Old Soul Weaver
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Spheres of Power
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Soul Weavers focus on controlling the powers of life and death. While they tend to make townsfolk a bit nervous - especially if the shambling horde of undead follows them into town - those who face great danger tend to appreciate having such a powerful ally at their side.

Alignment: Any

Hit Die: d6

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The soul weaver’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (History; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Linguistics (Int), Profession (Wis), Perform (Cha), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Class Features

Table: The Soul Weaver
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Magic Talents
1st +0 +0 +0 +2 Bound nexus, casting, channel energy 1d6, nexus powers, spell pool 1 1 (+2)
2nd +1 +0 +0 +3 Blessing/blight 2 2
3rd +1 +1 +1 +3 Channel energy 2d6 3 3
4th +2 +1 +1 +4 Nexus powers 4 4
5th +2 +1 +1 +4 Channel energy 3d6 5 5
6th +3 +2 +2 +5 Blessing/blight 6 6
7th +3 +2 +2 +5 Channel energy 4d6 7 7
8th +4 +2 +2 +6 Nexus powers 8 8
9th +4 +3 +3 +6 Channel energy 5d6 9 9
10th +5 +3 +3 +7 Blessing/blight 10 10
11th +5 +3 +3 +7 Channel energy 6d6 11 11
12th +6/+1 +4 +4 +8 Nexus powers 12 12
13th +6/+1 +4 +4 +8 Channel energy 7d6 13 13
14th +7/+2 +4 +4 +9 Blessing/blight 14 14
15th +7/+2 +5 +5 +9 Channel energy 8d6 15 15
16th +8/+3 +5 +5 +10 Nexus powers 16 16
17th +8/+3 +5 +5 +10 Channel energy 9d6 17 17
18th +9/+4 +6 +6 +11 Blessing/blight 18 18
19th +9/+4 +6 +6 +11 Channel energy 10d6 19 19
20th +10/+5 +6 +6 +12 Gravewalker, nexus powers 20 20

Weapon and Armor Proficiency

A soul weaver is proficient with all simple weapons.

Casting

A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A soul weaver gains a magic talent every level, according to Table: Soul Weaver.

Channel Energy

A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature, and allows the soul weaver to qualify for all channeling feats. She may use this ability a number of times per day equal to 3 + her Charisma modifier (minimum: 1). She must choose at 1st level whether to channel positive or negative energy, after which this decision may not be changed. A soul weaver’s choice to channel positive or negative energy is not connected to their alignment, and any soul weaver may channel either energy.

Bound Nexus

A soul weaver’s greatest strength is the souls she collects. A soul weaver may possess a number of souls at once equal to 3 + her Charisma modifier (minimum: 1). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 3 + her Charisma modifier (minimum: 1). Once summoned, the spirits remain until used, and either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a move action. A soul weaver may move as many souls as she wishes with each move action, and souls have a fly speed of 40 ft and always succeed at fly checks. These souls are only projected into the Material plane and as such are immune to damage of any kind. A soul must remain within Medium range of the soul weaver, or disappear back to the nether.

A soul weaver gains a number of abilities, each of which uses up a soul’s energy. When using a bound nexus ability, the expended soul returns to the nether until it is resummoned at a future date. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + Charisma modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.

Aid the Dead

The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and turn resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.

Lovelorn Soul

The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level for 1 minute.

Siphon Health

The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum: 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.

Curious Spirit

At 4th level, the soul weaver may expend one soul to commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to make a single Knowledge check with an insight bonus equal to her Soul Weaver level + her Charisma modifier. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 1 day per level, she may summon and speak with that body’s spirit, which retains all knowledge it had in life but is under no obligation to answer any questions.

Summon Spirit I

At 4th level, the soul weaver may expend a soul to summon a poltergeist in the soul’s square or the nearest unoccupied square. This creature counts as a summoned creature and remains for a number of rounds equal to the soul weaver’s Charisma modifier.

Channel Mastery

At 8th level, a soul weaver may spend a soul in conjunction with channeling energy to add the benefits of any one feat which has channel energy as a prerequisite to that channeling. The soul weaver must meet all other prerequisites of that feat to gains its benefits in this manner.

Summon Spirit II

At 8th level, the soul weaver may expend a soul to summon either 1 shadow or 2 poltergeists in the soul’s square and/or the nearest unoccupied squares. Multiple creatures appear in adjacent squares to each other. A summoned creature cannot create spawn. These creatures last for a number of rounds equal to the soul weaver’s Charisma modifier.

Divine Soul

At 8th level, the soul weaver may expend a soul in conjunction with channeling energy to increase the die size to d10s instead of d6s.

Blessed Soul

At 8th level, the weaver soul may expend a soul as an immediate action to allow the target to reroll a saving throw it just failed.

Summon Spirit III

At 12th level, you may expend a soul to summon either 1 wraith, 2 shadows, or 4 poltergeists. This is similar in all other ways to Summon Spirit II.

Ghostpoint

At 12th level, the soul weaver may, when using a spell, spell-like ability, sphere ability, or soul weaver ability, target the effect as if she were standing in the same square as one of her souls. If the magic effect requires a touch attack, the soul may make the touch attack for the soul weaver, using her bonuses. This expends the soul.

Summon Spirits IV

At 16th level, you may expend a soul to summon either 1 greater shadow, 2 wraiths, 4 shadows, or 4 poltergeists. This is similar in all other ways to Summon Spirit II.

Temporary Resurrection

At 16th level, the soul weaver may expend a soul to bring a creature who has died within 48 hours back to life. This lasts for 24 hours, and the target is returned to full health (although they do not recover other things, such as spells or spell points already used), and the target gains 1 permanent negative level while under the effect of this ability.

This negative level goes away when the target dies or is permanently raised from the dead. The target still counts as a dead corpse (but not undead) for the purpose of effects that revive dead creatures. Once a creature has been revived with temporary resurrection, this ability cannot be used on it again until it is permanently raised from the dead.

Trap Soul

At 16th level, if a target is at negative hit points or has died within 1 round, the soul weaver may expend a soul to trap the target’s soul. The target must succeed at a Will save or their soul is taken and added to the soul weaver’s bound nexus as a new soul, which they may expend and summon as normal (so long as the soul weaver possesses the trapped soul, the soul expended to use this ability is released from service and returns to the nether). This does not increase the soul weaver’s total number of souls. The subject of this ability cannot be resurrected unless the soul weaver is killed or voluntarily chooses to release the soul from service. While the soul is in the soul weaver’s possession, the soul weaver may speak with and question the soul, which retains the knowledge it had in life, but is under no obligation to answer questions (although bargaining for a peaceful release into the afterlife is usually enough to get a spirit to talk).

Summon Spirits V

At 20th level, you may expend a soul to summon either 1 banshee, 1 dread wraith, 2 greater shadows, 4 wraiths, 4 shadows, or 4 poltergeists. This is similar in all other ways to Summon Spirit II.

Blessing/Blight

All ensouled creatures are under a soul weaver’s power, and a soul weaver can cause incredible effects to befall both allies and enemies.

At 2nd level, a soul weaver who chose to channel positive energy may grant blessings to targets, while a soul weaver who chose to channel negative energy may give blights. All blessings and blights may only be granted to living targets with souls. A target may only be under one blessing or blight at a time. Applying a blessing to a target with blight or vice-versa dispels both effects, leaving neither.

The blight list of abilities is as follows:

Blight

At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blight on them. The target is allowed a Fortitude save, and on a failure, grows a patch of festering undead flesh where he was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know he’s been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place.

A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within Close range possess blight.

Lesion

At 6th level, a soul weaver may target a creature within Close range already suffering from a blight and expend a use of Channel Energy to cause that blight to rupture. This deals 1d6 damage per soul weaver level to the target (Fortitude half). Using lesion consumes and removes their blight.

Mind Blight

At 10th level, the soul weaver may use lesion to take control of a target instead of damage it. The blight spreads to their brain (Fortitude negates), giving them 4 points of ability drain to all mental ability scores and giving the soul weaver control over them for 1 hour per level or until the blight is cured. For the duration of this effect, the target can make only a standard action or move action on their turn, but not both.

The target obeys all verbal commands (without a shared language, only basic commands such as come, fight, or stand still may be communicated) and does anything asked to the best of its ability, including self-destructive commands (a target command to hurt or kill itself deals its weapon damage + its Strength damage to itself per round until dead). Effects such as protection from evil or the hallow word from the Fate sphere do not end this effect, since it is the result of a physical malady rather than a mind-altering or possession effect.

Unlike the standard lesion ability, mind blight does not consume the target’s blight when used, and the target may be subject to another lesion or mind blight, even while already under the effects of a mind blight. If another soul weaver attempts to use mind blight on a target already under the effects of mind blight, the two soul weavers make opposed checks (d20 + soul weaver level + their Charisma modifier) to determine who wins control of the target. Drain from multiple mind blights are cumulative.

Consume

At 14th level, the soul weaver may use lesion to kill a target rather than damage it or take control of it. The target dies instantly (Fortitude negates) and raises the next round as a zombie under the soul weaver’s control for 1 hour per level. After the time is up, the body collapses and becomes simply another dead body. On a successful save, the target still suffers 1d6 damage per soul weaver level.

Detonate

At 18th level, when using your lesion ability to kill a target, you may also cause their blight to burst on a failed save, dealing 1d6 damage per soul weaver level to all adjacent targets (Reflex half).

The Blessing ability list includes the following:

Blessing

At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blessing on them (unwilling targets may make a Will save to resist). A blessing lasts for 24 hours and grants a +1 luck bonus to all saving throws.

Heal

At 6th level, a soul weaver may target a creature within Close range already under the effects of a blessing and expend a use of Channel Energy to heal that target for 10 hit points per soul weaver level. Healing a target in this way consumes and removes their blessing.

Restore

At 10th level, when you use your heal ability, the target is also cured of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned.

Revive

At 14th level, you may use your heal ability to bring targets back to life if they died while under the effects of a blessing, so long as the blessing has not yet expired. The target is restored with one permanent negative level.

Renew

At 18th level, when you use your heal ability, the target is also cured of all temporary and permanent negative levels (including the one gained if revived), as well as all ability drain.

Gravewalker (Su)

At 20th level, a soul weaver has become so adept at walking the paths of life and death, that both become evident in her body and soul. The soul weaver gains immunity to nonlethal damage, ability drain, and energy drain. Unintelligent undead ignore the soul weaver, treating her as another undead creature unless provoked. If the soul weaver should die, she may choose to rise 2d4 days later as a ghost.


Feats

The following feats are particularly appropriate or helpful for Soul Weavers.

Blessing/Blight Mastery [Core]

Prerequisites: Blessing/Blight class feature, Channel Energy class feature

Benefit: When you channel energy, you may spend an additional use of channel energy to apply a blessing or blight to one creature that was affected by your channeling. This creature is allowed a saving throw as usual, if they would normally be granted one.

Blessing/Blight Versatility [Core]

Prerequisites: Blessing/Blight class feature, Channel Energy class feature, Versatile Channeler.

Benefit: If you can apply Blessings to targets, you may now also apply Blights, treating your soul weaver level as being effectively 2 levels lower for this purpose.

If you can apply Blights to targets, you may now also apply Blessings, treating your soul weaver level as being effectively 2 levels lower for this purpose.

Channel Destruction

Prerequisites: Destruction sphere, Channel Energy class feature

Benefit: You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type. If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her Channel Energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage.

If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required.

Channel Destruction, Greater

Prerequisites: Destruction sphere, Channel Energy class feature, Channel Destruction

Benefit: When using Channel Destruction, you may spend a spell point to increase the damage to one die per level in the class that grants channel energy that you possess.

Channel Life

Prerequisites: Life sphere, channel energy class feature.

Benefit: You may channel energy and augment it with your Life sphere abilities. You must spend a spell point in addition to the normal cost of the ability, but do not need to pay the cost associated with Mass Healing or Mass Restore. The Life sphere ability affects everyone affected by the channeled energy, even if they would normally be out of range of your ability. You are not actually using the sphere ability, and other abilities triggered by using sphere abilities are not triggered (such as vitality feats).

Channel Resolve

Prerequisites: Channel energy class feature

Benefit: When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.

Ensouled Totem

Prerequisites: War sphere, bound nexus class feature.

Benefit: You may expend a soul from your bound nexus to create a bound totemic soul. A totemic soul works as a normal totem, but it can move as it were a soul (they normally orbit the character, but the soul weaver can move any number of them as a move action and they have a fly speed of 40 ft), and it has a radius of only 30 ft. A totemic soul continues to exist for 10 minutes per level in the class that grants you the bound nexus class feature without needing concentration. You must still pay the normal spell point cost for creating the totem.

Extra Magic Talent [Core]

Prerequisite: Basic Magic Training or Casting class feature.

Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Extra Nexus Powers [Core]

Prerequisite: Bound Nexus class feature.

Benefit: Increase the number of souls in your bound nexus by 2. You may gain this feat multiple times. The effects stack.

Extra Spell Points [Core]

Prerequisite: Spell Pool.

Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Totemic Channeling

Prerequisites: War sphere, channel energy class feature.

Benefit: When you use your channel energy feature, instead of affecting everyone in a specific radius, you may spend a spell point to have it affect all allies or all enemies in a totem you control. You do not need to be within the totem chosen.

Versatile Channeler

Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).

Benefit: You may make a choice whenever you use your channel energy class feature.

If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.

If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.

Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).

Note: This feat only applies to characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.


Favored Class Bonuses

Aasimar

Add +1/3 to the amount of damage dealt or damage healed when using the Channel Energy class feature.

Dwarf

+1/4 an additional use of channel energy per day.

Elf

+1/6 to the penalties and benefits granted by the soul weaver’s blessings or blights.

Gnome

Increase the soul weaver’s Channel Energy save DC by +1/6.

Goblin

Increase the save DCs of all of your Death sphere effects by +1/6.

Half-Elf

Increase the radius affected by the soul weaver’s channel energy by 1 ft. In combat, this increases the radius by 5 ft for every 5 times it is taken.

Half-orc

Add 1/3 to the damage healed or dealt with channel energy.

Halfling

Increase the duration of all Bound Nexus abilities that have a duration by +1/6th of a round.

Human

Gain +1/4 of a new soul you may summon per day for your bound nexus.

Merfolk

Gain +1/6th of a channel feat.

Orc

Gain +1/4th of a use per day of bound nexus.

Tiefling

The soul weaver heals an additional 1 point of damage to himself when using his channel energy class feature to heal.


Archetypes

-Old Dual Channeler

The Dual Channeler is a master of the Channel Energy ability, able to both heal and harm the creatures around them.

-Old Ghost Sovereign

The Ghost Sovereign is a true lord of the dead, eventually becoming the ruler of their own small realm.

-Old Lichling

The Lichling is a Soul Weaver who moves closer and closer to undeath, eventually gaining many of its strengths.

-Old Pharmakon

The Pharmakon trades their Blessings and Blights for more talent with the Life sphere.

-Old Shaman

Found in Worlds of Power, the Shaman is a Wisdom-based Soul Weaver that focuses on summoning various kinds of spirits to aid them.

-Old Totemist

The Totemist is a Soul Weaver who strives towards balance, healing or harming creatures towards a middle ground and marking creatures with symbols that can provide useful boons.

Archetype Compatibility
Weapon & Armor Proficiencies Bound Nexus Channel Energy Blessing/Blight Gravewalker
Dual Channeler X M M
Ghost Sovereign M X X
Lichling X X
Pharmakon X
Shaman
Totemist X X

Guide: M = Modifies, X = Replaces, Blank = No Change

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