Soul Weaver (3.5e Class)
Soul Weaver[edit]
“ | I've never liked Soul Weavers. It's the way they look at you, a sort of long stare that seems to look through you, not at you, as if you weren't even there. It's terrifying. | ” |
—Praed White, Mercenary |
The Soul is a veritable treasure trove of power to those who have the knowledge to use it. Those who have realised this power and seek to harness it be it for the greater good, or the suffering of others are known as Soul Weavers.
Making a Soul Weaver[edit]
“ | You want to know the secret to Soul Weaving? Look at your shadow. See how it is but a reflection of what you are, but nothing like you at all. Then look at yourself. You see your imperfections, your...needs. The moment you see that you are but a reflection of something else, something greater, and you see how that something is you, but not really you, and when you see that, and wish to be that...well, then you'll know the secret. | ” |
—Olyndyr Yorr, Soul Weaver |
Soul Weavers tend towards the solitary lifestyle and rarely integrate themselves into regular society. The only people a Soul Weaver would enjoy the company of are other Soul Weavers. However, when they do decide to join a group of individuals, they tend to be less hostile to those of magic, due mainly to the fact that Soul Weavers possess a certain interest in the arcane and realising one's inner potential and people of magic, such as Wizards, Clerics and Sorcerers especially, also share this interest. However, Soul Weavers are not at terms with non-magic people as Soul Weavers often see them as barbaric, crude, and in some cases, beneath them.
Abilities: Charisma is the most important attribute for a Soul Weaver. It determines a Soul Weaver's inner power and the success of their Soul Weaver abilities. Dexterity is also very important as Soul Weavers possess various forms of evasive abilities as well. Strength is also somewhat important as a last resort as even a Soul Weaver's power has it's limits and they must sometimes resort to more basic forms of combat.
Races: Humans most commonly walk the path of Soul Weaving due to the inner nature of man to discover, search and to become great. The practice of Soul Weaving is frowned upon by many races, as they often see Soul Weavers as evil, unnatural beings. Races like this include Elves, Gnomes and Halflings and Soul Weavers belonging to these races often face exile, and even execution, though this does not stop the odd few from becoming Soul Weavers. Dwarves and Half-Orcs rarely become Soul Weavers as they often lack the discipline and self worth to walk the path of the Soul Weaver.
Alignment: The practice of Soul Weaving, though heavily frowned upon, is not unlawful. Therefore a Soul Weaver can be of any alignment, though more often than not, tend towards neutrality.
Starting Gold: 2d4x10 gp
Starting Age: A special feature of the Soul Weaver is slowed ageing, caused by the constant replenishment of a Soul Weaver's life force. This results in Soul Weavers ageing at 1 third the rate that their race would normally age at. Therefore, recommended starting age is Moderate multiplied by 3.
Level | Base Attack Bonus |
Saving Throws | Special | Soul Splits Per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +0 | Spirit Blades, Sneak Attack +1d6 | 3 | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +0 | Soul Blast | 4 | |||||||||||||||||||||||||||||||||||
3rd | +2 | +0 | +3 | +1 | Gain Aura | 5 | |||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +1 | Evasion | 6 | |||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +1 | Soul Chain, Sneak Attack +2d6 | 7 | |||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +2 | Gain Aura | 8 | |||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +2 | Soul Dash | 9 | |||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +2 | Soul Meditate | 10 | |||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +3 | Gain Aura, Sneak Attack +3d6 | 11 | |||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +3 | Uncanny Dodge | 12 | |||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +3 | Soul Blink | 13 | |||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +4 | Gain Aura | 14 | |||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +4 | Soul Phase, Sneak Attack +4d6 | 15 | |||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +4 | Soul Cloak | 16 | |||||||||||||||||||||||||||||||||||
15th | +11/+6/+2 | +5 | +9 | +5 | Gain Aura | 17 | |||||||||||||||||||||||||||||||||||
16th | +12/+7+2 | +5 | +10 | +5 | Improved Uncanny Dodge | 18 | |||||||||||||||||||||||||||||||||||
17th | +12/+7+2 | +5 | +10 | +5 | Soul Boom, Sneak Attack +5d6 | 19 | |||||||||||||||||||||||||||||||||||
18th | +13/+8+3 | +6 | +11 | +6 | Gain Aura | 20 | |||||||||||||||||||||||||||||||||||
19th | +14/+9+4 | +6 | +11 | +6 | Soul Cleanse | 21 | |||||||||||||||||||||||||||||||||||
20th | +15/+10+5 | +6 | +12 | +6 | Soul Sacrifice | 22 | |||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Soul Weaver.
Weapon and Armour Proficiency: Soul Weavers are proficient with all simple and martial weapons but are not proficient with any shields or armours, except gauntlets.
Sneak Attack: If a Soul Weaver can catch an opponent when they are unable to defend themselves effectively from their attack, they can strike a vital spot for extra damage. The Soul Weaver’s attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Soul Weaver flanks their target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four Soul Weaver levels thereafter. Should the Soul Weaver score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Soul Weaver can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A Soul Weaver can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Soul Weaver must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Soul Weaver cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion (Ex): At 4th level and higher, a Soul Weaver can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. Evasion can be used only if the Soul Weaver is not wearing armour. A helpless Soul Weaver does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 10th level, a Soul Weaver can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): A Soul Weaver of 16th level or higher can no longer be flanked. This defense denies another Soul Weaver or Rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more Rogue OR Soul Weaver levels than the target does.
Soul Splits: The source of a Soul Weaver's power is their inner ability to separate fractions of their soul, which can be channeled into raw soul power which can be "weaved" into abilities. A Soul Weaver, over time, learns to separate their soul in more efficient ways, granting them more Soul Splits as they become better Soul Weavers. However, A Soul Weaver must always be careful when splitting their soul, as consuming all of a Soul Weaver's Soul Splits causes their soul to fall apart and scatter into thousands of shards of soul across the ether of existence as too much soul has been consumed. When this happens, it is known as a "Soul Shattering". When this happens, the Soul Weaver dies and, as their soul is now scattered across all of existence, they cannot be revived by resurrection spells or the like. The only thing that can bring back a Soul Shattered Soul Weaver to life is the work of a Master Soul Weaver. This all means that a Soul Weaver must always have 1 Soul Split in reserve at all times, or risk Soul Shattering. A Soul Weaver also adds their Charisma bonus to their Soul Splits per day according to level.
Soul Weaving Abilities: The power generated from a Soul Split can be "weaved" into a wide array of abilities. All Soul Weaving abilities are listed below with description, difficulty and Soul Split cost.
Ability | Description | Effect Gain | Soul Split Cost | Difficulty Class |
---|---|---|---|---|
Spirit Blades | Your sword is flung from your hands by the bandit's strike. As the bandit walks forward you ball your hands into fists. In an instant, bright blue lights glow from your hands. As you look down at them, you see that your hands have disappeared, and in their place are two long blue blades. | You gain a 1d6 slashing/piercing (x3 crit.) weapon on each hand. Theses blades are indestructible and can be summoned/revoked at any time. While these blades are active, all DC's for Soul Weaving abilities decrease by 1 | 1 Soul Split for each round the blades are in use | N/A |
Soul Blast | As you are knocked to the ground by the bandit, you raise your hands in defence. A blast like running water is heard and the bandit falls, a burning blue hole in his chest. | You fire a 1d6+Cha magic projectile at an enemy. The missiles have a range of 30ft. You can fire up to 3 at a time. | 2 Soul Splits per Missile | 10 |
Soul Chain | The prisoner makes a dash for the door and in no time at all makes it outside. You give chase. You need to catch him, but you dare not hurt him. You shout at the bandit to stop, or else. Suddenly, a long bright blue chain materialises from thin air around the prisoner and he topples over, unable to move. | You gain the ability to summon long chains to immobilise enemies. These chains can be up to 30ft. in length and are indestructible. Enemies trapped by these chains are unable to move or attack. Each chain lasts for 2 rounds before dissipating. | 3 soul splits per chain. | 12 |
Soul Dash | As the tunnel collapses around you, you run to the end to the door on the far side. 'I have to go faster' you think to yourself, and in a flash you feel like there is a strong wind behind you, pushing you forwards. In no time at all you reach the end of the tunnel to safety. | Your movement speed quadruples for a round. You cannot attack, but enemies caught behind you get thrown to the floor (DC 15 to resist), due to the force of your propulsion. | 2 Soul Spits for each Dash | 5 |
Soul Meditate | You're exhausted, hurt and aching. The fight was long, and you barely escaped. With effort you sit down, and attempt to get some rest. The moment you close your eyes, you feel a great warmth that spreads through your body and you feel better than you have in days. | You regenerate 1d4 of your Soul Splits per day, and 1d8 Heath Points. Each meditation takes 1 round of concentration where you cannot move, attack, be attacked or perform any other action. | N/A | 10 |
Soul Blink | You look up at the ledge high above you. You realise that it would be difficult to climb the ledge and there seems to be no other way up. You close your eyes, wishing yourself up there. In a blinding flash of blue light you open your eyes, to find yourself at the top of the ledge. | You gain the ability to teleport distances up to 30ft. away from you. You can do this with up to 5 other companions. | 1 Soul Split for every 10ft. and companion | 5 |
Soul Phase | The door in front of you is solid, no way through, and the lock is far too complicated for you to pick. You place your hand on the door and, to your surprise, your hand begins to move through it. You turn the handle on the other side and the door clicks open. | You gain the ability to pass through solid objects. You cannot pass through magic/enchanted objects, or be phased for more than 2 rounds at a time. | 3 Soul Splits per round | 7 |
Soul Cloak | As you sneak down the corridor you see a guard pass round the corner. You are in plain sight and the guard is looking directly at you. 'Please don't see me' you think to yourself. To your bewilderment, the guard merely walks past you as if he never saw a thing. | You gain the ability to become invisible for a brief period of time. You cannot become invisible while phased and you can only be invisible for a maximum of 3 Rounds. The DC to spot you is 20 | 2 Soul Splits for each round "in cloak" | 10 |
Soul Boom | You look around you, you're surrounded, no way out. Bandits on all sides. There's no way you can take them all on you think to yourself. In a terrific bang a shock-wave emanates from somewhere inside you and spreads to the surrounding area. You look around, the bandits are dead. | You gain a 1d10+Cha AOE attack. The attack has a range of 50ft. around your character and enemies take +1 damage for every 10ft. they are close to you | 5 soul splits per Boom | 10 |
Soul Cleanse | The poison quickly spreads to the rest of your body. You feel sick, you begin shaking and every part of your body starts burning in pain. Suddenly, the pain stops, the sickness fades and you get to your feet. | All harmful DOT effects are removed and you gain a 2 round period of DOT effect resistance. You also regain health equal to the total maximum strength of all the DOT's removed. | 5 Soul Splits per Cleanse. | 15 |
Soul Sacrifice | This is the end. Tens, no, hundreds of undead surround you. Even if you were able to escape your chains, you have nowhere near the power to spend to kill them all. With all the strength you can muster you get to your feet, and you channel every last flake of your soul into one all powerful blast which fills the chamber with blinding, burning light. Your fall to your knees and you manage to gain a brief glimpse of the chamber, empty, before falling to your side, and knowing no more. | You gain the ability to create a massive blast of soul energy to annihilate all enemies in combat. The DC of the will test to resist this is 40. However, this consumes the entirety of your soul, causing Soul Shattering. | All | 10 |
Auras: Starting at 3rd level and at every 3 levels after until 18th level, a Soul Weaver gains an Aura, a resonance caused by a Soul Weaver's life force that strengthens their Soul Weaving abilities and prowess. All available Auras are listed below with their effect. Once gained, an Aura cannot be replaced or revoked.
Aura | Effect |
---|---|
Space | Soul Dash and Soul Blink cost 1 less Soul Split |
Power | Soul Boom and Soul Blast gain +3 damage |
Spirit | An extra 3 Soul Splits is added to the character's Soul Splits per day |
Matter | Soul Chain costs 1 less Soul Split and lasts 1 turn longer and Spirit Blades gain +2 damage |
Health | Soul Meditate and Soul Cleanse heal twice as much |
Ether | Soul Phase and Soul Cloak cost 1 less Soul Split per round |
Ex-Soul Weavers[edit]
Soul Weaving is a self taught art. There are no rules concerning Soul Weaving, no code of conduct, and no limits. However, to become a Soul Weaver is to pledge an oath to the soul and it's power. To turn one's back on this oath is to rebuke all power they own. Soul Weavers may multi-class and Prestige, but once they do so they lose all levels which they gained with Soul Weaver. Ex-Soul Weavers are very, very rare, as few feel that, once the power of the soul is theirs, revoking it would be nothing short of madness. Sadly, Ex- Soul Weavers often do fall to madness as they feel that the power that was theirs is gone, and never to be theirs again.
Epic Soul Weavers[edit]
Level | Special | Soul Splits Per Day | |||||||||||||||||||||||||||||||||||||||
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21st | Gain Profound Aura, Sneak Attack +6d6 | 23 | |||||||||||||||||||||||||||||||||||||||
22nd | Bonus Feat, Revive Lesser Soul Weaver | 24 | |||||||||||||||||||||||||||||||||||||||
23rd | Gain Profound Aura, | 25 | |||||||||||||||||||||||||||||||||||||||
24th | Sneak Attack +7d6 | 26 | |||||||||||||||||||||||||||||||||||||||
25th | Bonus Feat, Gain Profound Aura | 27 | |||||||||||||||||||||||||||||||||||||||
26th | Revive Medium Soul Weaver | 28 | |||||||||||||||||||||||||||||||||||||||
27th | Gain Profound Aura, Sneak Attack +8d6 | 29 | |||||||||||||||||||||||||||||||||||||||
28th | Bonus Feat | 30 | |||||||||||||||||||||||||||||||||||||||
29th | Gain Profound Aura | 31 | |||||||||||||||||||||||||||||||||||||||
30th | Revive Epic Soul Weaver, Sneak Attack +9d6 | 32 | |||||||||||||||||||||||||||||||||||||||
6 + Int modifier skill points per level. |
Profound Auras: Profound Auras are enhanced, additional Auras that Soul Weavers gain at every 2nd level after reaching Level 21, except. When a Profound Aura is gained, the effect of one currently possessed Aura is Doubled.
Revive Lesser Soul Weaver: At Level 23, an Epic Soul Weaver gains the ability to revive a "Soul Shattered" Soul Weaver of levels 1-10. The action consumes 10 Soul Splits and requires 3 rounds of concentration (DC=20). If successful, the Soul Weaver who would be revived is reduced to 1 Soul Split and loses 5 levels of Soul Weaver along with all bonuses and abilities they gained with the levels lost. If the Soul Weaver is level 1-5, then they are reduced to level 1.
Revive Medium Soul Weaver: Like Revive Lesser Soul Weaver, except with levels 11-20.
Revive Epic Soul Weaver: Like Revive Lesser Soul Weaver, except with levels 21+.
Bonus Feats: The epic Soul Weaver gains a bonus feat every 3 levels after 22nd.
“ | Another Soul Shattered? Damn shame...Oh well, better stand back everybody. | ” |
—Ryrte Steff, Master Soul Weaver |
Human Soul Weaver Starting Package[edit]
Weapons: Longsword (1d8, crit 19–20/×2, 4 lb., one-handed, slashing).
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Discuise | 4 | Cha | — |
Hide | 4 | Dex | — |
Intimidate | 4 | Cha | — |
Move Silently | 4 | Dex | — |
Sleight of Hand | 4 | Dex | — |
Tumble | 4 | Dex | — |
Feat: Combat Reflexes.
Bonus Feat: Toughness.
Gear: 2x Gauntlet (1d3, crit x2, 1lb., unarmed, bludgeoning)
Gold: 15gp.
Campaign Information[edit]
Playing a Soul Weaver[edit]
Religion: Soul Weavers are, typically, not religious people. They believe that all faith and worship should go to the soul, and its power. However, a few Soul Weavers do take to gods, and these gods are usually those of magic such as Boccob and Wee Jas.
Other Classes: Soul Weavers typically are on good terms with Sorcerers, Wizards, Clerics, possibly Druids and maybe Paladins, but do not get along well with Fighters, Monks, Rogues, certainly not Bards and definitely not with Barbarians. People they absolutely get along well with are other Soul Weavers.
Combat: The role of a Soul Weaver is to take out the more powerful enemies from the side while providing support for any allies up front.
Advancement: Like Paladin, except once additional other classes are gained, all levels in Soul Weaver are lost, along with abilities.
Soul Weavers in the World[edit]
“ | You're probably wondering why Soul energy is blue? It's simple, you see...umm...I'm not actually sure myself. | ” |
—Ranrd Vwine, Wondering Soul Weaver |
Soul Weavers rarely integrate with other non-Soul Weavers, but when they do, they are either an outcast, a hermit who wishes for solitude, or just someone who wishes to explore to increase their power, or just for the thrill of it. What is even rarer is or a Soul Weaver to integrate themselves into an above ground society such as a town or city. To find a Soul Weaver living in such an environment is an exceptionally odd occurrence, and most adventurers would never find a Soul Weaver in such a habitat. If an adventurer were to find an "above ground" Soul Weaver, the Soul Weaver in question would probably be a wondering hermit.
Daily Life: A Soul Weaver cannot resist an opportunity to test their power, and will not hesitate at a chance to test new abilities. Before an encounter, a Soul Weaver will prepare themselves for anything that may arise.
Notables: A major notable figure is Master Ala Stall, Lord of FreeSoul, the city of Soul Weavers. He is currently the most powerful Soul Weaver in existence, and he uses this power to ensure that FreeSoul remains a city where Soul Weavers can live in peace and freely. Another notable is Kegyr Yior, the first Soul Weaver. It was he who first learned to split one's soul and it was his teachings that sparked the wide societies of Soul Weavers..
Organizations: Soul Weavers refer to their societies as "below ground". They mean this in the literal sense. When the practice of Soul Weaving began to develop and spread, Soul Weavers were treated with fear and resentment. Thus, the great underground cities of FreeSoul and KaHold were built to sustain the increasing numbers of Soul Weavers. These cities are vast, carved out of the earth by the first Master Soul Weavers. They are also hidden, by powerful enchantments created by the Masters also. Over time, more cities were built far and wide, and out of sight by "above grounders". These cities, though so vast, are rarely discovered, so most non-Soul Weavers are blatantly unaware of their presence.
NPC Reactions: In summary, Fear.
Soul Weaver Lore[edit]
“ | Soul Weavers are...interesting creatures. By nature, they only really look out for themselves. And yet, a Soul Weaver will never hesitate to correct an injustice, right a wrong or protect something dear to them. The thing to remember is that Soul Weavers are still people, no matter what they say. | ” |
—Master Irgaar, Loremaster |
The matter of Soul Weavers is not very well known to those not versed in their teachings, and the subject is shrouded in all sorts of mysteries and tales.
Characters with ranks in Knowledge (Aracana) earn a rank in Knowledge (Soul Weaving) for every 5 ranks of Knowledge (Arcana) they possess. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Soul Weavers are NOT to be trifled with. EVER. |
10 | Soul Weavers often become assassins and mercenaries due to their abilities. |
15 | The name of an underground Soul Weaving city. |
20 | The name, location and population of an underground Soul Weaving city. |
Soul Weavers in the Game[edit]
Adaptation: Every person in this world is different. That would mean that every single person's soul is not the same and does not act the same way. This would mean that not every single Soul Weaver would have the same abilities, and this is exactly the case. Instead of having the abilities listed above, some Soul Weavers possess abilities which are entirely different. Everyone is different, so if you wish to play as Soul Weaver, there are no limits to your character's abilities. It is possible for a whole party to be of the class Soul Weaver, but all with different Abilities and Auras.
“ | Spirit Blades? Ha! Try Spirit Bow! | ” |
—Angt Horsk, Soul Weaver |
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