Ultimate Spheres of Power
$29.99
Most traditional elementalists focus on the four classical elements; earth, air, fire and water. But a rare few, sometimes known as soul adepts, instead focus on an energy they refer to as ether; the primordial energy that suffuses and constitutes the Ethereal Plane and is the source of power for all manner of spirits, ghosts and entities. Mastering this bizarre energy grants them unsurpassed proficiency in all matters incorporeal, sometimes to the degree that the line between them and the spirits they study begins to blur.
Class Skills
A soul adept loses Escape Artist (Dex) as a class skill, and adds Knowledge (religion) (Int) to his list of class skills.
Phantasmal Energy
At 2nd level, a soul adept gains the Death sphere as a bonus magic talent.
This replaces the bonus feat normally gained at 2nd level.
Weave the Ether (Su)
At 3rd level, the soul adept gains Ghostly Admixture as a bonus feat, even if he does not meet the prerequisites, and may make admixtures even without the Admixture talent, so long as he uses the Ghostly Admixture feat. When using this feat, he uses the higher of his Destruction and Death caster levels for determining the effects of each sphere.
At 9th level, he adds 1/2 his class level to all damage dealt by Ghostly Admixture destructive blasts, and he no longer needs to spend the additional spell point detailed in the Ghostly Admixture feat.
At 15th level, he adds his full class level to all damage dealt by Ghostly Admixture destructive blasts.
This replaces favored element.
Ghostly Defense (Su)
At 5th level, the soul adept gains a +2 bonus to saving throws vs. death effects, diseases, mind-affecting effects, paralysis, poison, sleep effects, and stunning. These bonuses increase by 2 at 11th and 17th level.
This replaces elemental defense.
Wraith Form (Su)
At 7th level, the soul adept becomes incorporeal for a maximum number of rounds per day equal to his class level + his casting ability modifier, as the wraith class feature of the same name. If the soul adept gains this ability from any other source, their levels stack when determining the total number of rounds the soul adept may use this ability.
This replaces elemental movement.
Spiritual Body
At 20th level, the soul adept’s body becomes one with the spirit world. He gains immunity to death effects, sneak attacks, and critical hits, and gains DR 10/magic.
This replaces energy body.
The Necromancer's Handbook
$4.99
Most traditional elementalists focus on the four classical elements; earth, air, fire and water. But a rare few, sometimes known as soul adepts, instead focus on an energy they refer to as Ether; the primordial energy that suffuses and constitutes the Ethereal Plane and is the source of power for all manner of spirits, ghosts and entities. Mastering this bizarre energy grants them unsurpassed proficiency in all matters incorporeal, sometimes to the degree that the line between them and the spirits they study begins to blur.
Skills: A soul adept loses Escape Artist as a class skill, and adds Knowledge (religion) to his list of class skills.
Phantasmal Energy: At 2nd level, a soul adept gains the Death sphere as a bonus magic talent. If he already has access to the Death sphere, he gains a Death talent as a bonus magic talent.
This replaces the bonus feat normally gained at 2nd level.
Weave the Ether (Su): At 3rd level, the soul adept gains Ghostly Admixture as a bonus feat, even if he does not meet the prerequisites, and may make admixtures even without the Admixture talent, so long as they use the Ghostly Admixture feat. When using this feat, he uses the higher of his Destruction and Death caster levels for determining the effects of each sphere.
At 9th level, he adds 1/2 his class level to all damage dealt by Ghostly Admixture blasts, and he no longer needs to spend the additional spell point detailed in the Ghostly Admixture feat.
At 15th level, he adds his full class level to all damage dealt by Ghostly Admixture blasts.
This replaces favored element.
Ghostly Defense (Su): At 5th level, the soul adept gains a +2 bonus to saving throws vs. mind-affecting effects, death effects, disease, paralysis, poison, sleep effects, and stunning. These bonuses increase by 2 at 11th and 17th level.
This replaces elemental defense.
Wraith Form (Su): At 7th level, the soul adept becomes incorporeal for a maximum number of rounds per day equal to his class level + his casting ability modifier, gaining the incorporeal subtype with the following modifications:
- The soul adept takes half damage from non-magic weapons.
- The soul adept cannot make weapon or natural weapon attacks while in wraith form unless he uses a weapon with the ghost touch special ability.
- Effects originating from corporeal sources that do not deal damage have a 20% chance to fail against the soul adept instead of the normal 50%. Force effects are not subject to this failure chance.
- The soul adept retains all worn equipment not exceeding his maximum load as well as the benefits from any magic items that grant a continuous effect, but gains no benefit from physical armor or shields.
- The soul adept uses normal movement speeds (treat moving through solid objects as ground movement).
- When not on or in a solid or liquid, the soul adept falls slowly and may glide, moving with a speed of 30 ft. with maneuverability (perfect), but falling 1 ft. for every 5 ft. traveled (unless possessing a fly speed).
Activating this ability is a move action and ending it is a free action. The soul adept cannot activate this ability if carrying a load greater than his maximum load. Should the soul adept become corporeal while in a solid object, he is immediately shunted to the nearest empty space, taking 1d6 untyped damage per 5 ft. traveled.
If the soul adept gains this ability from any other source, their levels stack when determining the total number of rounds the soul adept may use this ability.
This replaces elemental movement.
Spiritual Body: At 20th level, the soul adept’s body becomes one with the spirit world. He gains immunity to death effects, sneak attacks, and critical hits, and gains DR 10/magic.
This replaces energy body.