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Malger Soulshared

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Malger Soulshared - Sheet Link

His deep, raspy, rumbling voice - Keith David

Additional Imagery









Malger 'Soulshared'
M NG Hellbred (Body) Ranger 1/Dragonfire Adept 1/Swordsage 1\\Binder 3
Level 3, Init 3, HP 33/33, Speed 50
AC 18, Touch 12, Flat-footed 16, Fort 8, Ref 7, Will 7, BAB 2.55
Abilities Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 14

Unarmed +5 | 1d6+2
30ft Breath Weapon 4d6, DC13 1/5 rnd
30ft/15ft Breath Weapon 2d6, DC14

Soul binding - Amon [DC 20]
-Darkvision 60ft
-Breath Weapon 4d6 fire damage, 30ft, 13 Reflex DC
-Ram Horns - +4 | 1d6+3 - Charge +1d8
Pact Augmentation (1)
Favored Enemy {Arcanists}
-+2 on Bluff, Listen, Sense Motive, Spot, and Survival vs type. +2 attack and damage vs type.
-Sense the presence of Arcanists within 60ft
ScentThis extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

+1 vs paralysis and sleep
+4 vs poison
-4 vs ingested poisons
+1 damage taken vs metal weapons








HellbredFiendish Codex II

Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.

Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.

Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin's code of conduct, though using the weapon to kill another paladin would.

Hellbound (Su): A devil has a claim on a hellbred's soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.

Devil's Favor: A hellbred gains Devil's Favor as a bonus feat for which it does not need to meet the prerequisite.

Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.

Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a -2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind.

At 4 HD, he gains a bonus devil-touched feat.

At 14 HD, he gains another bonus devil-touched feat.

Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a -2 penalty to Constitution.

At 6 HD, his darkvision extends to 60 feet.

At 9 HD, his darkvision extends to 120 feet.

At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell.

At 15 HD, he gains telepathy out to 100 feet.
(Body | +2 Con -2 Int) - 32 - Point Buy6 - Str: 14
6 - Dex: 14
6 - Con: 14
6 - Int: 14
2 - Wis: 10
6 - Cha: 14

[Class skills - Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all), Listen, Martial Lore, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope]

[Proficiencies - Simple Weapons, Martial Weapons, Light Armor, Shields (other than Tower)]

1 - Ranger [SRD] 1 // Binder [Tome of Magic] 1
1 - 2.5 | 2.5 | 2.5 - d10
Skills - 29 (7x4+1) - Bluff 4, Diplomacy 4, Intimidate 4, Knowledge {Arcana} 4, Knowledge {Nature} 1, Listen 4, Sense Motive 4, Survival 4
Feats - Nymph's KissBook of Exalted Deeds
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +l bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
[1st], EnforcerPathfinder SRD

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
[Flaw], NemesisBook of Exalted Deeds

You are the holy bane of creatures of a particular type.

Favored enemy class ability,

Choose one of your favored enemies. You can sense the presence of creatures of this type within 60 feet, as well as pinpoint their exact location (distance and direction) relative to you. Normal barriers and obstructions do not block this supernatural ability, allowing you to sense the presence and location of creatures behind doors or walls, for example. This feat does not allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of your favored enemy, you deal +1d6 points of damage on weapon attack rolls made against evil representatives of the favored enemy creature type.

You can choose this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different favored enemy.
[Flaw], Devil's FavorFiendish Codex II

When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.
[Racial], TrackTo find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:.

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching
Traits - QuickBenefit

Your base land speed increases by 10 feet (if you don't have a land speed, apply the benefit to whichever of your speeds is highest).

Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).

Flaw - FussyYou become sickened (no saving throw allowed) upon ingestion of any sort of potion for the duration of its effect. Potions with an instantaneous duration cause you to be sickened for a period of time equal to the potion's caster level in minutes. You also suffer a -4 penalty on saving throws made against ingested poisons. , Metal IntoleranceYou suffer an additional point of damage when struck by metal weapons. The natural attacks of inevitables, iron golems, and other creatures composed of metal also deal this additional damage.
Features - Favored EnemyAt 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls and attack rolls against such creatures. {Arcanists}, Fast Movement +10A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn., Voice of the CityCityscape Web-Enhancement
Replaces: If you select this class feature, you do not gain wild empathy.

Benefit: Through a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.
, Soul BindingThrough special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table: The Binder. You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table: The Binder, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment - an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.
ACF - Arcane HunterComplete Mage
Special Requirement: Knowledge (arcana) 1 rank.

Replaces: At 1st level, you do not select a favored enemy from Table: Ranger Favored Enemies. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal.

Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability. The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities).
, PredatorSRD
Lose: Combat style, improved combat style, combat style mastery.

Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
, Solitary HuntingDragon 347
Level: 1st.

Replaces: If you select this class feature, you do not gain your animal companion. If you already have an animal companion. it abandons you immediately.

Benefit: Your favored enemy bonus also applies to your attack rolls.

2 - Dragonfire Adept [Dragon Magic] 1 // Binder 2
.75 - 2.5 | .3 | 2.5 - d8
Skills - 6 - Bluff 1, Intimidate 1, Knowledge {Arcana} 1, Listen 1, Survival 1, Use Magic Device 1
Feats - DragontouchedYou gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. [Class]
Features - Breath WeaponAt 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. 1d6, InvocationsA dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will.

A dragonfire adept's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a dragonfire adept is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A dragonfire adept's caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the dragonfire adept's Cha modifier. Since spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities.

The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a dragonfire adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.

Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
{Beguiling InfluenceYou can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for 24 hours.} 1, Pact AugmentationBeginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability.

As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/-.

Pact Augmentation Abilities:
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/-
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks
(1), Suppress SignAt 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal., Soul Binding 2

3 - Swordsage [Tome of Battle] 1 // Binder 3
.75 - .5 | 2.5 | 2.5 - d8
Skills - 8 - Bluff 1, Diplomacy 1, Intimidate 1, Sense Motive 2, Survival 1, Listen to ThisYou can perfectly repeat to others what you hear.

Prerequisite: Listen 5 ranks.

Benefit: Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves.

This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
Feats - Adaptive StyleTome of Battle

Benefit: You can change your readied maneuvers at any time by taking a full-round action. If you're a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.

Normal: You can change maneuvers only by spending 5 minutes to do so.
[3rd], Improved Unarmed StrikeYou are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. [Class]
Features - Quick to ActYou gain a +1 bonus on initiative checks. +1, Discipline Focus (Weapon Focus)you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline {Tiger ClawShadow Hand associated weapons include the kukri, kama, claw, handaxe, greataxe, and unarmed strike}, InitiatorManeuvers Known: 6
Maneuvers Readied: 4
Stances Known: 1

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table: The Swordsage. You must meet a maneuver's prerequisite to learn it. See Blade Magic to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
2, Soul Binding 3
ACF - Unarmed Swordsage Unarmed Swordsage (Tome of Battle): This ACF gives you "the monk's unarmed strike progression", but it's unclear what this entails. We read this to mean that you get all the benefits of the Monk's "Unarmed Strike" class feature, including the following:

The Improved Unarmed Strike feat
You can deliver unarmed strikes with any body part.
Add full Str bonus to damage with all unarmed strikes (even off-handed ones)
Treat unarmed strikes as natural or manufactured weapons, whichever is more beneficial
Your unarmed strike damage increases as shown in the monk table.

You also gain the monk's "Ki Strike (magic)" feature at 4th level. You do not gain any of the other improvements to the Ki Strike feature.

Maneuvers/Stances: *Shadow Blade TechniqueShadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe.

This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy.

As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s attack and your true weapon strike home.

This maneuver is a supernatural ability.
, *Blistering FlourishDesert Wind (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst centered on you
Duration: 1 minute
Saving Throw: Fortitude negates

Your weapon bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash.

When you use this strike, you generate a burst of brilliant light. Any creature other than you caught in this maneuver’s area must make a Fortitude save (DC 11 + your Wis modifier) or be dazzled for 1 minute.

This maneuver is a supernatural ability.
, *Burning BladeDesert Wind (Boost) [Fire]
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your blade bursts into flame as it sweeps toward your foe in an elegant arc.

A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level.

This maneuver is a supernatural ability.
, *Clinging Shadow StrikeShadow Hand (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe’s eyes.

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance, but not the extra damage.

This maneuver is a supernatural ability.
, Stone BonesStone Dragon (Strike)
Level: Crusader 1, swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round

You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack.

The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.

When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.
, Wolf Fang StrikeTiger Claw (Strike)
Level: Swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You lash out in a blur of movement with two weapons, hacking into your foe with a combination of feral strength and speed.

You tap into the speed and strength embodied within your feral spirit. You must fight with two weapons to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and you take a –2 penalty on each attack roll. If your first attack drops your foe to –1 hit points or fewer, you cannot make a second attack.
| *Hunter's SenseTiger Claw (Stance)
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you.

Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses.

As long as you are in this stance, you gain the scent special ability (MM 314).


Looking Forward

4 - Incarnate [Magic of Incarnium] 1 // Binder 4
.75 - 2.5 | .3 | 2.5 - d8
Stat Bump - +1 Charisma [4th]
Skills - 4 - Bluff 1, Intimidate 1, Sense Motive 1, Survival 1
Feats - Devil's StaminaFiendish Codex II

You gain 2 extra hit points per devil-touched feat you have selected, including this one. These hit points add to your maximum hit points, just like hit points from any other source. In addition, once per day you gain fast healing equal to the number of devil-touched feats you possess for 5 rounds.
[Racial], Improved BindingTome of Magic

Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
Features - AuraYou have a particularly powerful aura corresponding to your alignment (see the detect evil spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric.

Similarly, your soulmelds always radiate good, evil, law, or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.
, Detect OppositionAt will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law. , MeldshapingAn incarnate's primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list. You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).

The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your incarnate level.

An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: The Incarnate. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table: The Incarnate. Your character level, as noted on Table: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia).

An incarnate does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day (see Shaping Soulmelds).
1, Soul Binding 4

5 - Incarnate 2 // Knight of the Sacred SealBase Attack Bonus: +4

Alignment: Any nonchaotic

Skills: Knowledge (arcana) 5 ranks , Knowledge (religion) 5 ranks , or Knowledge (the planes) 5 ranks

Feats: Weapon Focus (any weapon)

Special: Soul binding class feature
[Tome of Magic] 1
1 - 2.5 | .3 | .5 - d10
New Proficiencies - All armor.
Skills - 4 - Bluff 1, Intimidate 1, Never OutnumberedYou can demoralize multiple enemies.

Prerequisite: Intimidate 8 ranks.

Benefit: When you use Intimidate to demoralize an opponent (PH 76), you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten.

Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.
Features - Chakra BindsBeginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table: The Incarnate). At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.
{Crown}, Meldshaping 2, Aligned StrikeYour natural weapons as well as any weapons you wield are treated as aligned for the purpose of overcoming damage reduction. The alignment of your weapons matches your own to as great a degree as possible. Thus, if you're lawful good, your weapons strike as both lawful-aligned and good-aligned for the purpose of overcoming damage reduction, but if you're neutral good, they strike only as good-aligned. If you are neutral, your weapon strikes as one alignment component of your choice: chaotic, evil, good, or lawful. You must make this choice upon entering the prestige class and cannot thereafter change it., Patron VestigeWhen you become a knight of the sacred seal, you select any one vestige that you have previously bound as your patron. You develop a stronger than normal relationship with this vestige that grants you several benefits as you advance in this prestige class. If you expel your patron vestige by means of the Expel Vestige feat or do not renew your pact with it on any given day, you lose access to all supernatural class features gained from this prestige class until such time as you contact that vestige again. You can bind other vestiges in the interim, as normal for the binder class, but you gain no additional benefits from those pacts. You are never at risk of making a poor pact with your patron vestige., Soul Binding 5

6 - Incarnate 3 // Binder 5
.75 - .5 | .3 | .5 - d8
Skills - 4 - Sense Motive 1, Survival 1, Social RecoveryYou can talk your way out of a problem you talked yourself into.

Prerequisite: Bluff 8 ranks, Diplomacy 5 ranks.

Benefit: If your Diplomacy check to influence an NPC's attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a -10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can't improve the NPC's attitude by more than one step.

Once you use this skill trick (successfully or not), you cannot use it against the same target again for 24 hours.
Feats - Imperious CommandDrow of the Underdark

If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.
Features - Expanded Soulmeld CapacityIncarnates are specially gifted in their ability to invest essentia into soulmelds. At 3rd level and again at 15th level, the essentia capacity of your soulmelds increases by 1, superseding the number on Table: Essentia Capacity. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment. +1, Incarnum RadianceAs an incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels gained thereafter (3/day at 13th level and 4/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).

Good: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).
1/day, Meldshaping 3, Pact Augmentation (2), Soul Binding 6

7 - Uncanny TricksterSkills: Any four skills 8 ranks each.

Skill Tricks: Any four.
[Complete Scoundrel] 1 // Binder 6
.75 - .5 | 2.5 | .5 - d8
New Skills - Appraise, Disable Device, Disguise, Escape Artist, Forgery, Open Lock, Perform, Sleight of Hand
Skills - 10 - Intimidate 2, Sense Motive 2, Survival 2, Use Magic Device 2, Collector of StoriesYou've heard so many tales of legendary monsters that you remember all sorts of gory details.

Prerequisite: Knowledge (any) 5 ranks.

Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Features - Bonus TrickAt each level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available. {Choice}, Favorite TrickYou have a limited repertoire of signature stunts. At each level, choose one skill trick you know that you can perform only once per encounter. You can now use that trick one additional time per encounter. You can’t choose the same skill trick more than once. {Never Out Numbered}, Meldshaping 3, Soul GuardianBeginning at 6th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.

At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

At 13th level, you gain immunity to energy drain and negative levels.

When you attain 19th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.
{Immune to Fear}, Soul Binding 7
Retraining - Retrain earlier tricks to re-gain them with Uncanny Trickster?

8 - Uncanny Trickster 2 // Binder 7
.75 - .5 | .5 | .5 - d8
Skills - 10 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 7
Feats -
Features - Bonus Trick {Choice}, Favorite Trick {Choice}, Advance Class FeaturesAt each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features. {Incarnate}, Chakra Binds {Feet, Hands}, Meldshaping 4, Soul Binding 8
Retraining - Retrain earlier tricks to re-gain them with Uncanny Trickster?

9 - Uncanny Trickster 3 // Binder 8
.75 - .5 | .5 | .5 - d8
Skills - 10 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 2 +5
Feats - Bonus EssentiaMagic of Incarnium

You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia.
Features - Tricky DefenseAt 3rd level, you have mastered incorporating tricks into your personal defenses. In any round when you perform a skill trick, you gain a +1 competence bonus on saving throws until the start of your next turn., Bonus Trick {Choice}, Favorite Trick {Choice}, Advance Class Features {Incarnate}, Rapid MeldshapingAs your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra.

You can use this ability twice per day at 11th level and three times per day at 17th.
1/day, Meldshaping 5, Soul Binding 9
Retraining - Retrain earlier tricks to re-gain them with Uncanny Trickster?

10 - Incarnate 4 // Knight of the Sacred Seal 2
1 - .5 | .3 | 2.5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Features - Meldshaping 6, Vestige's ProtectionWhen you attain 2nd level, your relationship with your patron vestige deepens, prompting it to take steps to ensure your protection. As a swift action, you can acquire an insight bonus to your Armor Class equal to your Charisma bonus (minimum 1). The same bonus also applies on your Reflex saves. Both of these benefits last for 1 round. Once you use this ability, you cannot do so again for 5 rounds., Soul Binding 10

11 - Incarnate 5 // Knight of the Sacred Seal 3
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Features - Share Incarnum RadianceAs you gain control over your powers of incarnum, you learn to share the effect of your incarnum radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your incarnum radiance (see above) you can choose for its benefit to also affect all allies within 30 feet of you. Any ally who moves more than 30 feet from you loses the benefit until he returns within range.

If you share your incarnum radiance with allies in this fashion, you become fatigued at the end of the power's duration (this fatigue fades in 10 minutes). You must make this choice at the time the radiance is activated.

Allies who do not share your alignment cause cannot gain the benefit of your incarnum radiance. For example, a good incarnate's incarnum radiance benefit cannot be shared with allies who are not good.

Beginning at 17th level, sharing your incarnum radiance with allies does not fatigue you.
, Vestige's Protection AuraWhen you attain 3rd level, your patron vestige extends its protection to all creatures adjacent to you whom you designate as friends. Whenever you activate your vestige's protection class feature, those benefits apply to all designated allies adjacent to you., Meldshaping 7, Soul Binding 11

12 - Incarnate 6 // Knight of the Sacred Seal 4
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Feats - Draconic AuraDragon Magic


Character Level 3,

When you select this feat, choose a draconic aura (see page 86). You can project this aura as a swift action. Its benefit applies to you and to all allies within 30 feet. The bonus of your draconic aura is +1. The aura remains in effect until you dismiss it (a free action), you are rendered unconscious or dead, or you activate another draconic aura in its place.

if you are of the dragonblood subtype, the bonus of your draconic aura improves with your class level. The aura grants a +2 bonus at 7th level, a +3 bonus at 14th level, and a +4 bonus at 20th level. You can select this feat more than once. Each time you select it, you gain the ability to project another aura of your choice (but not more than one aura at a time).
{PresenceBluff, Diplomacy, Intimidate} [12th]
Features - Incarnum Radiance 2/day, Vestige's PowerAt 4th level, you can draw upon the power of your patron vestige to augment your fighting abilities as a swift action. You gain a +2 bonus to Strength, a +2 bonus to Constitution, a +10-foot bonus to your base land speed, and a +4 bonus on Will saves for 1 round. Once you have used this ability, you cannot do so again for 5 rounds., Meldshaping 8, Soul Binding 12

13 - Incarnate 7 // Knight of the Sacred Seal 5
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Features - Chakra Binds {Arms, Brow, Shoulders}, ApotheosisAt 5th level, your type changes to outsider, and you gain the native subtype (see the perfect self monk class feature on page 42 of the Player's Handbook). You also gain damage reduction 10/magic., Vestige's SurgeAt 5th level, once per day, when you activate one of your patron vestige's powers, or your vestige's protection or vestige's power class feature, you can choose to activate that ability again immediately rather than waiting the usual 5 rounds., Meldshaping 9, Soul Binding 13

14 - Incarnate 8 // Binder 9
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Feats - {Devil's Aura} [Racial]
Features - Meldshaping 10, Soul Guardian {Slippery Mind}, Soul Binding 14

15 - Incarnate 9 // Binder 10
.75 - .5 | .5 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Feats - {Any} [15th]
Features - Rapid Meldshaping 2/day, Meldshaping 11, Pact Augmentation (3), Soul Binding 15

16 - Incarnate 10 // Binder 11
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Feats - {Binder} [Class]
Features - Meldshaping 12, Soul Binding 16

17 - Incarnate 11 // Binder 12
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Features - Incarnum Radiance 3/day, Meldshaping 13, Soul Binding 17

18 - Incarnate 12 // Binder 13
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Feats - {Any} [18th]
Features - Chakra Binds {Throat, Waist}, Meldshaping 14, Soul Guardian {Immune to Energy Drain and Negative Levels}, Soul Binding 18

19 - Incarnate 13 // Binder 14
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Features - Expanded Soulmeld Capacity +2, Meldshaping 15, Soul Binding 19

20 - Incarnate 14 // Binder 15
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, Use Magic Device 1
Features - Chakra Binds {Heart}, Meldshaping 16, Soul Binding 20











Born into the hard life and pain of slavery, with the name Vorn, Malger had to learn to fight to survive. From a young age, he displayed a talent for it. He was raised into the ranks of the gladiators, trained endlessly with sword and shield, honing his skills in the harsh arenas of Thay's gladiatorial pits. But his fate was not to be just another nameless warrior lost to the sands of the arena...

Slain in defense of his arcane-wielding master by an upstart rival, Malger was thrust into a rare circumstance: the cosmic scales by which his eternal soul was weighed, found him being contested for ownership. In a wager only understood by those of divinity, his soul was given a rare chance at redemption. Instead of being consigned to the hells or the heavens, he was reincarnated as a Hellbred, sent back to the Material Plane in the hope of tipping the scales in each side's favor.

Now reborn, Malger retains few of his memories from his previous life, but his hard-won skills and reflexes were harder to lose. He is no longer just a warrior; he is a protector from the abusers of magic and a hunter of those who do so. Bound by a pact for his soul that he barely understands, Malger now wanders the realms, seeking to atone for forgotten sins.


Fire and Water

Returned to the lands of the mortals, Malger found himself in the savage wilds with naught to defend himself. He found beasts aplenty to survive off of as he developed his non-existent survival skills. The longer he was there, the more the sense he was being watched grew...

One day in his foraging, Malger lost his way but stumbled upon a crystal clear lake he had never seen before. Across its surface glided a translucent form with deep pools of blue for eyes. It collessed into a lithe female water nymph. With a voice like a gentle ripple of the lake, both calming and authoritative, she accused him of upsetting the careful balance, tainting her woods and lake with his presence. Surprised by the unexpected appearance, his reaction was more subdued than she had expected...

The isolation Malger had felt eased as they talked. She was fascinated by his blended aura of good, evil, and fire. He was an oddity even among her long years of life. She lured him in with the promise of a bed and good food after months in the wilds...

Wanting to display her new toy before the others of the court, she instructed him in the way of manners and courtly behavior. Dressing him in finery that accented his particular style, as opposed to the current fashion...

No longer merely struggling to survive on a day-to-day basis, Malger got a chance to explore the body he had reformed in. With help from Lyra, he was able to tap into the first aspect within him...

Though neither had meant it to happen, a bond had formed between them during their time together. Rarely was there peace between them, their natures clashing often. But always they would make up, Lyra soothing his fiery temper, or Malger melting away her icy spite...


To Patch a Soul

The damning weight of his existence had slowly crept into his forethoughts. Staying there with Lyra would be an escape from the world, but not what waited for him if he did nothing. Arguments, both vocal and physical, occurred, and eventually, Lyra relented, seeing the truth in his words. To his unvocalized annoyance, she had been concealing an unwanted intrusion into her nearby woods. She didn't try to stop him, but she kept a hand on him until he had gone...

Even as out of practice as he was, he held his own against the offending intruders thanks to his hard-won reflexes... save their magic-wielding leader. Brought to the brink of death before he was able to bring them low, he had to stagger back to the lake. There was no rebuke on his return, only a wish to help him recover. They talked as he was healing and Lyra could tell he wouldn't stop, so she resolved to prepare him better...

The pair sought a source of power to give him an edge in his future challenges. Even though it was mildly blasphemous for her, they started with elementals and nature spirits, but the few they contacted rejected his attempts to form a bond; the fire elemental did hesitate at least. Calls to divinity went unanswered, assumedly unwilling to tip the scales in their favor. Tutors were located for various traditional and esoteric arts, but he was found wanting in his grasp and aptitude during the tests and trials they put him through...

Disheartened and tired from the numerous attempts, Lyra was going to turn away the late arrivals, but one of them was quite convincing; promising access to shunned, foundational, and forgotten lore. After hearing from Malger, the pair claimed they knew why the others had failed to teach him: his soul was fractured and far from complete, a shadow of its former self. What was offered to him was primordial forces that might fill the holes...













Edited by Sohala (see edit history)
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Posted (edited)


Starting wealth: 3000
Remaining: 272
Weight: 39

Manacles, Masterwork [SRD] - 50 gold - 2 lb

Chain Shirt [SRD] - 100 gold - 25 lb
Dastana [OA 75] - 25 gold - 5 lb
Light Wooden Shield [SRD] - 3 gold - 5 lb

Dragon Spirit Cincture [MIC 95] +1 die of damage for breath weapons | +1 DC if weapon deals matching damage - 2000 gold
Everlasting Rations [MIC 160] - 350 gold - 2 lb
Everful Mug [MIC 160] - 200 gold




Starting: 3000
Tavern Awry!: 1500

Total: 4500/6000

Edited by Sohala (see edit history)
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  • 3 weeks later...
Posted (edited)

I think I am ready for it to be reviewed.

Unnatural Aura and Enforcer will need to go through the approval process. There wasn't any response to the request in the OOC thread (unless I missed it).

From such a simple concept, to trying to use Witchborn Binder (doesn't progress Chakras and extra dead levels), to this...

Edited by Sohala (see edit history)
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Sorry about the lack of response in the OOC Thread. I'll do better in the future.

  • I'm fine with Enforcer.
  • But I don't think Unnatural Aura is balanced: it's a larger-than-typical bonus with a very niche drawback. I'd like you to pick a different trait.
  • Also, there is a rule in Fiendish Codex II (p. 80) that Devil-Touched feats do not play nicely with Exalted feats, so you'll unfortunately have to choose one or the other. Or, I'd be willing to let you keep the feats, but if you ever use a Devil-Touched feat, you loose the benefits of the Exalted feats for 24 hours (so, keep track of which skill points come from Nymph's Kiss).
  • As for bloodlines, I had a little conversation with the other mods. I think it's a bit much for a bloodline level to advance all your class levels in gestalt, so I want to restrict it to advancing only one class at each bloodline level. You're free to choose which class each time.
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No harm in the delay, I just figured I would get ahead of the process with the OOC.


Okay, the bonus became gratuitous once assembled.

Hrm, I figured the Hellbred was the exception, but it only mentions magic and items. I guess that means I can shave some of my point buy...

May I inquire as to your concern? I am aware I have selected options that play with the RAW better than the original classes. But nothing can be double advanced and nothing can be brought to higher than the character's level (even if stacked together).

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We have an obligation to close out options that CAN be abused, independent of how any individual is using them.

If we don’t, it’s very difficult to enforce at all, because the counter-argument is ‘You let that guy do it…’

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I don't disagree, though I am trying to be enlightened as to the potential abuse we are avoiding. That is why I am asking what the concern is. Is there a class/combination you are worried about with Bloodlines?

I am aware of favorable scaling for the base classes Ardent and Binder, alongside the ToB Initiators. Then most others become rather niche in their scaling due to the required wording. Popular ones include Hellfire Warlock's Hellfire Blast, Abjurant Champion's Abjurant Armor, or War Weaver's Quiescent Weaving maximum spell level (but not the number of spells).


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To confirm, levels (prestige, bloodline, etc) should not advance class features on the otherside of the gestalt, even though said features being advanced are not spellcasting (or equivalent), if they are already advancing something on its side. For example, a Prestige Paladin could not advance Turn Undead and Archivist casting, unless the Turn Undead was on the same side?

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I think it's more on the "Bloodline levels count for all purposes related to character level" So for example.. Caster level still increases. So if you did..

Wizard 1 / Cleric 1
Wizard 2 / Cleric 2
Rogue 1 / Bloodline 1

You'd count as having Caster level 3 for both classes which would open for feats or PRCs that are based on your caster level without having actually put in the full amounts. Obviously, the 'later' you take a bloodline level, the more things that it could scale into. Obviously, I'm not overly familiar with Bloodlines, but I believe what Blue Jay is asking to change is that the one class affects two different classes giving them both a progression as if you had say.. Taken Mystic Theurge. I know you don't gain the spells know, spell slots, skills, or other things, but the fact is, it's 'double progression caster level of two different classes.'

I suppose think of it like applying a PRC spellcast advancing and only picking the one class that's benefiting from the bloodline increased effects.

Not to mention, sides are for us making things so I think Blue Jay would still argue on another example..

Rogue 1 / Wizard 1
Rogue 2 / Cleric 1
Rogue 3 / Bloodline 1

He'd suggest that only either the Cleric OR Wizard would have an increase of caster level even if they were on the same side. Also, if it's not my place to comment I apologize.

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Posted (edited)

I would contend the timing of Bloodline levels have no bearing on what they apply their bonus to. Other than that, I believe we are both on the same page as to the direction that Blue Jay's initial words were pointing [though their impact spreads beyond caster level into all features of a class]. Which is more restricted than Rudolf's, whose has farther reaching impact with the hard enforcement of sides.

I just realized that such hard enforcement could mean that ToB Initiators wouldn't get the 1/2 level Initiator Level advancement from levels opposite a LA, if said ToB class is on the LA side.

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Posted (edited)

I can certainly expand upon the blurb that is already there.

Of note, I will need to overhaul 9-20, as the level loss from Legacy Champion for 5 extra skill points doesn't seem worth it on review. Nothing extreme, just pure Incarnate.

If you would like something explained, I can try and do my best.

Edited by Sohala (see edit history)
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