Zaharan Soul Harvester

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Demons_eye
Patreon Supporter
Joined: 2014-04-07 20:10
Zaharan Soul Harvester

Zaharan Soul Harvester

Health 1 500

Fighter 2 1000

Thief 1 200

Zaharan 3 2075

Total: 3800

 

Prime: Str and Int

 

Requirements: 9+ Int, Wis, Chr

 

Alignment: Chaotic

 

Zaharan Soul Harvester Proficiency List:  Alertness, Ambushing, Battle Magic, Berserkergang, Black Lore of Zahar, Blind Fighting, Combat Trickery (force back, knock down, sunder), Elementalism, Empower Soul*, Endurance, Familiar, Fighting Style, Intimidation, Kin-Slaying, Leadership, Manual of Arms, Military Strategy, Mystic Aura, Sensing Good, Sensing Power, Siege Engineering, Skirmishing, Soul Vault*, Theology, Unflappable Casting, Wakefulness, Weapon Focus

 

*New Proficiency made below

 

Zaharan Soul Harvester

EXP

Level

Hit Dice

Ability

Title

Damage Bonus

Effective Mage level

Spells

1st

2nd

3rd

4th

0

1

1d6

Harvest Soul, Summon Soul

Harvester

+1

.6

1

-

-

-

3,800

2

2d6

  Decayer

+1

1.3

1

-

-

-

7,600

3

3d6

  Soul Defiler

+2

2

2

-

-

-

15,200

4

4d6

  Wastier

+2

2.6

2

1

-

-

30,400

5

5d6

Protection From Spirits

Soul Consumer

+2

3.3

2

1

-

-

60,800

6

6d6

  Ruiner

+3

4

2

2

-

-

125,00

7

7d6

  Soul Devourer

+3

4.6

2

2

1

-

250,00

8

8d6

  Wrecker

+3

5.3

2

2

1

-

450,000

9

9d6

Soul Powered Spell

Soul Eater

+4

6

2

2

2

-

650,000

10

9d6+2

  Soul Eater 10th level

+4

6.6

3

2

2

1

 

2 initial

1 initial for 4 and 9

 

Twisted Soul: Because of performing the Harvest Soul Ritual over and over their own soul has become twisted itself. They share his with all other chaotic creatures gaining a +2 bonus to reaction rolls when encountering intelligent chaotic monsters. Intelligent chaotic monsters suffer a -2 penalty to saving throws against any charm spells cast by a Zaharan Soul Harvester

 

Zaharan Tongues: All Zaharans speak four bonus languages: Ancient Zaharan, Goblin, Orc, and Kemeshi

 

Unflinching Soul: Because of his depravity and his own soul being twisted the Soul Harvester is immune to both natural and magical fear effects.

 

Divine Hate: No god or death likes being stolen from. Whenever rolling on the Tampering With Mortality table, they suffer a penalty on the 1d20 roll of -1 per level of experience.

 

After the Flesh: Through undeath, the black sorcerers of Zahar can grow stronger. If transformed into intelligent undead, they retain their racial powers and any class abilities.


 

Harvest Soul: Beginning at 1st level, you can perform a ritual to capture the mental and soul energy of a newly dead corpse. This ritual requires 10 minutes of uninterrupted concentration plus the corpse of a living creature that has been dead for no longer than 1 hour per Soul Harvester level you possess. At the end of the ritual you gain enough mental and soul energy to summon that soul to serve you. You can not harvest a soul whose HD is above your own and never have more than four times his level.

 

DM Note: This does NOT trap the soul, merely trap its latent energy. Feel free to have fun with the idea that having this energy annoys divine powers or someone brought back without all of their soul is slightly flawed.

 

Summon Soul-Warrior: Beginning at the 1st level, you can summon a soul you have harvested to fight for you. Once summoned they stay until dismissed. Summoning takes one turn. They act as the creature that was harvested with all equipment and abilities they had upon death.They behave and act similar to how they were in life but can not disobey an order from the Soul Harvester. Damage done to a Soul-Warrior can not be healed unless by performing a Harvest Soul Ritual which heals the soul by HD of the soul harvested, the soul harvested to heal this way can not be summoned.  

 

If the creature had arcane abilities once used they can not be regained unless Harvest Soul Ritual is used with each spell needing twice the spell level in HD to regain. Once regained 3 times the mental energies have been lost and can not be regained anymore. Any magical item besides weapons are armor are lost.


 

Protection From Spirits: Because of his knowledge of the Soul the Soul Harvester has the ability to passively repeal other spirits and incorporeal beings. He gains a +1 to AC and Saves verses these foes. As a turn he can use his energies to prevent these beings from coming into contact at all with himself, al la protection from evil.

 

Soul Powered Spell: Once he reaches the 9th level of mastery a Soul Harvester can use the Soul energy he has stored in his body to power a spell. By releasing the energies of a soul of at least 2/3rds his level a Soul Harvester can double his caster level.


 

When the Zaharan reaches 8th level (Wrecker), he may begin to research spells, scribe magical scrolls, and brew potions.

 

When the Zaharan reaches 9th level (Soul Eater) he may build a sanctum, often a great tower. He will then attract 1d4 apprentices of 1st-3rd level plus 2d6 normal men seeking to become mages. Their intelligence scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. While in the Zaharan’s service, apprentices must be provided food and lodging, but need not be paid wages. If the Zaharan’s builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them.


 

Proficiencies:

 

Enpower Soul: When summoning a soul you can give up a spell slot for the day to increase the next damage done by the soul by 1d6 per spell level.


Soul Vault: The HD amount of souls you can hold is doubled. This proficiency can be taken multiple times.

Antiquities
Joined: 2013-07-05 19:55

I like this, but have a few nitpicks/clarifications:

 

1. Summon Soul-Warrior probably needs a duration. As it currently reads, a 1st-level Harvester could summon 4 1st-level warrior souls, then absorb 4 more souls, summon 4 more, rinse, repeat, infinite army. I'd either put a fixed duration (1 hour/level or something similar) or, for a more mystical feel, have them last until the next sunrise.

2. Just a clarification for Soul Vault - if taken twice, is it 3x or 4x (i.e. do you add the same amount each time, or is it compound doubling)? I'd lean towards 3x myself, to keep it from being too powerful.

3. One more clarification - they have full weapon and armor skills, plus the three fighting stances? I didn't see any mention of trade-offs, but it's best practice to call out explicitly what the class has.

Demons_eye
Patreon Supporter
Joined: 2014-04-07 20:10

I like this, but have a few nitpicks/clarifications:

 

1. Summon Soul-Warrior probably needs a duration. As it currently reads, a 1st-level Harvester could summon 4 1st-level warrior souls, then absorb 4 more souls, summon 4 more, rinse, repeat, infinite army. I'd either put a fixed duration (1 hour/level or something similar) or, for a more mystical feel, have them last until the next sunrise.


-The Dark

I guess you can read it that way but you still own souls you summon meaning you can't break the limit by summoning them. I wouldn't have it have a duration and just give the player social penalties for walking around with peoples souls walking around if he feels like walking around with them all the time, same as zombies/skeletons. 

 

2. Just a clarification for Soul Vault - if taken twice, is it 3x or 4x (i.e. do you add the same amount each time, or is it compound doubling)? I'd lean towards 3x myself, to keep it from being too powerful.


-The Dark

I thought it was in the book that it stacks like that but it could have been a post Alex made. Intent was for it to stack as such x2->x3->x4 but if you want your evil overlord BBEG to show up with 320 soul army you can stack it like x2->x4->x8. 

Each game onto its own and what not.

3. One more clarification - they have full weapon and armor skills, plus the three fighting stances? I didn't see any mention of trade-offs, but it's best practice to call out explicitly what the class has.


-The Dark

There are no trade offs so it would have to have all three, I didn't think it was needed because I didn't call it out. Didn't put saves or throws either but I guess I'll have to if it confuses people.