Pantheon of Souls: Week 2 (Patreon)
Content
Expanded Forged Souls
A soulforge normally only has access to the souls associated with pathfinder’s eleven core classes. At 1st level, they can choose to replace their access to any number of these souls with an equal number of souls presented below. Once made, this choice cannot be changed.
Soul of the Antipaladin
Associated Skills: Bluff, Intimidate, Knowledge (religion), Ride
Associated Veils: Bane of the Unfaithful, Breeches of the Pale Rider, Coronet of the Gravelord, Cryptbreaker’s Greatcloak, Grasp of Undeath, Heart of the Wight, Pooling Black, Soul of the Unliving
Touch of Corruption (Su)
At 1st level, tapping into the soul of the antipaladin allows you to call upon their unholy powers to corrupt living beings with a touch. You can use this ability a number of times per day equal to 1 + your Wisdom modifier + 1 per 2 soulforge levels beyond 1st. As a touch attack, you can deal 1d6 points of damage + 1d6 points per 2 soulforge levels beyond 1st. Using this ability is a standard action. This damage is considered to be derived from negative energy, dealing damage to living beings and healing undead creatures.
Alternatively, you can use this ability to heal willing undead creatures without needing to make an attack roll, and you may use this ability to heal yourself as a swift action if you can be healed by negative energy.
This ability can be modified by any feat, spell, or ability that specifically works with the lay on hands class feature. For example, the Extra Lay On Hands feat grants you 2 additional uses of this ability.
Aura of Cowardice (Su)
At 3rd level, the soul of the paladin imbues your very presence with a daunting aura that weakens the wills of those around you. All enemies within 10 feet of you suffer a -1 penalty on saving throws against fear effect. Additionally, enemies within this aura that are normally immune to fear lose that immunity for as long as they remain within this aura. If a creature who is normally immune to a fear effect suffers from such an effect and then leaves the aura, the effect continues to function against them for its duration. If the effect does not have a duration, it instead functions for a number of rounds equal to your Wisdom modifier (minimum 1) before ending if they leave the aura and regain their normal immunity. This ability only functions while you are conscious. This penalty worsens by an additional -1 at 5th, 11th, and 17th level.
Plague Bringer (Ex)
At 5h level, the soul of the antipaladin imbues you with unholy power that causes you to transform into a beacon of corruption and disease. You do not suffer any penalties or take any damage from diseases. You can still contract diseases and spread them to others, but are otherwise immune to their effects.
If you were suffering a penalty or ability score damage from a disease when you forged this soul, those penalties and any ability score damage you have suffered are suppressed for as long as the soul is forged. Damage can still be cured while suppressed, and any durations for penalties expire while suppressed as normal.
Cruelty (Su)
At 5th level, and every 3 levels thereafter, you may select an antipaladin’s cruelty to affect your touch of corruption. This functions as the antipaladin of the same name, save that you use your soulforge level as your effective antipaladin level for this ability, and the saving throw DCs of your cruelties are equal to 10 + 1/2 your soulforge level + your Wisdom modifier.
Soul of the Oracle
Associated Skills: Diplomacy, Heal, Knowledge (planes), Knowledge (religion)
Associated Veils: Angelic Wings, Banelight Vortices, Bangles of the Jealous Seductress, Belt of Woven Gold, Iron Crown, Priestess’s Clasp of Rebirth, Robe of the Forgotten Deity, Vanth’s Eyes
Soul of Mystery (Su)
At 1st level, the soul of the oracle imbues you with the powers of a single mystery of the multiverse. When you forge this soul, select one oracle mystery. You cannot already possess this mystery from another source. You gain a single revelation available to that mystery. At 3rd level, and every 4 levels thereafter, you gain an additional revelation.
You treat your effective oracle level for these mysteries as equal to your soulforge level, and you use your Wisdom in place of your Charisma when determining the effects of your mystery.
Accursed Soul (Ex)
At 1st level, tapping into the soul of the oracle grants you great insight into a mystery of the multiverse, but it comes at great cost. When you forge this soul, select a single curse available to the oracle. You gain the effects of that curse, treating your effective oracle level as your soulforge level, and you use your Wisdom in place of your Charisma when determining the effects of your curse.
Revealed Spells (Sp)
At 1st level, if your curse or one of your revelations would add spells to your list of spells known, you instead gain the ability to cast them a limited number of times per day as a spell-like ability. You may cast a total number of spells in this way each day equal to 1 + half your Wisdom modifier (minimum 2), and you may only cast spells with a spell level equal to or less than 1/2 your soulforge level (rounded down, minimum 1). You use your soulforge level as your caster level for these spell-like abilities, and your Wisdom as your casting ability modifier when determining their effects.
Soul of the Shifter
Associated Skills: Acrobatics, Knowledge (nature), Stealth, Survival
Associated Veils: Buzzing Cloak, Chameleon Skin, Draconic Ferocity, Gorget of the Wyrm, Impulse Earrings, Leaping Gait, Toxinlungs, Visage of the Faceless
Shifter’s Aspect (Su)
At 1st level, tapping into the soul of the shifter grants you an aspect of nature which you can use to transform yourself. Select a single aspect available to the shifter. You can shift into that aspect’s minor form for a number of minutes per day equal to 3 + your soulforge level, and you use your soulforge level as your effective shifter level when determining the aspect's effects. The duration of this effect needs not to be consecutive, but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on your turn.
This is not a polymorph effect and you do not lose the benefits of a minor form while affected by polymorph effects.
Defensive Instincts (Su)
At 1st level, while you are unarmored and conscious you add your Wisdom modifier (minimum 1) to your AC and CMD. If you are wearing armor, you instead add half your Wisdom modifier to your AC (rounded down, minimum 0). In addition, at 5th level, and every 4 levels thereafter, you gain a +1 bonus to your AC and CMD.
The bonuses granted by this ability apply against touch attacks and while you are flatfooted. You lose these bonuses if you are immobilized or helpless. These bonuses do not stack with other similar abilities, such as the monk AC bonus class feature.
Additional Aspects
At 3rd level, and every 4 levels thereafter, you choose an additional aspect available to the shifter. Whenever you take on your minor aspect, you gain the benefits of one of these aspects. As a swift action you can change the current aspect you are benefiting from while you are in your minor aspect.
Chimeric Aspect
At 7th level, when you take on a minor aspect you choose two of your aspects and gain the benefits of both. When spending a swift action to change an aspect you only change the effects of one aspect.
At 15th level, you choose three aspects instead of two.
Soul of the Summoner
Associated Skills: Knowledge (arcana), Knowledge (planes), Spellcraft, Use Magic Device
Associated Veils: Breeches of the Pale Rider, Fauld of Elemental Summoning (belt), Gloves of Repulsion, Ionizing Scarf, Mai’ry’s Band, Runecloth of Doorways, Shawl of Shifting Stars, Stellar Stompers
Summon Monster (Su)
At 1st level, tapping into the soul of the summoner allows you to tap into the essence of monsters stored within the akashic record and give them physical shape. You can use summon monster I a number of times per day equal to 3 + your Wisdom modifier. You cast this spell as a standard action, and the creature you summon using this ability remains for 1 minute per class level instead of its normal duration. You may only have a single creature summoned using this ability at a time, using it while you already have a creature summoned dismisses the first.
At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level (summon monster II at 3rd level, summon monster III at 5th level, and so on). You can always choose to use this ability at a lesser spell level, if you wish. When using this ability, you may only ever summon one monster, even if the spell would allow you to summon multiple.
Summoner’s Call (Su)
At 7th level, you gain the ability to call your summoned creature to your side as a standard action. Your creature summoned by the abilites of this forged soul is immediately teleported to a space adjacent to you. Your summoned creature must be within 100 feet per class level of you to use this ability.
Summoner’s Transposition (Su)
At 13th level, when you use your summoner’s call ability you can instead choose to swap places with your summoned creature instead of teleporting them to your side. If your summoned creature is larger than you, you can appear in any space that was occupied by your summoned creature.
Soul of the Vigilante
Associated Skills: Bluff, Disguise, Intimidate, Stealth
Associated Veils: Abductor’s Shadow, Eyes of Terror, Greaves of Skirmishing, Impulse Earrings, Liar’s Horns, Ribbon of Displacement, Stalker’s Tabi, Trailing Shadow
Obscured Soul (Su)
At 1st level, tapping into the soul of the vigilante allows you to alter the nature of your soul to protect your identity both spiritually and physically.
This functions similarly to the vigilante’s dual identity ability. Your social identity is your normal identity, and you determine the specifics of your vigilante identity each time you forge this soul. You may also change your physical appearance when you take on your vigilante identity, this can include changes to your proportions, coloration, gender characteristics, and other physical characteristics. This effect can also alter the appearance of objects you are holding or wearing and your veils, if you wish, but the objects must still resemble normal items of their type (a longsword must still resemble a longsword, a doublet a doublet, and so on) and your veils still resemble themselves for the purposes of identifying their effects. When you determine the specifics of your vigilante identity, you also determine the specifics of your appearance. Any objects you wish to change the appearance of must be on your person when you determine the specifics of your vigilante identity. You cannot take on the appearance of a specific creature using this effect, but you can take the same shape using this ability each time you forge this soul if you wish.
Soul’s Guile (Ex)
At 1st level, you may use the higher of your Charisma or Wisdom when determining your bonus for the Bluff, Disguise, and Intimidate skills.
Seamless Guise (Ex)
At 1st level, you always know how to behave in a way that appears normal and proper for your soul’s current identity. Should anyone suspect you of being anything other than what you appear to be while either in your social or vigilante identity, you can attempt a Disguise check with a +20 circumstance bonus to appear as your current identity, and not as your other identity.
Vigilante’s Talent
At 3rd level, and every 4 levels thereafter, you gain a vigilante talent of your choice. You use your class level as your effective vigilante level when meeting prerequisites and determining the effects of these talents.
Many Guises (Su)
At 5th level, you gain the Many Guises social talent. When you take on a mundane identity, you may change your appearance and the appearance of your objects and veils, as per your obscured soul ability. Unlike that ability, you can take on a different appearance each time you take on a mundane identity.
Quick Change (Su)
At 9th level, you can change your identity as a full-round action.
Immediate Change (Su)
At 17th level, you can change your identity as a move action.
Soul of the Witch
Associated Skills: Heal, Intimidate, Knowledge (arcana), Knowledge (nature)
Associated Veils: Bands of the Void, Disquieting Gaze, Eyes of Terror, Hag’s Shawl, Pooling Black, Runecloth of Doorways, Traitor’s Mark, Waxen Combs of Honeyed Healing
Familiar
At 1st level, tapping into the soul of the witch allows you to call upon a familiar to aid you. This familiar is created when you forge this soul, and you can change its shape each time you do so, or when you shape your veils for the day. You cannot apply familiar archetypes to this familiar. You treat your soulforge level as your wizard level when determining your familiar's abilities. If your familiar is slain, it is returned to life the next time you shape your veils, if you have not forged a new soul. When you forge a new soul, you lose your familiar. If you forge multiple souls that grant you a familiar, you only gain one familiar. If the familiar is modified by your souls, it receives all of the modifications as long as they do not conflict.
Witch’s Hex (Su)
At 3rd level, the soul of the witch grants you insight into a magical trick which you can utilize known as a hex. At 3rd level, you gain 1 hex of your choice drawn from the list of those available to a witch. You use your soulforge level as your effective witch level when meeting the prerequisites and determining the effects of hexes gained from this soul, and use your Wisdom in place of your Intelligence when determining their effects.
You gain an additional hex of your choice at 7th level.
Major Hexes (Su)
At 11th level, you gain an additional hex of your choice. In place of a normal hex, you can choose a major hex if you wish. You gain an additional choice of hex or major hex at 15th level.
Grand Hex (Su)
At 19th level, you gain an additional hex of your choice. In place of a normal hex, you can choose either a grand hex or major hex if you wish.
Sidebar: Binding Essence and Soul Veils
When a soulforge shapes soul veils, they are treated as being invested with essence equal to the essence invested in their forged souls. If one of their soul veils gains additional effects for binding essence to that veil (such as the essence effect of the Hag’s Shawl veil), a soulforge cannot utilize those benefits while that veil is shaped as a soul veil.
Appendix
Bane of the Unfaithful
Descriptors: Light, Variant
Class: Guru, Nexus, Vizier, Volur
Slot: Body
Saving Throw: Will (see text)
Baleful glowing runes form around your heart and stretch outwards in orderly patterns before spreading outwards to your foes, inflicting them with a bane for rejecting your faith.
This veil is a variant of the Heaven’s Blessing veil and cannot be shaped alongside it. It can, however, be shaped alongside the Blessings of Faith veil.
Shaping this veil grants you an aura of faintly glowing runes that hinder your foes and weakens their resolve. You shed dim light out to 60 feet, and each of your foes who begin their turn within the aura must make a Will saving throw or suffer a -1 penalty on attack rolls, weapon damage rolls, and Wisdom-based skill checks. These penalties persist for as long as the enemy remains within 60 feet of you, and for 1 round thereafter. A creature who has failed their save against this effect does not make further saves until the effect ends.
You may deactivate this aura as a free action, and activate it as a standard action.
Essence: For each point of essence invested in this veil the penalty to your enemies weapon damage rolls and Wisdom-based skill checks worsen by an additional -1. For every 3 points of essence invested, the penalty to attack rolls worsens by -1
Chakra Bind (Body): Binding this veil to your Body chakra further weakens the powers of those you deem unfaithful; creatures who fail their saving throw against this veil are staggered and have their movement speeds halved until the beginning of their next turn. Your enemies must now make a saving throw against this veil each turn, even if they are already under its effects.
Waxen Combs of Honeyed Healing
Descriptors: Healing
Class: Huay, Promethean, Radiant, Stormbound, Vizier, Volur
Slot: Belt
Saving Throw: None
A belt of waxen combs wraps your waist, each cell of wax filled with honey that can nourish wounds and cure illness.
Shaping this veil allows you to draw upon the magical honey produced by this veil to heal your allies wounds. You can extract this honey as a standard action, directly feeding it to yourself or an ally or storing it within a container that can store at least one ounce of liquid. When stored; the honey remains magical for 1 hour, after which it dissipates away into nothingness. You may only have a number of ounces of stored honey equal to your veilweaving modifier, and consuming an ounce of stored honey takes a standard action.
Whenever a creature consumes an ounce of stored honey, they regain 1d8 hit points. A specific creature may only benefit from the effects of this honey a number of times per day equal to 1 + ½ your veilweaving level (minimum 2).
Essence: For each point of essence invested in this veil, the amount healed by consuming the veil’s honey increases by +2. This bonus is applied when the creature consumes the honey, not when a dose of honey is removed from the veil.
Chakra Bind (Belt): Binding this veil to your Belt chakra further imbues the honey produced by this veil with healing properties. Whenever a creature consumes an ounce of honey produced by this veil, they are affected by one of the following spells of their choice in addition to being healed, using your veilweaving level in place of your caster level when determining their effects: neutralize poison, remove curse, remove disease. Alternatively, the creature can heal 1d4 points of ability damage, or be cured of fatigue.