Beginning at 5th level, she may choose abilities
from the Lesser Eidolon Abilities list. Beginning at 11th level, the soulfused may choose abilities from the Greater
Eidolon Abilities list. Finally at 19th level, the soulfused may choose two abilities from the Manifest Greater Spirit Ability list.
Lesser Eidolon: This is the 2nd stage of the merged spirit, the soulfused may now choose abilities for her eidolon from
the Lesser Eidolon Ability list.
Greater Eidolon: This is the 3rd stage of the merged spirit, the soulfused may now choose abilities for her eidolon from
the Greater Eidolon Ability list.
Swift Spirit Manifestation (Su): A soulfused may manifest her eidolon as a swift action a number of times per day as listed
on the soulfused table. Finally at 20th level, a soulfused may manifest her eidolon as a free actions any number of times per day.
Eidolon Knowledge (Su): At 4th level, the soulfused acquires some of the knowledge and experience of her chosen spirit.
A soulfused gains a bonus on all skill granted by the chosen spirit as indicated in the soulfused table.

http://geocities.com/sonatasilence/eidolons.jpg
*The soulfused gains the benefit of this ability even if her eidolon is not manifested.


EIDOLON ABILITY DESCRIPTION
This section describes all the abilities available to soulfused.
The various elements of a eidolon ability description are described
Below.

NAME
Each description begins with a header giving the eidolon's ability
name.
Requirements: A minimum ability score, another ability or abilities, or a class level that a character must have in order to
acquire this ability. This entry is absent if an ability has no prerequisite. An ability may have more than one prerequisite.
Display: What changes does the visual display of the eidolon sustains when it gains this ability. This entry is absent
if an ability has no visual display.
Benefit: What the ability enables the character (“you” in the ability description) to do. If a character has the same
ability more than once, its benefits do not stack unless indicated otherwise in the description. In general, having an
ability twice is the same as having it one.

ANARCHIC STRIKE LEAST
Benefit: You gain a +2 bonus on damage rolls against none chaotic creatures. True Neutral creatures are immune to this ability.

ANARCHIC STRIKE LESSER
Requirements: Anarchic strike least
Benefit: You gain a +4 bonus on damage rolls against none chaotic creatures. True Neutral creatures are immune to this ability.

ANARCHIC STRIKE GREATER
Requirements: Anarchic strike lesser
Benefit: You gain a +6 bonus on damage rolls against none chaotic creatures. True Neutral creatures are immune to this ability.

ALIGN ATTACK
Benefit: You gain align attack as a bonus feat even if you dont meet the prerequisite.

AURA OF DESPAIR
Benefit: You radiate a malign aura that causes enemies within 10 feet of you to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

AXIOMATIC STRIKE LEAST
Benefit: You gain a +2 bonus on damage rolls against none lawful creatures. True Neutral creatures are immune to this ability.

AXIOMATIC STRIKE LESSER
Requirements: Axiomatic strike least.
Benefit: You gain a +4 bonus on damage rolls against none lawful creatures. True Neutral creatures are immune to this ability.

AXIOMATIC STRIKE GREATER
Requirements: Axiomatic strike least.
Benefit: You gain a +6 bonus on damage rolls against none lawful creatures. True Neutral creatures are immune to this ability.

BLINDSENSE 15FT
Prerequisites: Listener +2, Watcher +2.
Benefits: While psionically focused you gain blindsenses up to 15ft

BLINDSENSE 30FT
Requirements: Blindsenses 15ft
Benefit While psionically focused you gain blindsenses up to 30ft

CHARM, PSIONIC 1/day
Benefit: 1/day—Charm, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

CHARM, PSIONIC 2/day
Requirements: charm, psionic 1/day
Benefit: 2/day—Charm, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

CHARM, PSIONIC 3/day
Requirements: charm, psionic 2/day
Benefit: 3/day—Charm, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

CLOAK DANCE
Benefit: You gain cloak dance as a bonus feat regardless if you don't meet the prerequisites.

DAMAGE REDUCTION 5/*
Benefit: You gain damage reduction of 5/Chaos (Axiomatic) or Evil (Celestial) or Good (Fiendish) or Law (Anarchic)

DAMAGE REDUCTION 10/*
Prerequisites: Damage reduction 5/*
Benefit: You gain damage reduction of 5/Chaos (Axiomatic) or Evil (Celestial) or Good (Fiendish) or Law (Anarchic)

DARKVISION 60FT
Requirements: Watcher +6 (feral only)
Benefit: You gain darkvision up to 60ft.

DEATH URGE 1/day
Benefit: 1/day—Death Urge . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

DEATH URGE 2/day
Requirements: Death Urge 1/day
Benefit: 2/day—Death Urge . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

DEATH URGE 3/day
Requirements: Death Urge 2/day
Benefit: 3/day—Death Urge . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

DETECT CHAOS 1/DAY
Benefits: This ability functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spell or powers, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

DETECT CHAOS 2/DAY
Requirements: Detect chaos 1/day
Benefits: This ability functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spell or powers, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

DETECT CHAOS 3/DAY
Requirements: Detect chaos 3/day
Benefits: This ability functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spell or powers, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

DETECT LAW 1/DAY
Benefits: This ability functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells or powers, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

DETECT LAW 2/DAY
Requirements: Detect law 1/day
Benefits: This ability functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells or powers, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

DETECT LAW 3/DAY
Requirements: Detect law 2/day
Benefits: This ability functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells or powers, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

DECIEVER +2
Benefit: While psionically focused you gain +2 bonus on disguise and bluff checks.

DECIEVER +4
Requirements: Deceiver +2
Benefit: While psionically focused you gain +4 bonus on disguise and bluff checks.

DECIEVER +6
Requirements: Deceiver +4
Benefit: While psionically focused you gain +6 bonus on disguise and bluff checks.

DISRUPT UNDEAD
Benefit: While psionically focused weapons you wield deal 1d6 points of damage against undead creatures.

DOMINATE, PSIONIC 1/day
Requirements: suggestion, psionic 1/day
Benefit: 3/day—Charm, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

EIDOLON'S AID 1/day
Benefit: You gain the power of good fortune through your eidolon, which is usable once per day. This extraordinary ability
allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure.
You must take the result of the reroll, even if it’s worse than the original roll.

EIDOLON'S AID 2/day
Requirements: eidolon's aid 1/day
Benefit: You gain the power of good fortune through your eidolon, which is usable twice per day. This extraordinary ability
allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure.
You must take the result of the reroll, even if it’s worse than the original roll.

EIDOLON'S AID 3/day
Requirements: eidolon's aid 2/day
Benefit: You gain the power of good fortune through your eidolon, which is usable three per day. This extraordinary ability
allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure.
You must take the result of the reroll, even if it’s worse than the original roll.

EMPATHY 1/day
Benefit: 1/day—Empathy. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

ENERGY RESISTANCE 5
Display: The hazy and translucent image becomes the color of the chosen element. Acid (green), cold (light blue), Electricity (yellow), Fire (red), Sonic (none).
Benefit:Grants you limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 5 against the energy type chosen, meaning that each time you become subjected to such damage (whether from a natural or magical source), that damage is reduced by 5 points before being applied to your hit points. This ability protects your equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

ENERGY RESISTANCE 10
Requirements: Energy resistance 5 (chosen energy)
Benefit: As energy resistance 5 but increases its resistance to 10 of the chosen element.

ENERGY RESISTANCE 15
Requirements: Energy resistance 5 (chosen energy)
Benefit: As energy resistance 15 but increases its resistance to 10 of the chosen element.

FAST HEALING 1
Benefit: While psionically focused you gain fast healing of 1 point per round.

FERAL BREATH
Requirements: Swimmer +2.
Benefits: While psionically focused, you can breathe underwater indefinitely and can freely use your powers, spells, and other abilities while submerged.

FERAL CHARGE +1
Benefit: To use this feat you must spend your psionic focus. During a charge if you spent your psionic focus, you gain a bonus to your attack and damage rolls during the charge equal to +1.

FERAL CHARGE +2
Requirements: Feral charge +1
Benefit: To use this ability you must spend your psionic focus. During a charge if you spent your psionic focus, you gain a bonus to your attack and damage rolls during the charge equal to +2.

FERAL CHARGE +3
Requirements: Feral charge +2
Benefit: To use this ability you must spend your psionic focus. During a charge if you spent your psionic focus, you gain a bonus to your attack and damage rolls during the charge equal to +3.

FERAL CHARGE +4
Requirements: Feral charge +3
Benefit: To use this ability you must spend your psionic focus. During a charge if you spent your psionic focus, you gain a bonus to your attack and damage rolls during the charge equal to +4.

FOCUSED SPIRIT
Benefit: While psionically focused you may add your wisdom modifier to your damage rolls.

FORM OF CHAOS LESSER
Benefit: To use this ability you must spend your psionic focus. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Once per day, Form of Chaos forces a foe damaged by your attack to make a Will saving throw (DC 10 + ½ your character level + your Cha modifier), in addition to dealing damage normally. A defender who fails this saving throw causes the target to become confused as the spell of the same name, making them unable to independently determine what they will dofor rounds equal to 1 + charisma modifier (minimum).

FORM OF CHAOS GREATER
Requirements: Form of chaos lesser
Benefit: To use this ability you must spend your psionic focus. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Once per day, Form of Chaos forces a foe damaged by your attack to make a Will saving throw (DC 10 + ½ your character level + your Cha modifier), in addition to dealing damage normally. A defender who fails this saving throw causes the target to become confused as the spell of the same name, making them unable to independently determine what they will dofor rounds equal to 3 + charisma modifier (minimum). True Neutral creatures are immune to this ability.

FORM OF LAW LESSER
Benefit: To use this ability you must spend your psionic focus. Once per day you become immune to fear and gain a bonus to attack
rolls against none lawful creatures for rounds equal to 1 + charisma modifier (minimum 0). True Neutral creatures are immune to this ability.

FORM OF LAW GREATER
Requirements: Form of law lesser
Benefit: To use this ability you must spend your psionic focus. Once per day you become immune to fear and mind affecting effects, you also gain a bonus to attack rolls against none lawful creatures for rounds equal to 1 + charisma modifier (minimum 0). True Neutral creatures are immune to this ability.

FREEDOM OF MOVEMENT
Benefit: Allows you to act as if continually under the effect of a freedom of movement spell.

GHOST ATTACK
Benefit: You gain ghost attack as a bonus feat regardless if you don't meet the prerequisites.

GUIDE ALLY 1/day
Prerequisites: Raise courage, Wisdom 12 or higher.
Benefit: Once per day you may create a psychic bond between you and a willing creature who must remain 30ft radius from you. While bonded to the creature you give the creature a bonus to all attack rolls and skill checks equal to your wisdom modifier as long as
you maintain your concentration.

GUIDE ALLY 2/day
Requirements: guide ally 1/day, Wisdom 12 or higher.
Benefit: Twice per day you may create a psychic bond between you and a willing creature who must remain 30ft radius from you. While bonded to the creature you give the creature a bonus to all attack rolls and skill checks equal to your wisdom modifier as long as
you maintain your concentration.

GUIDE ALLY 3/day
Requirements: guide ally 2/day, Wisdom 12 or higher.
Benefit: three times per day you may create a psychic bond between you and a willing creature who must remain within 30ft from you. While bonded to the creature you give the creature a bonus to all attack rolls and skill checks equal to your wisdom modifier as long as you maintain your concentration.

HOLY WEAPON 1D6
Benefit: Weapons you wield deal 1d6 of holy damage against evil foes.

HOLY WEAPON 2D6
Requirements: Holy weapon 1d6
Benefit: Weapons you wield deal 2d6 of holy damage against evil foes.

INTIMIDATING SPIRIT
Benefit: Whenever you manifest your eidolon it causes all enemy creatures within 30ft to make a will save 10 + 1/2 your HD + Charisma Modifier or the affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round.

INVIGORATE, LESSER
Benefit: To use this ability you must spend your psionic focus. You gain 5 temporary hit points, a +1 bonus on all attack and damage rolls for one minute. After the effect ends you receive a -2 to attack and damage rolls for 1d4+1 rounds.

INVIGORATE
Requirements: Invigorate, Lesser.
Benefit: To use this ability you must spend your psionic focus. You gain 10 temporary hit points, a +2 bonus on all attack and damage rolls for one minute. After the effect ends you receive a -2 to attack and damage rolls, you must wait 1d4 minutes to use it again.

INVIGORATE, GREATER
Requirements: Invigorate.
Benefit: To use this ability you must spend your psionic focus. You gain 20 temporary hit points, a +4 bonus on all attack and damage rolls for one minute. After the effect ends you receive a -2 to attack and damage rolls for 3 rounds, you must wait 1d4 minutes to use it again.

LISTENER LEAST
Visual: Pronounced ears.
Benefit: Add Listen as one of your class skills. You recieve a +2 bonus to listen checks. While psionically focused you gain a +4 bonus on listen checks.

LISTENER LESSER
Visual: Pronounced ears.
Requirements: Listener +2
Benefit: Add Listen as one of your class skills. You recieve a +2 bonus to listen checks. While psionically focused you gain a +6 bonus on listen checks.

LISTENER GREATER
Visual: Pronounced ears.
Requirements: Listener +4
Benefit: Add Listen as one of your class skills. You recieve a +2 bonus to listen checks. While psionically focused you gain a +8 bonus on listen checks.

LURKER LEAST
Benefit: Add Search as one of your class skills. You recieve a +2 bonus to search checks. While psionically focused you gain a +4 bonus on search checks.

LURKER LESSER
Prerequisite: Lurker least
Benefit: Add Search as one of your class skills. You recieve a +2 bonus to search checks. While psionically focused you gain a +6 bonus on search checks.

LURKER GREATER
Requirements: Lurker lesser
Benefit: Add Search as one of your class skills. You recieve a +2 bonus to search checks. While psionically focused you gain a +8 bonus on search checks.

PERFECT SELF
Benefits: You become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of powers and magical effects. Unlike other outsiders, you can still be brought back from the dead as if she were a member of her previous creature type.

POUNCE
Requirements: Rake 1d4+1 or higher.
Benefit: If you charge a foe, it can make a full attack, including two rake attacks.

RAISE COURAGE
Benefits: Whenever you manifest your eidolon it causes all allies within 30ft to gain a +2 bonus on saving throw against fear effects
and a +1 bonus on all attack and damage rolls for one round.

RAKE 1d4+1
Requirements: Spirit Claws 1d6 or higher.
Benefits: Rake attack 1d4+1. A soulfused with this special attack gains extra natural attacks when it hits its foe with her two spirit claws.

RAKE 1d6+1
Requirements: Rake 1d4+
Benefits: Rake attack 1d6+1. A soulfused with this special attack gains extra natural attacks when it hits its foe with her two spirit claws.

RENEWAL
Requirements: Share heal 1/day or higher.
Benefit: Once per day, if you would drop to 0 hp or lower you become stable and heal 1 point of damage.

REPEL INFIDEL LEAST
benefit: You recieve a +1 bonus to armor class and saving throws against none lawful creatures (Axiomatic only) or none chaotic creatures (Anarchic only).

REPEL INFIDEL LESSER
Prerequisites: Repel infidel least
benefit: You recieve a +2 bonus to armor class and saving throws against none lawful creatures (Axiomatic only) or none chaotic creatures (Anarchic only).

REPEL INFIDEL GREATER
Requirements: Repel infidel least
benefit: You recieve a +3 bonus to armor class and saving throws against none lawful creatures (Axiomatic only) or none chaotic creatures (Anarchic only).

SCENT
Benefit: While psionically focused you gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can identify familiar odors just as humanoids do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

SHARED HEAL 1/day
Benefit: To use this ability you must spend your psionic focus. Once per day you may channel positive energy to cure any willing living creature who must be 15ft within you divided among them as you desire. You may cure up to 7 + you wis modifier (minimum 1) points of damage.

SHARED HEAL 2/day
Requirements: Shared heal 1/day
Benefit: To use this ability you must spend your psionic focus. Twice per day you may channel positive energy to cure any willing living creature who must be 15ft within you divided among them as you desire. You may cure up to 7 + you wis modifier (minimum 1) points of damage.

SHARED HEAL 3/day
Requirements: Shared heal 2/day
Benefit: To use this ability you must spend your psionic focus. Three times per day you may channel positive energy to cure any willing living creature who must be 15ft within you divided among them as you desire. You may cure up to 7 + you wis modifier (minimum 1) points of damage.

SMITE CHAOS 1/DAY
Benefit: Once per day, you may attempt to smite chaos with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE CHAOS 2/DAY
Requirements: Smite Chaos 1/day
Benefit: Twice per day, you may attempt to smite chaos with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE CHAOS 3/DAY
Requirements: Smite Chaos 2/day
Benefit: Three times per day, you may attempt to smite chaos with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE EVIL 1/DAY
Benefit: Once per day, you may attempt to smite evil with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE EVIL 2/DAY
Requirements: Smite Evil 1/day
Benefit: Twice per day, you may attempt to smite evil with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE EVIL 3/DAY
Requirements: Smite Evil 2/day
Benefit: Three times per day, you may attempt to smite evil with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE INFIDELS 1/DAY
Benefit: Once per day, you may attempt to smite creatures with one normal melee attack. You can only smite creatures of none lawful alignment (if axiomatic) or non chaotic creatures (if anarchic). This ability is identical to the standard paladin's ability to smite evil.

SMITE INFIDELS 2/DAY
Requirements: Smite infidels 1/day
Benefit: Twice per day, you may attempt to smite creatures with one normal melee attack. You can only smite creatures of none lawful alignment (if axiomatic) or non chaotic creatures (if anarchic). This ability is identical to the standard paladin's ability to smite evil.

SMITE INFIDELS 3/DAY
Requirements: Smite infidels 2/day
Benefit: Twice per day, you may attempt to smite creatures with one normal melee attack. You can only smite creatures of none lawful alignment (if axiomatic) or non chaotic creatures (if anarchic). This ability is identical to the standard paladin's ability to smite evil.

SMITE LAW 1/DAY
Benefit: Once per day, you may attempt to smite law with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE LAW 2/DAY
Requirements: Smite law 1/day
Benefit: Twice per day, you may attempt to smite law with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SMITE LAW 3/DAY
Requirements: Smite law 2/day
Benefit: Three times per day, you may attempt to smite law with one normal melee attack. This ability is identical to the standard paladin's ability to smite evil.

SNEAK ATTACK 1D6
Benefits: This is exactly like the rogue ability of the same name but you must retain your psionic focus. If you get a sneak attack bonus from another source the bonuses on damage stack.

SNEAK ATTACK 2D6
Requirements: Sneak attack 1d6.
Benefits: This is exactly like the rogue ability of the same name but you must retain your psionic focus. If you get a sneak attack bonus from another source the bonuses on damage stack.

SNEAK ATTACK 3D6
Requirements: Sneak attack 2d6.
Benefits: This is exactly like the rogue ability of the same name but you must retain your psionic focus. If you get a sneak attack bonus from another source the bonuses on damage stack.

SNEAK ATTACK 4D6
Requirements: Sneak attack 3d6.
Benefits: This is exactly like the rogue ability of the same name but you must retain your psionic focus. If you get a sneak attack bonus from another source the bonuses on damage stack.

SOUL FUEL
Benefit: You increase your psionic daily power pont reserve by 1 point.

SOUL PRESERVATION
Benefits: You no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you do not die of old age when your time is up.

SPIRIT ARMOR LEAST
Visual: Wears a very light armor.
Benefit: Your eidolon imbues your suit of armor with an enhancement bonus of +1 An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this ability.

SPIRIT ARMOR LESSER
Visual: Wears a patterned armor.
Requirements: Spirit Armor least
Benefit: Your eidolon imbues your suit of armor with an enhancement bonus of +2 An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this ability.

SPIRIT ARMOR GREATER
Visual: Wears an elaborated armor.
Requirements: Spirit Armor lesser
Benefit: Your eidolon imbues your suit of armor with an enhancement bonus of +3 An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this ability.

SPIRIT BITE LEAST
Visual: Great fangs.
Benefits: While psionically focused. Your posture becomes stooped forward, and your eidolon grow complete fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d4 points of damage (assuming you are a Medium creature) when it hits. Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal non lethal damage with your bite, taking the standard -4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.

SPIRIT BITE LESSER
Visual: Great fangs.
Requirements: Spirit bite least
Benefits: While psionically focused. Your posture becomes stooped forward, and your eidolon grow complete fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d6 points of damage (assuming you are a Medium creature) when it hits. Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal non lethal damage with your bite, taking the standard -4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.

SPIRIT BITE GREATER
Visual: Great fangs.
Requirements: Spirit bite lesser
Benefits: While psionically focused. Your posture becomes stooped forward, and your eidolon grow complete fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits. Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal non lethal damage with your bite, taking the standard -4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.

SPIRIT CLAWS LEAST
Visual: Mighty Claws
Benefits: You call forth the aggressive nature of the beast inherent in spirit, psionically transforming your eidolons claws into deadly claws. You gain two natural attacks with your claws, each dealing 1d6 points of damage plus your Strength bonus. Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal non lethal damage with your claws, taking the standard -4 penalty on your attack roll.

SPIRIT CLAWS LESSER
Visual: Mighty Claws
Requirements: Spirit claws least
Benefits: You call forth the aggressive nature of the beast inherent in spirit, psionically transforming your eidolons claws into deadly claws. You gain two natural attacks with your claws, each dealing 1d8 points of damage plus your Strength bonus. Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal non lethal damage with your claws, taking the standard -4 penalty on your attack roll.

SPIRIT CLAWS GREATER
Visual: Mighty Claws
Requirements: Spirit claws lesser
Benefits: You call forth the aggressive nature of the beast inherent in spirit, psionically transforming your eidolons claws into deadly claws. You gain two natural attacks with your claws, each dealing 1d10 points of damage plus your Strength bonus. Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal non lethal damage with your claws, taking the standard -4 penalty on your attack roll.

SPIRIT SHIELD LEAST
Visual: Wears a simply shield.
Benefit: Your eidolon imbues your shield with an enhancement bonus of +1 any mundane item on your wrist counts as shield that grants no AC bonus for the purpose of this ability.

SPIRIT SHIELD LESSER
Visual: Wears a patterned shield.
Requirements: Spirit Shield least
Benefit: Your eidolon imbues your shield with an enhancement bonus of +2 any mundane item on your wrist counts as shield that grants no AC bonus for the purpose of this ability.

SPIRIT SHIELD GREATER
Visual: Wears a patterned shield.
Requirements: Spirit shield lesser
Benefit: Your eidolon imbues your shield with an enhancement bonus of +3 any mundane item on your wrist counts as shield that grants no AC bonus for the purpose of this ability.

SPIRIT WINGS
Visual: Feathered wings (celestial or feral), Bat-like wings (Feral or fiendish), Demon Wings (Fiendish).
Benefit: you gain wings that empower you to fly with a speed of 60 feet (good maneuverability).

SUGGESTION, PSIONIC 1/day
Requirements: Charm, psionic 1/day
Benefit: 1/day—Suggestion, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

SUGGESTION, PSIONIC 2/day
Requirements: suggestion, psionic 1/day
Benefit: 2/day—Suggestion, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

SUGGESTION, PSIONIC 3/day
Requirements: suggestion, psionic 2/day
Benefit: 3/day—Suggestion, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

STALWART SOUL
Benefit: While psionically focused you receive a +2 bonus on saving throws on will saves. Furthermore, you may heal yourself a number of hit points equal to 1 + wisdom modifier (minimum 0) divided as you desire.

SWIMMER
Visual: Webbed toes
Benefit: Add Swim as one of your class skills. While psionically focused you gain a +2 bonus on Swim checks.

TIMELESS BODY
Benefit: You no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when her time is up.

WATCHER LEAST
Benefit: Add Spot as one of your class skills. While psionically focused you gain a +2 bonus on Spot checks.

WATCHER LESSER
Requirements: Watcher least
Benefit: Add Spot as one of your class skills. While psionically focused you gain a +4 bonus on Spot checks.

WATCHER GREATER
Requirements: Watcher lesser
Benefit: Add Spot as one of your class skills. While psionically focused you gain a +6 bonus on Spot checks.

WAVE OF SORROW 1/day
Benefit: 1/day—Demoralize, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

WAVE OF SORROW 2/day
Prerequisites: Wave of sorrow 1/day
Benefit: 2/day—Demoralize, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

WAVE OF SORROW 3/day
Requirements: Wave of sorrow2/day
Benefit: 3/day—Demoralize, psionic . Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.

ZEALOUS SOUL LESSER
Benefits: While psionically focused you gain a +2 bonus to attack rolls and armor class against evil creatures.

ZEALOUS SOUL GREATER
Requirements: Zealous lesser
Benefits: While psionically focused you gain a +4 bonus to attack rolls and armor class against evil creatures.



SOULFUSED POWER LIST

Anarchic

1. Conceal Thoughts: You conceal your motives.
Create Sound: Create the sound you desire.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Deceleration: Target’s speed is halved.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Matter Agitation: You heat a creature or object.

2. Cloud Mind: You erase knowledge of your presence from target’s mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Energy Push: Deal 2d6 damage and knock subject back.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.

3. Death Urge: Implant a self-destructive compulsion.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Share Pain, Forced: Unwilling subject takes some of your damage.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Time Hop: Subject hops forward in time 1 round/level.

4. Co-opt Concentration: Take control of foe’s concentration power.
Disintegrate, Psionic: Turn one creature or object to dust.
Leech Field: Leech power points each time you make a saving throw.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.

5. Decerebrate: Remove portion of subject’s brain stem.
Divert Teleport: Choose destination for another’s teleport.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Insanity: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and mental effects.
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.

6. Avatar of Discord: Your spirit becomes chaos itself.
Bend Reality: Alters reality within power limits.
Matter Manipulation: Increase or decrease an object’s base hardness by 5.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Axiomatic

1. Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Demoralize: Enemies become shaken.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Detect Psionics: You detect the presence of psionics.
Empathy: You know the subject’s surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Telempathic Projection: Alter the subject’s mood.
Tongues, Psionic: You can communicate with intelligent creatures.

2. Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Body Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Dispel Psionics: Cancels psionic powers and effects.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Identify, Psionic: Learn the properties of a psionic item.
Sense Link, Forced: Sense what subject senses.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.

3. Adapt Body: Your body automatically adapts to hostile environments.
Dimension Door, Psionic: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific proposed action.
Incarnate: Make some powers permanent.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Trace Teleport: Learn destination of subject’s teleport.
True Seeing, Psionic: See all things as they really are.

4. Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
Contingency, Psionic: Sets trigger condition for another power.
Divert Teleport: Choose destination for another’s teleport.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Retrieve: Teleport to your hand an item you can see.
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration: Your time frame accelerates for 1 round.

5. Metafaculty: You learn details about any one creature.
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
True Metabolism: You regenerate 10 hit points/round.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Restoration, Psionic: Restores level and ability score drains.

6. Avatar of Justice: Your spirit becomes justice itself
Dispelling Buffer: You are buffered from one dispel psionics effect.
Mind Blank, Personal: You are immune to scrying and mental effects.
Metaconcert: Mental concert of two or more increases the total power of the participants.
Suspend Life: Put yourself into a state akin to suspended animation.
AdventChild

11-14-06, 03:03 AM
Celestial

1. Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Detect Psionics: You detect the presence of psionics.
Empathy: You know the subject’s surface emotions.
Know Direction and Location: You discover where you are and what direction you face.
My Light: Your eyes emit 20-ft. cone of light.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Identify, Psionic: Learn the properties of a psionic item.
Sustenance: Go without food and water for one day.

2. Body Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Darkvision, Psionic: See 60 ft. in total darkness.
Dispel Psionics: Cancels psionic powers and effects.
Energy Burst : Deal 5d6 energy damage in 40-ft. burst.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

3. Aura Sight : Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Dimension Door, Psionic: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific proposed action.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Trace Teleport: Learn destination of subject’s teleport.
Plane Shift, Psionic: Travel to other planes.

4. Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Temporal Acceleration: Your time frame accelerates for 1 round.
Divert Teleport: Choose destination for another’s teleport.
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose.

5. Matter Manipulation: Increase or decrease an object’s base hardness by 5.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Hypercognition: You can deduce almost anything.

6. Bend Reality: Alters reality within power limits.
Affinity Field: Effects that affect you also affect others.
Apopsi: You delete target’s psionic powers.
Etherealness, Psionic: Become ethereal for 1 min./level.
Microcosm: Creature or creature lives forevermore in world of his own imagination.
Genesis: You instigate a new demiplane on the Astral Plane.

Feral

1. Animal Affinity: Gain +4 enhancement to one ability.
Biofeedback: Gain DR 2/-.
Burst: Gain +10ft. to speed this round.
Catfall: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Detect Psionics: You detect the presence of psionics.
Prevenom: Your claws gain a poison coating.
Stomp: Subjects fall prone and take 1d4 nonlethal damage.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.


2. Body Adjustment: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body Purification: Restore 2 points of ability damage.
Claws of the Beast : Your hands become deadly claws.
Darkvision, Psionic: See 60 ft. in total darkness.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Feat Leech: Borrow another’s psionic or metapsionic feats.
Hustle: Instantly gain a move action.
Levitate, Psionic: Subject moves up and down at your direction.

3. Claws of the Vampire: Heal half of your claw’s base damage.
Danger Sense: Gain +4 bonus against traps.
Duodimensional Claw: Increases your natural weapon’s threat range.
Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage.
Prowess: Instantly gain another attack of opportunity.
Psionic Lion’s Charge: You can make full attack in same round you charge.
Psionic Scent: Gain the scent ability.
Sustenance: You can go without food and water for one day.

4. Claw of Energy: Your claws deal additional energy damage.
Dimension Door, Psionic: Teleports you short distance.
Energy Adaptation: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Immovability: You are almost impossible to move and gain DR 15/-.
Inertial Barrier: Gain DR 5/-
Ubiquitous Vision: You have all-around vision.
Truevenom: Your natural weapons are covered in horrible poison.

5. Adapt Body: Your body automatically adapts to hostile environments.
Assimilate: Incorporate creature into your own body.
Metafaculty: You learn details about any one creature.
Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.

6. Crisis of Breath: Disrupt subject’s breathing.
Dispelling Buffer: You are buffered from one dispel psionics effect.
Suspend Life: Put yourself into a state akin to suspended animation.
Wall Walker: Grants ability to walk on walls and ceilings.

Fiendish

1. Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify.
Conceal Thoughts: You conceal your motives.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far Hand: Move small objects at a limited distance.

2. Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
Feat Leech: Borrow another’s psionic or metapsionic feats.
Identify, Psionic: Learn the properties of a psionic item.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Share Pain, Forced: Unwilling subject takes some of your damage.

3. Darkvision, Psionic: See 60 ft. in total darkness.
Dispel Psionics: Cancels psionic powers and effects.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

4. Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.

5. Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Incarnate: Make some powers permanent.
Leech Field: Leech power points each time you make a saving throw.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.

6. Psychic Crush: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
True Seeing, Psionic: See all things as they really are.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Retrieve: Teleport to your hand an item you can see.
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
Form of Doom: You transform into a frightening tentacled beast.

PLAYING A SOULFUSED

Others might misunderstand your powers, but you understand perfectly that connecting with your soul and drawing power
from within requires allot of concentrated meditation. As a soulfused you usually spend at least an hour meditating,
even the most chaotic of soulfused take some time to meditate and communicate with that part of their souls they call
eidolons. Some sages suggest that some soulfused are born with their eidolons, they claim that at the birth of such creature
the spirit chooses them and merges with their souls. The role of the soulfused may differ depending on her eidolon and the
abilities she chooses for her eidolon and the powers she wishes to learn from it. Most soulfused come from diverse backgrounds.
Perhaps you merged with a celestial spirit to serve your church or organization or choose a feral spirit to serve as a vassal
of your tribe, the possibilities are endless.
Religion: Because most of your powers come from your dedicated communication with your soul, you tend to scorn the worship of
such beings. Although you are unlikely to worship a god, you find it convenient to pay homage to gods from time to time and
outward respect for their servants.
Other Classes: In general, a soulfused gladly accepts the company of any character who accepts them, rarely making quick judgments of any individual based on class. However, your eidolon might influence
on your interaction with some classes, for example, usually soulfused who merged with a celestial spirit avoid the company of rogues who used their abilities to steal and deceive or the company of soulfused merged with a fiendish spirit. Soulfused merged with an axiomatic spirit avoid chaotic classes such as barbarians, and posses a special grudge against soulfused merged with an anarchic spirit. Soulfused are very aware that others like them exists, usually searching the company of their pairs. Characters of any class tend to mistrust you if they actually see you manifesting your eidolon, but open-minded individuals value your worth as an ally no matter how
how you achieve your power.
Combat: Standing strictly on the basics (Hit Die, attack bonus, weapon and armor profi ciency), you’re a fair melee combatant comparable to a cleric. Your choice of your eidolon abilities expand your combat capabilities, however, making a position in the front lines of battle even more viable. You have a good mix of attack-enhancing abilities and those more focused on defense. With the right eidolon abilities and powers in place, you can attack effectively without a weapon and stand up in melee without armor.
Advancement: Most soulfused declare that they did not choose their eidolons—it chose them.A soulfused may choose her abilities and powers as she advances. A soulfused experiences tend to dictate her choices-a character devoted to diplomacy is less likely to merge with a fiendish spirit, for example, but anything is possible. Feat choice varies wildly from soulfused to soulfused. A combat oriented soulfused with the smite infidel ability might choose extra smite, while soulfused focused on support may choose Improved Shared Heal to heal a higher amount of damage.

HUMAN SOULFUSED
STARTING PACKAGE

Armor: Studded leather (+3 AC, armor check penalty –1,
speed 30 ft., 20 lb.).
Heavy wooden shield (+2 AC, armor check penalty –2,10 lb.).
Weapons: Shortspear (1d6, crit ×2, range inc. 20 ft., 3 lb., one-handed, piercing).
Light crossbow (1d8, crit 19–20/×2, range inc. 80 ft., 4 lb., piercing).
Skill Selection: Pick a number of skills equal to 3 + Int modifier.

http://geocities.com/sonatasilence/starting.jpg
Feat: Psionic Weapon.
Bonus Feat (human): Improved Initiative
Gear: Backpack with waterskin, one day’s trail rations,
bedroll, sack, flint and steel. 3 torches. Case with 10 crossbow bolts.

NEW POWERS

Avatar of Discord
Psychometabolism
Level: Soulfused 6
Display: Visual
Manifesting Time: 1 standard action
Range: 20ft
Target: You, *See text
Duration: 1 round/level
Power Points: 20

You wrench from your subconscious a terrifying manifestation of your
eiodolon. You gain the following benefits, A malevolent aura surrounds
you, protecting you and your allies from attacks, granting them
resistance to powers and spells cast by lawful creatures, and weakening
none chaotic creatures when they strike you. This power has four
effects.

First, each none chaotic creature within 20ft from you gains a -4 AC and
a -4 on saves. This penalty applies against all attacks, not just against
attacks by lawful creatures.
Second, allied creature gains power resistance 25 against powers and
psi-like abilities cast by lawful creatures.
Third, the eidolon blocks possession and mental influence, just as
protection from good doesexcept it protects from every none lawful creature..
Finally, if a lawful creature succeeds on a melee attack against an allied
creature, the offending attacker becomes confused as the spell (Will negates).

Avatar of Justice
Psychometabolism
Level: Soulfused 6
Display: Visual
Manifesting Time: 1 standard action
Range: 20ft
Target: You, *See text
Duration: 1 round/level
Power Points: 20

You wrench from your subconscious a perfected manifestation of your
eiodolon. You gain the following benefits, A graceful aura surrounds
you, protecting you and your allies from attacks, granting them
resistance to powers and spells cast by chaotic creatures, and weakening
none lawful creatures when they strike you. This power has four
effects.

First, each none lawful creature within 20ft from you gains a -4 AC and
a -4 on saves. This penalty applies against
all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains power resistance 25 against powers and
psi-like abilities cast by chaotic creatures.
Third, the eidolon blocks possession and mental influence, just as
protection from good does except it protects from every none lawful creature.
Finally, if a chaotic creature succeeds on a melee attack against a warded
creature, the offending attacker takes 1d6 points of temporary Strength
damage (Fortitude negates).


NEW FEATS

EXTRA EIDOLON ABILITY LEAST [Psionic]
Your communication with your eidolom improves, gaining more abilities from it.
Requirements: Least Eidolon class ability.
Benefits: You may choose an extra ability from the Least Eidolon Ability List granted by your eidolon.
You must meet the requirement of the chosen extra ability in order to obtain it.

EXTRA EIDOLON ABILITY LESSER [Psionic]
Your communication with your eidolom improves, gaining more abilities from it.
Requirements: Lesser Eidolon class ability, Extra eidolon ability least.
Benefits: You may choose an extra ability from the Greater Eidolon Ability List granted by your eidolon.
You must meet the requirement of the chosen extra ability in order to obtain it.

EXTRA EIDOLON ABILITY GREATER [Psionic]
Your communication with your eidolom improves, gaining more abilities from it.
Requirements: Greater Eidolon class ability. Extra eidolon ability lesser.
Benefits: You may choose an extra ability from the Greater Eidolon Ability List granted by your eidolon.
You must meet the requirement of the chosen extra ability in order to obtain it.

EXTRA SPIRIT MANIFESTATION [Psionic]
You manifest your eidolon more frequently than you usyally do.
Requirements: Manifest Spirit class ability.
Benefit: You use your manifest spirit ability two more times per day.

EXTRA GREATER SPIRIT MANIFESTATION ABILITY [Psionic]
Your communication with your eidolom improves, gaining more abilities from it.
Requirements: Soulfused 19th.
Benefits: You may choose an extra ability from the Greater Eidolon Ability List granted by your eidolon.
You must meet the requirement of the chosen extra ability in order to obtain it.

IMPROVED SHARED HEAL [Psionic]
You are more adepted at healing wounds and at a greater distance.
Requirements: Shared Heal class ability, Heal 6 ranks
Benefit: You may channel positive energy to cure any willing living creatures up to 30ft away from you divided among them as you desire. You may cure up to 10 + you wis modifier (minimum 1) points of damage.
Normal: Without this feat a soulfused can only cure creatures up to 15ft away for 7 + wis modifier points of damage.
Gruffmug

11-14-06, 03:33 AM
Nice write, very detailed, basically a warlock varient of a psion...
AdventChild

11-14-06, 05:32 AM
Nice write, very detailed, basically a warlock varient of a psion...

Thanks! i would love some suggestions and opinions regarding the class, i know it a bit long, but id like to know if its overpowered underpowered if you liked the concept, etc etc.
AdventChild

11-15-06, 08:57 PM
I updated the class with a new feat for the class and some clarifications for some, the more organized version is my website, the link can be found on the first post.
Andiri

11-16-06, 10:17 AM
This seems to be an imaginative and balanced class, though I'll leave it to those with more experience building novas, etc. to point out any specific issues. On my reading, if anything, it's underpowered.

The only overpower issue I have is that I could not locate how long spirit manifestation lasts. If manifestation lasts until dismissed (or unconscious, etc.), some of the abilities are probably a bit too powerful, especially the DR at low levels. If manifestation lasts only a certain number of rounds, then it doesn't seem too powerful. If anything, too weak, with only a few abilities worth taking.

I think you also need to work on clarifying and tweaking the rules a bit. For example:

What do you use pp for before 5th level (except for the 1 needed for a focus), unless you're an Elan or multiclassed?

What exactly does Soul Fuel do? 1 pp per round, per manifestation, per day? Does it increase the maximum pp, or just recover a point? Soul Fuel is probably too weak unless it's 1 pp per round. Even 1 pp per manifestation isn't worth much at 19th level. But 1 pp per round would be overpowered if there's no limit on how long you can keep spirits manifested.

OTOH, many of the eidolon abilities seem rather underpowered. They don't autoscale, they can't be augmented, and they can't be replaced (not even with psychic reformation?). So while you get 12 abilities by 20th level, but that will probably mean 3 power chains, which isn't a whole lot, especially since the abilities aren't very impressive (smite evil 3/day at level 19??).

Also, you probably should run the whole thing through a grammar checker. Some of the sentences don't really make sense, for example, "Depending
on her role a soulfused may value in different ways each ability score, a soulfused cares more about strength because of its importance in combat." So, do soulfused care more about Str than other ability scores or not? Also, go through the abilities carefully, I think you forgot stars for a lot of them.
AdventChild

11-16-06, 10:38 AM
This seems to be an imaginative and balanced class, though I'll leave it to those with more experience building novas, etc. to point out any specific issues. On my reading, if anything, it's underpowered.

The only overpower issue I have is that I could not locate how long spirit manifestation lasts. If manifestation lasts until dismissed (or unconscious, etc.), some of the abilities are probably a bit too powerful, especially the DR at low levels. If manifestation lasts only a certain number of rounds, then it doesn't seem too powerful. If anything, too weak, with only a few abilities worth taking.

I think you also need to work on clarifying and tweaking the rules a bit. For example:

What do you use pp for before 5th level (except for the 1 needed for a focus), unless you're an Elan or multiclassed?

What exactly does Soul Fuel do? 1 pp per round, per manifestation, per day? Does it increase the maximum pp, or just recover a point? Soul Fuel is probably too weak unless it's 1 pp per round. Even 1 pp per manifestation isn't worth much at 19th level. But 1 pp per round would be overpowered if there's no limit on how long you can keep spirits manifested.

OTOH, many of the eidolon abilities seem rather underpowered. They don't autoscale, they can't be augmented, and they can't be replaced (not even with psychic reformation?). So while you get 12 abilities by 20th level, but that will probably mean 3 power chains, which isn't a whole lot, especially since the abilities aren't very impressive (smite evil 3/day at level 19??).

Also, you probably should run the whole thing through a grammar checker. Some of the sentences don't really make sense, for example, "Depending
on her role a soulfused may value in different ways each ability score, a soulfused cares more about strength because of its importance in combat." So, do soulfused care more about Str than other ability scores or not? Also, go through the abilities carefully, I think you forgot stars for a lot of them.

I did the class as underpowered as possible and from there balance it. I should clarify, abilities can be changed with psychic reformation, soul fuel it permanently increases your pp by 1 (now i see its under powered). About the smites i just didnt want to make it as good as a paladin, a character could simply take extra smite to gain more smites per day but i do see your point.

For what abilities you think i should add starts to?. About grammar is an extensive document i will go over it slowly to clarify some things.

What are your suggestions or fixes to make this class more balanced and not so underpowered. (Thank you for taking the time to go through this class)
Andiri

11-16-06, 01:21 PM
What are your suggestions or fixes to make this class more balanced and not so underpowered. (Thank you for taking the time to go through this class)

First, clarify how manifesting works. How long does it last? Can it be dispelled? Does it work in an antipsionic field? Can it be interrupted?

How many times per day can you manifest? 3 + Wis modifier? It's not clear. Can you do swift manifestations more often than standard action manifestations? How many times a day can a 20th level Soulfused manifest if he has a Wis of 12?

Second, take a look at the warlock class. I would guess that eidolon abilities should be roughly comparable to warlock invocations. Most of your abilities are too weak, and some are too powerful. Especially check over the least abilities -- some are much too powerful. Think about how overpowered a first-level character with intimidating spirit and damage reduction would be!

Third, in general, being able to do the same thing an extra time per day is not equal to a higher level ability. Get rid of the ability chains that just increase the number of uses per day, and just allow characters to take the same ability multiple times if they want more uses per day, or create a feat that permits extra uses per day for a single ability.

Fourth, spell out the abilities in terms of game mechanics. For example, does "Perfect Self" grant DR? SR?

Fifth, abilities that are "1/2 hit dice" should probably be "1/2 Soulfused level".
AdventChild

11-16-06, 01:39 PM
First, clarify how manifesting works. How long does it last? Can it be dispelled? Does it work in an antipsionic field? Can it be interrupted?

How many times per day can you manifest? 3 + Wis modifier? It's not clear. Can you do swift manifestations more often than standard action manifestations? How many times a day can a 20th level Soulfused manifest if he has a Wis of 12?

Second, take a look at the warlock class. I would guess that eidolon abilities should be roughly comparable to warlock invocations. Most of your abilities are too weak, and some are too powerful. Especially check over the least abilities -- some are much too powerful. Think about how overpowered a first-level character with intimidating spirit and damage reduction would be!

Third, in general, being able to do the same thing an extra time per day is not equal to a higher level ability. Get rid of the ability chains that just increase the number of uses per day, and just allow characters to take the same ability multiple times if they want more uses per day, or create a feat that permits extra uses per day for a single ability.

Fourth, spell out the abilities in terms of game mechanics. For example, does "Perfect Self" grant DR? SR?

Fifth, abilities that are "1/2 hit dice" should probably be "1/2 Soulfused level".

First question: it doesnt have a limit per day. the answer of the rest of the questions can be found in the spirit merge ability description. " Eidolons are composed of nothing but the soulfused's soul. Eidolons
are untouchable, untraceable, and beyond all powers that might attempt to confine them, therefore, they cannot be
targeted or expelled by any means, nor can they be suppressed except in a antimagic field or similar effect. The soulfused may dismiss her eidolon as a free action. By spending her psionic focus, the soulfused can manifest her
eidolon as a standard action that does not provoke attacks of opportunity a number of times equal to 3 + her wisdom
modifier (minimum 0). circumstances that forces the soulfused to fall unconscious or drop her power point reserve to 0
forces the soulfused to seize manifesting her eidolon until it regains conscience or 1 power point respectively. "

perfected self does not grant anything other than what it descibes.

for the rest of your suggestions i will take them in consideration, removing the power chais might be a good idea. Thanks for the feedback.
Andiri

11-16-06, 01:53 PM
"By spending her psionic focus, the soulfused can manifest her
eidolon as a standard action that does not provoke attacks of opportunity a number of times equal to 3 + her wisdom
modifier (minimum 0)."

What does that mean? Can you manifest without spending a psionic focus? "A number of times..." per what?? Day? Focus? Lifetime?

You still haven't said how long manifestation lasts.
sumowrestler

11-16-06, 02:00 PM
The major problem I am seeing with this class is that it should be a prestige. The reason is that the only thing that has dealt this much with souls of other creatures is Incarnum. Therefore, if someone can access a soul than they should be able to manifest some sort of soulmeld. Now, there are a feat or two in MOI that might let you by pass multiclassing from a psionic based character to an Incarnum character before you take this class but I can't see this still being a simple base class. I like the idea and kind of see where you get it from. You could have gotten the idea from Final Fantasy games or a cartoon called Shaman King where certain people merged with spirit warriors of long ago. I'm seeing this more in the Shaman King type show view point though. As for being over\under powered, that area is not my cup of tea.

My other concern is how would you keep the spirit from taking over the character and do other things that you may not want to especially if the spirit chose you instead of you chosing it. Intelligent weapons have this circumstance because of the ego aspect. There is also a race where symobotic relationship happens and mental control is still an issue.

If you do decide on making this a prestige class, you could have the character do some soul searching of his own and a spirit contacts him or some how the character contacts the spirit for roleplay aspect. I can actually seeing this class being more for Incarnum then psionic as either a base or prestige class.
AdventChild

11-16-06, 09:58 PM
"By spending her psionic focus, the soulfused can manifest her
eidolon as a standard action that does not provoke attacks of opportunity a number of times equal to 3 + her wisdom
modifier (minimum 0)."

What does that mean? Can you manifest without spending a psionic focus? "A number of times..." per what?? Day? Focus? Lifetime?

You still haven't said how long manifestation lasts.

per day. And you are right i still havent said how long it lasts, right i am play testing it, actually a friend of mine is testing it for me, and he thought that it would be overpowered at the moment since it remains active for long as he wants, as long as he had at least 1 pp or did fall unconscious. He soon found out that at his current level it wasnt the wise idea to walk on the middle of town with his manifested soul and had to surpress it. For now i wont say how long it last i still need to playtest it some more and see. You you need spend your psionic focus to manifest.

The major problem I am seeing with this class is that it should be a prestige. The reason is that the only thing that has dealt this much with souls of other creatures is Incarnum. Therefore, if someone can access a soul than they should be able to manifest some sort of soulmeld. Now, there are a feat or two in MOI that might let you by pass multiclassing from a psionic based character to an Incarnum character before you take this class but I can't see this still being a simple base class. I like the idea and kind of see where you get it from. You could have gotten the idea from Final Fantasy games or a cartoon called Shaman King where certain people merged with spirit warriors of long ago. I'm seeing this more in the Shaman King type show view point though. As for being over\under powered, that area is not my cup of tea.

My other concern is how would you keep the spirit from taking over the character and do other things that you may not want to especially if the spirit chose you instead of you chosing it. Intelligent weapons have this circumstance because of the ego aspect. There is also a race where symobotic relationship happens and mental control is still an issue.

If you do decide on making this a prestige class, you could have the character do some soul searching of his own and a spirit contacts him or some how the character contacts the spirit for roleplay aspect. I can actually seeing this class being more for Incarnum then psionic as either a base or prestige class.

As you read along it gives you two suggestions, either you choose the spirit or the spirit chooses you at your birth. Also once your spirit merges with the chosen spirit then they become one, and that portion that remains of the chosen spirit, you have control over it and it only shows everytime you manifest it. As for incarnum, i know they deal with this stuff and soulmelds, but i tried to keep the base class open game content and honestly i am not familiar with incarnum (i have the book but nerver took the time to read it).
benstundze

02-07-07, 02:11 PM
im no pisonic master but looks good to me. we need more pisonic and incarnum classes and PrCs not enuff custom class with that theam
nice job
ben
AdventChild

02-07-07, 08:37 PM
A friend of mine playtest it for me... he liked it, he felt it slighty overpowered at first levels but soon realized and saw the class balance itself as it gained levels. This class gives you a good start but its progression slows down as you gain levels.
Think0028

02-07-07, 11:18 PM
First thing that strikes me: HOLY **** THAT'S A LOT OF OPTIONS. I'd comment more, but this is gonna be a LOT of digging.
AdventChild

02-07-07, 11:23 PM
Hehe i know, but take your time any comments are welcome, specially if they are constructive ones.
for a more organized version click on the following link: http://sengir.orgfree.com/downloads//spirit.html
Melayl

02-08-07, 12:49 AM
It looks pretty cool. Like everyone else has said, it's alot of material, and I'll have to look it over more. You did a very nice job putting it together, and at the very least, it's great flavor-wise.
AdventChild

07-16-07, 08:00 AM
Blast from the past :bump: