Fluid Soul (Prestige Class)
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The City of 7 Seraphs
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Requirements

To qualify to become a fluid soul, a character must fulfill all of the following criteria:

  • Feats: Minor Becoming.
  • Skills: Healing 5 ranks, Knowledge (planes) 5 ranks
  • Language: Abyssal, Celestial, or Protean
  • Special: Must be a member of the Cocoon Pact

Hit Dice: d10

Class Skills: The fluid soul’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (planes)(Int), Perception (Wis), Sense Motive (Wis), and Survival (Wis)

Skills Points at Each Level: 4 + Int modifier

Class Features

Table: The Fluid Soul
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 alter self
2nd +2 +3 +3 +3 becoming feat
3rd +3 +3 +3 +3 claws and bite
4th +4 +4 +4 +4 becoming feat
5th +5 +4 +4 +4 energy immunity
6th +6/+1 +5 +5 +5 becoming feat
7th +7/+2 +5 +5 +5 wings
8th +8/+3 +6 +6 +6 becoming feat
9th +9/+4 +6 +6 +6 mastered shifting
10th +10/+5 +7 +7 +7 true shifting

Weapon and Armor Proficiency

Fluid souls gain no proficiency with any weapon or armor

Alter Self (Su)

At 1st level, a fluid soul gains the ability to utilize alter self as a supernatural ability at will. The fluid soul gains the shapeshifter subtype.

Becoming Feat (Su)

At 2nd, 4th, 6th, and 8th level, the fluid soul gains a bonus organization becoming feat they qualify for. (See Cocoon Pact Feats)

Tooth and Claw (Ex)

At 3rd level, a fluid soul gains a bite attack that deals 1d6 points of damage plus your Strength modifier and two claws that each deal 1d4 points of damage plus your Strength modifier. These attacks are primary natural attacks allowing you to make one bite attack and two claw attacks as a full attack, using your full base attack bonus. At 5th level in fluid soul, these are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points for the bite and 1d6 for the claws. These physical features can be manifested or suppressed as a swift action.

Energy Immunity (Ex)

At 5th level, a fluid soul gains immunity to a single type of energy: fire, cold, acid, electricity, or sonic. Once chosen this immunity cannot be changed.

Wings (Ex)

At 7th level, a fluid soul permanently gains a set of wings, either feathered like a bird, membranous like a dragon or bat, or another aesthetic of your choice. Accordingly the fluid soul gains a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you. These physical features can be manifested or suppressed as a swift action.

Mastered Shifting (Su)

At 9th level, a fluid soul can be under two polymorph subschool or psionic metamorphosis effects at one time including their own alter self abilities. Shapechanged forms never inhibit supernatural abilities from this class.

True Shifting (Su)

At 10th level, a fluid soul gains the ability to briefly transform into any non-unique, nonmythic creature for a period equal to a number of minutes per day equal to their character level. A fluid soul’s ability is limited to forms with hit dice equal to or less than their character level plus Charisma bonus. The fluid soul gains all associated racial abilities including extraordinary and supernatural abilities but not spells or spell-like abilities.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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