d20 Skortched Urf Studios Department 7 Advanced Class Update - Soul Collector.pdf
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Department 7
Advanced Class
SKORTCHED URF‛
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update
written by chris a. field
sus-4401
soul collector
“Daddy?”
the stories you used to tell me about you and Uncle
Wan....”
The word was almost as quiet as her footsteps through
the slumbering hospital, but the dying man turned his
head at the faint sound. His half paralyzed face turned
to the young Asian woman standing in the critical care
ward’s dingy florescent light, and he tried to smile.
The old Chinese man focused his left eye, wrote off
his right eye and looked at his beautiful, punkish
daughter for what he knew was going to be the last
time.
He nodded weakly, a thin line of drool dribbling down
his wrinkled parchment skin.
“Will you come with me, Daddy?”
Half the ancient man’s face smiled. She lowered her
glowing hand towards his chest, feeling his weak,
staccato heartbeat. She called upon her necromantic
power.
The young demon hunter knelt beside the man’s
bedside, taking his wrinkled hands in her own strong
fingers, careful not to dislodge the IV tubes keeping
him alive. She laid her head on his shoulder, hugging
him as tight as she dared.
“Than close your eyes, Daddy.”
Profile of a Soul Collector
Death comes to all creatures, either as a terror or
as a quiet final mercy. Soul Collectors are death’s
emissaries and ambassadors, creatures that can walk
between the worlds of the living and the dead at will.
Soul Collectors are empowered by death, and are able
to absorb the souls of the dying into their own bodies.
Soul Collectors run the gamut from cruel necromantic
serial murderers, who torture their victims to death
and than enslave their spirits to kind hearted exorcists
who lay unquiet spirits to rest. Others act as mediums,
helping the dead sever their ties to the living world, or
as ‘forensic necromancers’ who use their supernatural
gifts to avenge the dead.
“Daddy. I’d have come sooner.... but there was this....
this thing in Denver. I had....I’m here, though. I’m
here.”
The old man stroked her neon pink hair, tried to say
something but it all came out as weak gasps. After a
long moment, the demon hunter wiped away her tears
and looked into her fathers sleepy eyes.
“Daddy, I’m doing what you taught me. Fighting the
bad things. Just like you did. But I never.... I’ve never
shown you all of my abilities. I was afraid to, afraid of
what you’d think. I’m not a necromancer or a vampire,
but I....”
Soul Collectors tend to be lonely souls, with more
friends in the realms beyond than among the living.
Soul Collectors make no distinction between the
living and the dead, and are as apt to laugh at a joke
told them by the soul of a child who died of the Black
Plague in 1223 as they are a living friend’s comment,
and are as likely to take the advice of a merchant who
perished in the French Revolution as they are to listen
to their living mentor. Some see them as morbid and
fatalistic, and many (
even mages and other heroes who
are used to the supernatural
) find the Soul Collector
subtly terrifying. After all, the Soul Collector is a
constant reminder of the mortality all humans share.
The young woman closed her eyes for a long moment,
and when she opened them, her irises danced with
flickering purple light, the color of lightning flashing
inside a thunderhead. Her fingernails were glowing the
same color.
“....I can- I guess you can say I can absorb the dead.
Draw on them. On their souls. I was ashamed.”
The dying man’s last words were weak. “always
knew....but you’re my girl..... you could never, never
be evil....” he spat softly, his one good eye fixed on
hers.
The fastest way into the Soul Collector advanced
class is through the Dedicated Hero basic class,
though other paths are possible. Like Acolytes, Soul
Collectors draw their mystic power from faith and
wisdom, and many embrace their role as spiritual
mediators. Many are active members of a particular
church or cult, and even unaligned Soul Collectors
She smiled than, her pierced lip glistening with the
light from the hallway.
“Daddy, you’ll be with Mom soon. But I want you to
stay with me a while. I.... I’m going into battle again
tomorrow, and I want you with me. I want you to
meet my team. They.... they remind me so much of
Soul Collector
Base
Attack Fort Ref Will
Defense Reputation
Level Bonus Save Save Save
Special
Bonus Bonus
1st
+0 +0 +0 +2
Necrotic Slumber, Soul Symbiosis,
+1
+0
Sense Life
2nd
+1 +0 +0 +3
Corpsespeaker
+1
+0
3rd
+2 +1 +1 +3
Bonus Feat
+2
+0
4th
+3 +1 +1 +4
Quiet the Dead
+2
+0
5th
+3 +1 +1 +4
Unbreathing, Touch of Murder
+3
+1
6th
+4 +2 +2 +5
Bonus Feat
+3
+1
7th
+5 +2 +2 +5
Death’s Favor, Touch of Murder 2x daily +4
+1
8th
+6 +2 +2 +6
Savor the Last Breath
+4
+1
9th
+6 +3 +3 +6
Bonus Feat
+5
+2
10th +7 +3 +3 +7
Leave Life Behind,
+5
+2
Touch of Murder 3x daily
There are only 10 levels to this class
radiate a calm assurance and air of certainty when
speaking about what occurs beyond this life.
Action Points
The Soul Collector gains a number of action points
equal to 6 + one-half of her character level, rounded
down every time she attains a new level in this class.
Requirements:
To qualify to become a Soul Collector, a character
must fulfill the following criteria.
Class Skills
The Soul Collector’s class skills are as follows.
Skills:
Knowledge: arcane lore, theology &
philosophy 9 ranks, Spot 5 ranks
Balance (
DEX
), Computer Use* (
INT
), Concentration
(
WIS
), Decipher Script (
INT
), Disguise (
CHA
), Escape
Artist (
DEX
), Gather Information (
CHA
), Hide (
DEX
),
Knowledge (
arcane lore, art, behavioral sciences,
earth & life sciences, history, popular culture,
streetwise, theology & philosophy
) (
INT
), Move
Silently (
DEX
), Profession (coroner, mortician, similar
occupations) (
WIS
), Read/Write Language, Speak
Language, Sense Motive (
WIS
), Survival (
WIS
), Treat
Injury (
WIS
)
Feats:
Iron Will
Special:
A prospective Soul Collector must have been
present at the death of someone close to them, usually
a parent, spouse or other loved one lost in an accident.
Many neophyte Soul Collectors discover their special
gifts accidentally, helping a terrified soul come to
terms with its own death. Evil Soul Collectors can
instead simply torture and murder a victim, hoping to
catch a fleeting glimpse of his or her departing soul.
* In high tech, modern magic or weird science settings
only
Class Information
The following information pertains to the Soul
Collector advanced class.
Skill Points at Each Level:
4 + INT modifier.
Class Features:
Bonus Feats:
At 3rd, 6th and 9th level, the Soul
Collector receives a bonus feat. This feat must be
chosen from the following list:
Hit Die
The Soul Collector gains d6 hit points per level. The
character’s Constitution modifier applies. A Soul
Collector’s greatest strength is her faith and her ability
to bridge the worlds of the living and the dead, not her
physique.
Acrobatic, Alertness, Animal Affinity, Aligned Zealot,
Archaic Weapons Proficiency (
any
), Benevolent
Haunting, Blind Fight, Combat Medic, Confident,
Dodge, Educated, Frightful Presence, Forensic
Pathologist, Great Fortitude, Guide, Healing
Presence, Helpful Poltergeist, Heroic Surge, Medical
Expert, Mortician, Reincarnate, Renown, Stealthy,
Trustworthy, Windfall
• A +2 holy bonus to Intelligence, Wisdom or
Charisma, which lasts for 8 hours
• A +1 holy bonus to Defense, which lasts for 10
minutes per class level
• The ability to become invisible for 1 round per
class level
Corpse Speaker (
SU
):
The dead speak, and the Soul
Collector can quiet her own living mind enough to
hear them. The Soul Collector can enter a meditative
trance near any formerly sentient corpse and perform
a quiet ritual that allows her to bridge the gap between
life and death. By ritually offering the corpse food
and drink (
usually by placing the items on or near the
corpse’s body
) the Soul Collector can share a pleasant
meal with the recently deceased. The corpse must have
had an Intelligence score of at least 5, and can have
been dead only for a number of days equal to the Soul
Collector’s class level. The ritual takes approximately
one hour, and the food provided has a purchase DC of
1d6+3. During this time, the Soul Collector and the
corpse engage in a telepathic conversation exactly as if
the creature were still alive.
Leave Life Behind (
SU
):
A number of times per
day equal to her Charisma modifier (
minimum once
per day
), the Soul Collector can physically enter the
afterlife, becoming an intangible, wraith like creature
that can see and interact with creatures in both worlds.
The Soul Collector can maintain her ghostly state for
up to one minute per point of her Charisma modifier
(
minimum one minute per activation
).
While ghostly, the Soul Collector is ethereal
and intangible and can pass easily through solid
matter. She gains a flight speed of 20 ft (
clumsy
maneuverability
) and can hover weightlessly in space.
Her unarmed and melee attacks are considered ghost
touch weapons and ignore mundane armor bonuses
to Defense. In her ghostly state, the Soul Collector is
immune to physical harm, though magical weapons
and energy attacks affect her normally. While ghostly,
the Soul Collector can see invisible creatures and
detect magical auras as if she were a mage who had
cast see invisibility and detect magic.
The corpse is not predisposed to act in any particular
way towards the Soul Collector, and the dead creature
has no real fear of the Soul Collector, meaning
any Intimidate checks made against it suffer a –4
circumstance penalty. Diplomacy, Sense Motive and
Gather Information checks may be made normally
against the corpse. The corpse knows the information
it did in life, as well as anything that has occurred
near its resting place since it has been killed. Once
the ritual ends, that corpse’s soul departs and cannot
be contact again so easily. The Soul Collector cannot
use this ability to converse with a corpse that has been
transformed into undead.
While in this ghostly state, the Soul Collector is
privy to secrets and life and death that most mortals
never glimpse. The Soul Collector receives a +8 holy
bonus on Knowledge: theology and philosophy and
Sense Motive checks while straddling the worlds of
the living and the dead, and may speak and read all
languages while ghostly.
Necrotic Slumber (
SU
):
When the Soul Collector
sleeps, her body dies and her soul wanders through the
afterlife, rather than through the subconscious world
of dreams. While the Soul Collector rests, all life
functions cease, and she is clinically dead. During this
time her body begins to decay normally, though all
trace of death are washed away when she awakens and
returns to life. If a slumbering Soul Collector’s body
(
which is considered to be at 0 Hit Points
) is destroyed
while she’s in her death trance (
reduced to –10 Hit
Points or less
) she is truly dead and cannot return to
life without outside assistance.
Death’s Favor (
SU
):
The Soul Collector gains
physical and emotional strength from their
companionship with the dead. Whenever the Soul
Collector uses her Touch of Murder class feature
successfully or establishes a Soul Symbiosis, she gains
a temporary action point, which must be used within
a day. In addition, the Soul Collector can choose to
release her soul symbiote at any time to gain any one
of the following benefits:
• A temporary action point, which must be spent
within 24 hours
• Instantly recover 1d6 Hit Points per Soul Collector
class level, or heal a touched creature for the same
amount
Soul Collectors cannot easily be awakened. The Soul
Collector must succeed at a Will Save (
DC 15 + her
Soul Collector class level
) in order to awaken before
8 hours of rest have passed. As a Soul Collector gains
experience, her soul’s travels farther and farther,
making it more difficult to return to mortal life.
Even if a Soul Collector awakens successfully, she is
considered shaken for a number of rounds equal to her
Soul Collector class level.
Collector gains an awareness of all living creatures
nearby. The Soul Collector can sense the presence of
all living beings within 30 ft, as well as their general
level of health: healthy (
more than half Hit Points
remaining
) wounded (
less than half Hit Points
), dying,
or diseased. She also instinctively knows if a creature
is pregnant or ovulating, and can sense the presence
of undead. In addition, the Soul Collector can actually
the view a creature’s soul as it leaves a dying body;
most Soul Collectors say that human souls resemble
swarms of butterflies sculpted in from luminous,
multicolored energy.
Injured Soul Collectors heal normally while in their
necrotic slumber. Any Hit Points gains are applied
normally once the wounded Soul Collector awakens. A
Soul Collector with spell casting ability recovers spells
normally. What adventures, if any, the Soul Collector
has on her nightly sojourns to the afterlife are left to
the Game Master’s imagination.
The Soul Collector cannot pinpoint the location of
the creatures with this ability. However, she can
instinctively use this ability as a crude radar to seek
out invisible enemies or when fighting blind. When
fighting a living or undead creature blind, the Soul
Collector only suffers a 30% miss chance. The miss
chance when fighting a nonliving, non undead creature
(
such as a robot
) is calculated normally.
Savor the Last Breath (
SU
):
The restless spirits of
the recently dead follow the Soul Collector, seeking
her advice and comfort and offering their own. If any
creature with an Intelligence score greater than 5 dies
within 30 ft of the Soul Collector, its soul is briefly
attracted to the necromancer. The Soul Collector gains
1d4 temporary Hit Points from any sentient creature
that dies nearby. These temporary Hit Points last
for 10 minutes per Hit Dice of the dying creature or
creatures.
Soul Symbiosis (
SU
):
As the soul exits the body of
a dying creature, the Soul Collector draws in that
being’s final breath, inhaling the luminous vapor of
their soul. For a brief time, the Soul Collector can
draw upon that soul’s wisdom and memories, until
it eventually fades from the mortal world towards
whatever lies beyond.
In addition, the Soul Collector can tap into the
collective wisdom of the nearby dead. Instead of
receiving temporary Hit Points from the dead, the
Soul Collector receives a +1 holy bonus to her
Intelligence score for each nearby dying creature, so
long as the creature had an Intelligence score of 10
or greater in life. This temporary Intelligence bonus
lasts for 1 hour per Hit Dice of the dying creature or
creatures. While tapping into the memories of the
dead, the Soul Collector might display some trace of
the quirks or personalities of the recently slain, though
her allegiances, true personality and/or alignment are
dominant.
By performing a coup de grace on any dying creature
with an Intelligence score of at least 5, the Soul
Collector can trap that creature’s soul. The dead soul
remains bound to the Soul Collector for a number of
days equal to the dead creature’s Charisma modifier
(
minimum one day
). During this time, the Soul
Collector can draw upon the creature’s experiences.
The Soul Collector can attempt a DC 15 Intelligence
check as a full round action to remember some fact
about the creature’s life, and receives a +1 holy bonus
on any skills that the dead soul possessed 8 or more
ranks in. The Soul Collector can speak and read any
languages the dead creature knew in life.
Sense Life (
SU
):
Soul Collectors have an instinctive
ability to sense the presence of the living and the
soon to be dead. Even before their true abilities
manifest, many young Soul Collectors are unnaturally
perceptive and have an innate psychic ability to
predict a creature’s death. Often, this unusual psychic
ability is the first indication that a child may grow up
to become a Soul Collector.
If the dying creature is unwilling to remain on this
plane, or become part of the Soul Collector, even
temporarily, it can attempt a Will Save (
DC 10 +
the Soul Collector’s Charisma modifier
) to resist
the symbiosis. Success indicates the creature dies
normally, and its soul vanishes from this plane.
Regardless of the success of the check, the soul’s
communion with the Soul Collector is temporary,
By succeeding at a DC 15 Wisdom check as a free
action at the beginning of each round, the Soul
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