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Soul gem (Su): At 1st level, the soul collector gains his soul gem.

The soul gem is an


item that the soul collector uses to store the souls he has captured. A soul gem is any
gem that the soul collector has completed the 24 hour essence ritual with. This ritual
requires only a gem, the characters uninterrupted attention, and a soul ready to be
captured by the gem upon completion. If the original gem is broken a new one can be
created after 24 hours. You can only have one soul gem at a time. The soul gem can
originally hold 3 souls, this number goes up every 4th level (1st, 4th, 8th, etc). If a
soul is released from the gem without being used in either an item or a class ability
then the spot it took up in the gem can not be refilled until 24 hours has passed.

Soul collection (Su): At 1st level, the soul collector has learned how to capture the
souls of those who die around him. The captured soul must be stored within one round
of the creatures death. Storing a soul is a standard action. A willing soul collection
takes no check, but an unwilling check is a will save for the opponent, the DC is 10 +
soul collectors level + Cha modifier. Failure means the soul has escaped, the soul
collector can not try again.

Swift soul (Su): The soul collector gets a +1 bonus to his AC for each soul in his soul
gem, when a soul is removed or used he looses this bonus to his AC.

Hardened soul (Su): The soul collectors soul becomes more resilient than most, he
gains the indicated bonus to his will saves. This bonus starts at 2nd level and goes up
every 4 levels thereafter.

Sense soul (Su): At 2nd level, as a standard action the soul collector can sense any
soul within a sphere, radius 20ft * class level emenating from where the character is.
This ability also discerns the character's alignment. The soul collector can do this a
number of times per day equal to his class level + Int modifier. This ability does not
detect things that have no soul, like constructs etc..

Soul forge (Su): A soul collector can forge the souls in his soul gem into weapons,
armors, or items for which he has the feats to create. This item is a living item and the
soul retains some abilities from life.

Craft wondrous item (Su): The soul collector gains this as a bonus feat at 3rd level.

Craft magic arms and armors (Su): The soul collector gains this as a bonus feat at
5th level.

Soul strike 1% (Su): At 6th level, a soul collector gains the soul strike ability. 1 + 1/2
the soul collector's levels times per day a soul collector can strike directly at an
enemies soul. This strike is counted as a touch attack.. On a successful hit the soul
collector does 2x weapon damage and has a 1% chance to separate the soul from the
body instantly killing the target. this % chance goes up 1% every 6 levels after the
6th.

Soul attack (Su): Starting at 7th level, the soul collector can release a soul from his
gem to have it make an attack on the target. The attack is a ranged touch attack made
at your current attack bonus. The soul makes an attack using either supernatural
abilities, or with the weapon it had in life. If it had no weapons when it died, use its
unarmed attack.

Absorb soul (Su): At level 10, the soul collector learns how to absorb the souls from
his soul gem into his own body to make a permanent change to either his body or his
mind. If used in combat this is a full round action that provokes an attack of
opportunity. Absorbing a willing soul is an automatic success, where as if it is
unwilling the soul gets a will save to oppose you're Charmisma roll. Should you
succeed on your check you may make one change to your body or mind that mimics
that of something the creature absorbed had in life. To increase an attribute the
creature must have a score higher than that of yours and you only increase it by 1
point. If you chose to gain a natural attack or other bodily feature over the course of
the next 2 rounds your body will make the obtained adaptation. Should you fail your
check to absorb the soul the soul takes over your body for a number of rounds equal
to the number of points you where lower than the opposed roll. You may only attempt
to absorb one soul per week without penalty, should you exceed this number you get a
-5 penalty for each extra time as your soul is already under stress from the previous
attempts, this counts even if you fail your check. You may never attempt this more
than 3 times a week.

Soulless body (Su): Beginning at 11th level you have become adept at removing
souls from their bodies to the point that as a standard action you can willing make
your soul leave yours. You can do this once per day for a number of rounds equal to 1
plus your Charisma modifier. Your soul has incorporeal versions of all items you have
on your physical body. The number of uses goes up every 3 levels after.

Forge ring (Su): The soul collector gains this feat as a bonus feat at 12th level.

Forge Staff (Su): The soul collector gains this feat as a bonus feat at 12th

Free soul (Su): At level 20 as a standard action you can make your soul leave your
body and survive indefinitely, an unlimited number of times per day. You do not gain
a copy of all items on your person with this ability. You can attempt to possess another
body at any time, they have a will save to resist your Charmisma check, or you can
freely return to your own body. If your body is destroyed you are not killed, your soul
just leaves the body.
Steal soul (Su): A soul collector may, upon death of a creature whose charisma and
wisdom scores have a sum of at least 15 or are each at least 6, imprison its soul. The
soul is stored in the soul collector's own body. The subject must have been dead no
more than 1 round per class level. This functions as the soul bind spell for the
purposes of determining range and saving throw DCs. A successful saving throw
means that the soul is not imprisoned, and that the soul collector receives 1d4 points
of wisdom damage. Every hit die of the creature whose soul is imprisoned grants the
soul collector one soul point. The soul collector's player should keep track of whose
souls he has, as well as how many soul points he has spent from each. The souls are
kept separate from the soul collector's own soul, and there is no danger of the souls
escaping or otherwise overpowering the soul collector while he is alive. A soul
collector may have as many souls imprisoned in this way as he desires, but every two
soul points beyond his class level he has give him a -1 penalty to his wisdom
modifier, and this persists until soul points are spent or released to bring his soul point
total back down to a safe level. These soul points can be "spent" on various abilities,
and when they are spent they are destroyed. The soul collector may decide which
creature's soul points to spend, and may use multiple creatures' soul points in a single
use of an ability. After a soul is fully spent, it is destroyed and can never return, even
through divine intervention, so the creature cannot be returned to life, even through
such spells as wish, miracle, or true resurrection. If a soul collector dies, all of the
souls he still has imprisoned (or what remains of them) are released, and the creature
may then be restored to life by the usual means, but for each of its soul points that was
spent, it loses a hit die, in addition to any hit dice that may be lost by the raising
process. Additionally, a soul collector may voluntarily release soul points instead of
spending them. These soul points are released as if he had died, but he may choose
not to release the entirety of the soul. The creature whose soul he has released may
still be raised as normal no matter how many soul points have been withheld, but the
creature has a number of hit dice equal to the number of its soul points that the soul
collector released minus any hit dice that may be lost through the raising process. If
the creature is raised and the soul collector later decides to release more of the
creature's soul points, the creature regains one hit die per round at the beginning of its
turn until it regains a number of hit dice equal to the number of its soul points that the
soul collector released. Imprisoning a soul is a full round action and releasing soul
points is a standard action, both invoking attacks of opportunity.

Spectral scapegoat (Su): A soul collector may, on any given will save, spend a
number of soul points less than or equal to his class level / 4, rounded up. For every
soul point spent, the soul collector gains a +1 bonus to the roll. Using this ability is a
free action that does not provoke attacks of opportunity.

Soul blast (Su): A soul collector may spend any number of souls less than or equal to
his class level to create a magical blast. The blast is a burst centered on the soul
collector, dealing damage depending on range, the number of soul points spent, and
class level. The damage at a radius of X squares with Y soul points spent at a class
level of Z is equal to (Y-X+1)d4+(Z/3), rounded up. The damage to creatures sharing
a space with the soul collector is equal to the damage dealt at a radius of one space. In
other words, at a class level of one with one soul point spent, the damage at a radius
of one square is equal to 1d4+1. At a class level of four under the same conditions the
damage is 1d4+2. At a class level of one with two soul points spent, the damage at a
radius of one space is 2d4+1, and the damage at a radius of two spaces is 1d4+1. All
damage is fully effective against incorporeal creatures. Using this ability is a full-
round action that does not provoke attacks of opportunity.

Phantom weapon (Su): A soul collector may create any weapon he chooses by
spending a number of soul points equal to the base price of the weapon divided by 5,
minimum of 1. Regardless of the base weight of the weapon, this weapon is treated as
a ghost touch +1 weapon that weighs one pound. It has a translucent gray appearance.
The weapon lasts 5 rounds per class level. The soul collector gains all penalties
associated with using a weapon with which he is not proficient, if applicable. The soul
collector may, at any point, spend more soul points to extend the duration by 5
additional rounds per soul point, assuming there is a line of effect between the soul
collector and the weapon. Creating this weapon or sustaining it with more soul points
is a standard action that provokes attacks of opportunity.

Ghostly aid (Su): Functions almost identically to unseen servant. However, it does
cost one soul point per half hour instead of being one hour per level. The soul
collector may, at any point, spend more soul points to extend the duration by an
additional half hour per soul point, assuming there is a line of effect between the soul
collector and the servant. Using this ability or sustaining it with more soul points is a
standard action that does not provoke attacks of opportunity.

Spiritual mount (Su): Functions almost identically to phantom steed. However, it


does cost one soul point per half hour instead of being one hour per level. The soul
collector may, at any point, spend more soul points to extend the duration by an
additional half per soul point, assuming there is a line of effect between the soul
collector and the steed. Using this ability or sustaining it with more soul points is a
standard action that does not provoke attacks of opportunity.

Possess object (Su): Functionally almost identically to animate objects, except that it
cannot be made permanent. The duration of this ability is equal to five rounds per soul
point spent. The soul collector may, at any point, spend more soul points to extend the
duration by an additional five rounds per soul point, assuming there is a line of effect
between the soul collector and the object. Using this ability or sustaining it with more
soul points is a standard action that provokes attacks of opportunity.

Possess creature (Su): Functions almost identically to dominate monster. Upon


attempted possession and every half hour thereafter, the subject can make a will save
with a DC equal to the soul collector's class level + the number of soul points spent -
the number of half hours already under the effect. A successful save means that the
soul collector is dealt 1d4 points of wisdom damage and that the effect is negated. The
effect lasts one half hour per soul point spent, unless the target makes a successful
will save. Using this ability is a standard action that provokes attacks of opportunity.

Dement (Su): The soul collector may release soul points into the body of another,
temporarily corrupting the target's soul. These effects manifest as fear. The soul
collector spends a number of soul points up to half his character level / 2, rounded up
and at least 1. The target must make a will save against a DC equal to the soul
collector's class level + the number of soul points spent. If the target succeeds on the
save, the target is unaffected and the soul collector takes 1d4 points of wisdom
damage, but if the target fails the save, a d20 is rolled to determine the effect (given in
the table below). The number of soul points spent is added to the roll to determine the
final result. The duration of the effect is 1d4 + the number of soul points spent rounds.
Using this ability is a standard action that provokes attacks of opportunity.

d20 Roll Effect


1-10 Shaken
11-17 Frightened
18-20 Panicked
Soul receptacle: One of the first things soul collectors learns is how to combine other
souls with their own and imprison them inside the void. When a creature dies near the
soul collector he may attempt to absorb their soul into his own. When a creature dies
in the vicinity of the soul collector, as a standard action, he makes a will save roll
which is opposed by the creature's will saving throw . If the creature has more HD
than the soul collector, it receives +1 to its roll for each HD above the soul collector's.
If the creature succeeds then it is free to pass on to whatever fate awaits it, otherwise
it is trapped within the soul collector. A soul collector may absorb 10 HD of creatures
per Soul collector level which represents his continuing desire to fill the gap inside his
soul which is constantly growing. He may voluntarily release souls, which are then
allowed to pass on.

Creatures which do not have souls or whose souls are not in their corporeal body
when they die cannot be targets for the soul collector's soul receptacle ability
otherwise it is up to the DM to determine which creatures are eligible targets for
this ability. I would suggest animals, magical beast , vermin, humanoids,
monstrous humanoids, dragons, fey and outsiders.

Soul Puppeteer: Once a creature is trapped inside the soul collector it is at his
mercy . The Collector may then use this connection in order to draw power from the
creatures trapped within. Each soul collector usually manifests different abilities. The
Soul Collector can change souls using a standard action. Each time he can only use
one of the souls, and the soul can make a will save opposed by the soul collector's
will save. If the soul inside succeeds, it prevents the soul collector from using its
powers for a week. The soul collector may only establish a soul link to one soul at a
time and that soul must have the same HD or less than the Soul Collector's. If the Soul
Collector attempts to use the soul of a creature which has more HD than him, the soul
receives a +1 bonus to its will save for each HD it has above the soul collector, if it
succeeds on its will save, then the soul with more HD than the soul collector is set
free and passes on, if however the soul collector wins the check then he can use that
soul like any other. Each time the soul collector establishes a soul link to one of the
souls he can then apply only one of his abilities to that soul. You gain one ability at
level 1 and one more at levels 3,5,7,9. The usual abilities which soul collectors
usually manifest are:

Spoiler
Convertible: The Soul Collector takes on aspects of the souls he has bound in his
physical stature. He gains the Outsider type while connecting to an evil outsider and
gains any subtypes of the soul he connects to. If the soul he is connected to is larger
than him, he gains Powerful Build. For every two size categories the soul is larger
than him, the Soul Collector grows one size category and gains a +2 size bonus to
Strength for each increase in size. If the soul is smaller than him, he gains Sleight
Build. For every two size categories the soul is smaller than him, the Soul Collector
shrinks one size category and gains a +2 size bonus to Dexterity for each decrease in
size. The Soul Collector can choose not to be affected by this ability.

Defences: The Soul Collector gains any immunities the soul has, as well as its energy
resistances, spell or power resistance, damage reduction, natural armour and save
bonuses.
Dual-wielding souls: The Soul Collector gains the ability to connect to two souls he
has imprisoned within his soul . Both souls may not have more HD than the Soul
Collectors character level - 2. If the Souls abilities overlap, the Soul Collector gains
the better one. If these abilities have a use limit (like a certain spell-like ability x/day),
add the two values together.

Empower self (Sp): The Soul Collector can empower himself physically and mentally
using the strength of the imprisoned soul. He gains the souls ability modifiers as an
enhancement bonus to his own respective score. (E.g. he gets the souls Strength
bonus as an enhancement bonus to his Strength score and the souls Wisdom bonus as
an enhancement bonus to his Wisdom score.)

Extraordinary abilities (Ex): The Soul Collector gains the ability to use all the Souls
extraordinary abilities.

Natural abilities: The Soul Collector gains the creatures natural skill bonuses, natural
weapons, weapon and armour proficiencies and bonus feats. Skill bonuses from
multiple souls (as per dual-wielding souls) stack. If the weapon proficiencies overlap,
you gain a +2 bonus on attack rolls with that weapon. If the armour proficiencies
overlap, you gain a +2 bonus to armour class while wearing that armour.

Psi-/Spell-Like abilities (Ps/Sp):The Soul Collector gains the ability to use all the
trapped souls psi-like and spell-like abilities.

Soul casting: The Soul collector channels a souls magical ability. In order to do so the
soul collector must have at least as many HD as the caster level of the spell caster.
Furthermore because the soul collector is only tapping at the souls ability to cast
spells he may only cast one spell from each spell level in addition to any slots the soul
collector gets because of a high modifier to his casting stat. The soul collectors spell
casting ability is based on his charisma score and he learns spells exactly like the spell
caster whose soul he is using. In order to regain his spells the soul collector must rest
as normal and succeed at a will save roll of a DC 10+ the spell casting level of the
soul he wants to use. His caster level is equal to the souls caster level.

Supernatural abilities (Su): The Soul Collector gains the ability to use all the trapped
creatures supernatural abilities.
[b]

Soul drain: However having a part of your soul away leads you to eating the power
of the souls the other creature's you have collected inside you. You slowly start
draining the power you need to continue to exist from the other souls inside you. As
soon as you collect your first soul you start to feed from it draining its power each HD
the soul has is one more day you get to eat from it. At the point you finish eating from
a soul it is utterly destroyed and can only be brought back using a wish or miracle.
After you finish eating a soul another soul is chosen based on its HD, starting from
the soul which has at that time the most HD from the number of creature's you have
inside you. If you ever run out of souls you fall into a coma until another being dies
near you at which point you are able to harvest its soul.
Rebuke undead: The Soul Collector's close connection to souls gives him a measure
of power over the souls of the undead. He gains the Rebuke Undead class feature as a
cleric of his Soul Collector's class level. The number of undead he may have under his
control is equal to 4x his level in this prestige class.

Knowledge of the Legion:The Soul Collector may tap into the combined knowledge
of the souls he has gathered and seek answers to his questions. This ability function
like the bardic knowledge ability of the bard.

Voices of the Legion:Having so many souls inside has slowly started to affect you as
you always hear them whispering inside your head. The first side effect this had it is
that you alignment changes to one step closer to the alignment of the strongest
creature you have inside you ( This is based on the HD total of a creature).
Furthermore because inside dwell may souls every time you fall a sleep or seeing
visions there is 1 in 10(determined by rolling a d10) chance that due to reliving the
bad experiences of the souls inside you you wont be able to gain any rest. This means
that you do not gain any benefits for resting this includes regaining spells, daily
abilities or restoring any hit point or ability damage.

Impure Soul Resurrection(Sp): The Soul Collector may temporary bring a creature
whose soul he has under his control back to life. Once per encounter for a number of
rounds equal to his 3+ Charisma modifier he can bring the soul back to life under his
command, this ability does not require a body. The creature has the same stats as it
had before it died and it is fully healed, once the soul is out of the Soul Collector, the
soul collector cannot use his soul puppeteer ability to that soul. However once the
duration expires, he must force the soul back into his own soul using again a Will save
check opposed by the captured souls will save. If the soul makes this will save, then
not only is it free but it can turn against the soul collector with its new body. All the
souls being brought back using this ability gain the native outsider subtype as their
soul effectively becomes their body like an outsiders.

Legion Warrior: The souls now gathered inside the soul collector afford him some
insight into the souls of his opponents, which he can use to channel to either his
defence or his attack or to damage vital areas of his opponents body. He may add his
charisma modifier as an insight bonus to his AC or to his Attack or Damage rolls. He
may change where he has placed the bonus as a swift action.

Eternal Soul: The soul collector's soul has become so strong that it simply refuses to
die, every time he dies he loses one of the souls inside him as it forms a cell from
which he is reborn at a place where there is a large gathering of souls, like a cemetery.
Each time the soul collector dies his body reforms after 1d10 days at the closest
gathering of souls and one of the souls inside him is destroyed as it serves as the
substance for his new body. The soul or souls must have a total HD equal to his own,
if the soul collector taps into a soul that has more HD than he has, that soul is
destroyed. The Soul Collector also ceases to age.

Soul Release: The Soul Collector has reached the pinnacle of his power. He can for a
short period of time he can use all of his abilities to the soul he has selected to
channel, furthermore he can bring all or as many of them as he wants back using his
impure soul resurrection ability. This ability last for a number of rounds equal to
3+his charisma modifier and can only be used once per week. Furthermore after using
this ability the soul collector must make a will save equal to 10+ the number of souls
he has in his soul or lose all of them. Any souls that came back using his impure soul
resurrection ability, and remain after he fails his will saving throw, are free to act as
they please.

Feats:

Vast Void:
Prerequisites: Soul Collector
You have lost an even bigger part of your soul than other soul collectors. This feat
adds 10 extra HD to the total number of creature's worth of HD that you can imprison
inside you. However your hunger is also bigger requiring you to eat to 2 HD pre day.

You may select this feat multiple times each time increasing you capacity but not the
number of HD you need to eat each day. If you select this feat you may not choose the
Big Soul feat.

Designate the One:


Prerequisites: Soul Collector
You are able to designate one soul from which you cannot feed unless you want to
change that choice, this soul must also be one that you always channel. This also
provides you with other benefits as in exchange for not eating this soul, it is
responsible for keeping the other souls at bay while you sleep allowing you to rest
normally. Also you alignment changes one step towards this souls alignment.

Selective eating:
Prerequisites: Designate the One
You have learned how to further control your appetite. You are able to choose from
which soul you start eating.

Big Soul:
Prerequisites: Soul Collector
You have lost only a relative small portion of your souls. This feat reduces you HD
capacity by 10 but also reduces your hunger you only have to eat 1 HD worth every 2
days.

You may select this feat multiple times each time decreasing you capacity and
allowing you to spend 1 extra day to the number of days you can go without
harvesting any power from a creature inside you. If you select this feat you may not
choose the Vast Void feat.

Black prison:
Prerequisites: Soul Collector level 5
Once you have harvested a soul it is more difficult for it to get out because you have
built a prison inside your soul which nothing can break out off. Every time you use of
your abilities which requires you to roll an opposed will save, expect your soul
receptacle ability, you roll two times and keep the better result.
Maintaining the Legion:
Prerequisites: Impure Soul Resurrection

You ability to maintain the souls you have imprisoned in its initial form is better than
usual. You add 3 more rounds to the total of rounds you are able to bring a soul back
to life.

You may select this feat multiple time each time adding 3 extra rounds to the duration
of your impure soul resurrection ability.

Journeyman Soul Puppeteer:


Prerequisites:Soul Collector level 3
You may use an additional ability of your soul puppeteer choices to the same soul.
This feat may be take once.

Expert Soul Puppeteer:


Prerequisites:Soul Collector level 6
You may use an additional ability of your soul puppeteer choices to the same soul.
This feat may be take once and stacks with the Journeyman Soul Puppeteer feat.

Master Soul Puppeteer:


Prerequisites:Soul Collector level 9
You may use an additional ability of your soul puppeteer choices to the same soul.
This feat may be take once and stacks with the Journeyman Soul Puppeteer feat and
the Expert Soul Puppeteer feat.

Undead eater
Prerequisites: Tomb tainted soul
You are able to destroy undead creatures that you control with you rebuke undead
ability and feed on the negative energies that it had. Eating undead provides you with
nourishment for 1 day per 2 HD the undead creature had. During that period you do
not need to eat a soul if you had started eating one then you may choose to stop, or
continue if you want to destroy that soul completely however continuing does not
provide you with any additional benefit.

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