Soul Taker

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Requirements

Alignment: Any evil

Skills: Bluff (12 ranks), Diplomacy (8 ranks), Sense Motive (12 ranks)

Spellcasting: Must be able to cast 3rd level spells of the enchantment school

Summary

Many people find music a soothing diversion. A skillful performance can uplift the heart, enrapture the mind and release the soul from its burdens.

For the soul taker these attributes of music make it perfect for stealing the minds, bodies, and souls of their targets. They twist magic and music together in a potent brew. Some of their songs chain the heart, forcing their victims to obey the taker's will. Others wrap threads around the target's mind, siphoning off their knowledge for the taker's personal use. Still others weaken the target's body transferring that strength to the taker.

No one knows the origins of the soul taker's arts or how they pass them on. Fortunately for the rest of the world their numbers seem small. But who really could tell? Soul takers move like shadows through the world, untraceable save for the wake of broken lives they leave behind them.

Role: DPS

Characteristics: Manipulators of the highest caliber that can drain the life out of people

Source: Quintessential Bard

Game Rule Information

The Soul Taker has the following game statistics.

Abilities: Charisma for manipulating people, Dexterity for landing your touch attacks

Alignment: Any Evil

Hit Die: d6

Starting Gold: N/A

Class Skills

The Soul Taker's class skills are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Soul Taker.

Weapon and Armor Proficiency: A Soul Taker is proficient with simple weapons, light and medium armor, and shields (except tower shields)

Seduction: At 1st level the soul taker learns the secrets of seduction. He masters the arts of ambiguity, subterfuge and misdirection, all focused on leading his target to believe that the soul taker will fulfill his wildest fantasies. At 1st level this art gives the soul taker +2 on all Bluff and Sense Motive rolls. This bonus increases to +4 at 3rd level and +6 at 5th level.

Kiss of Darkness Su: At 1st level the soul taker may make a touch attack against a target that inflicts 1d4 temporary Con damage if the target fails a Will save with a DC equal to 10 + the soul taker's class level + the soul taker's Charisma modifier. The soul taker may use this bility one time per day per level.

Lure Su: At 2nd level the soul taker may draw one target to him. The soul taker may select one target within 120 ft that can see him. That target must make a Will save with a DC equal to 10 + the soul taker's class level + the soul taker's Charisma modifier. If he succeeds, nothing happens. If he fails he immediately makes his way to within touch range of the soul taker, bypassing any obstacle that might be in his path. This lure lasts for one hour, during which time the target will always seek to be within 5 ft of the soul taker. The soul taker may use this ability once per day per class level.

Hand of the Tempter Su: At 3rd level the soul taker may make a touch attack against a target that saps its will. The target must make a Will save with a DC equal to 10 + the soul taker's class level + the soul taker's Charisma modifier. If he succeeds, nothing happens. If he fails he takes 1d6 temporary Wisdom damage. If the target goes to zero points of wisdom he must obey whatever commands the soul taker issues until his Wisdom is above zero. The soul taker may use this attack once per day per level.

Enrapture Su: At 4th level the soul taker master the art of luring others. Targets affected by the soul taker's lure must attempt to remain close to the character for 8 hours. Additionally, the DC to resist the soul taker's lure increases by +2.

Chains of Flesh Su: At 5th level the soul taker gains access to the pinnacle of their art. Once per day they may invoke the chain of flesh that binds them to any single target that has been previously damaged with the kiss of darkness or the hand of the tempter that is within 60 ft. If the target fails a Will save with a DC equal to 10 + the soul taker's class level + the soul taker's Charisma modifier the soul taker dominates him (as the Dominate Person spell. This effect lasts as long as the soul taker maintains concentration.

Table 1-1: Soul Taker Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +0 +2 +2 Seduction (+2), kiss of darkness
2nd +1 +0 +3 +3 Lure
3rd +2 +1 +3 +3 Seduction (+4), hand of the tempter
4th +3 +1 +4 +4 Enrapture
5th +3 +1 +4 +4 Seduction (+6), Chains of the flesh