Created by Eul (Homebrew by Jeriah)

With the soulborn, I pretty much just left it as it was rather than adding new abilities, instead simply increasing its meldshaping, rate of chakra binds, and general strength in some of its other abilities. I always thought that it was a solid class concept, just that it was created too weak when compared to just about anything else. The soulborn's role, as always, is determined by his melds, but he's definitely focused on pumping up his melee combat.

Alignment: A soulborn must embody one of the four far corners of alignment: Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil.

The Soulborn

Hit Die: d10    Alignment: LG, CG, LE, or CE
Level Base Attack
Special Soulmelds Essentia Chakra
1st +1 +2 +0 +2 Aura, detect opposition, smite 1/encounter 1 0 0
2nd +2 +3 +0 +3 Incarnum defense, sapphire grace 1 1 0
3rd +3 +3 +1 +3 Soulfused vigor, mettle, chakra binds (Feet, Hands) 1 1 1
4th +4 +4 +1 +4 Channel incarnum 2 1 1
5th +5 +4 +1 +4 Smite 2/encounter, incarnum blessing 2 2 1
6th +6/+1 +5 +2 +5 Bonus Feat, chakra bind (Crown) 2 2 1
7th +7/+2 +5 +2 +5 Greater smite 3 2 2
8th +8/+3 +6 +2 +6 Share incarnum defense 1/day 3 3 2
9th +9/+4 +6 +3 +6 Smite 3/encounter 3 3 2
10th +10/+5 +7 +3 +7 Bonus Feat, chakra binds (arms, brow, shoulders) 4 4 2
11th +11/+6/+1 +7 +3 +7 Improved mettle 4 4 3
12th +12/+7/+2 +8 +4 +8 Share incarnum defense 2/day 4 5 3
13th +13/+8/+3 +8 +4 +8 Dire smite, smite 4/encounter 5 5 3
14th +14/+9/+4 +9 +4 +9 Bonus Feat 5 6 3
15th +15/+10/+5 +9 +5 +9 Greater incarnum blessing, chakra binds (throat, waist) 5 7 3
16th +16/+11/+6/+1 +10 +5 +10 Share incarnum defense 3/day 6 8 4
17th +17/+12/+7/+2 +10 +5 +10 Smite 5/encounter 6 9 4
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat 6 10 4
19th +19/+14/+9/+4 +11 +6 +11 Soul smite, chakra bind (heart) 6 11 4
20th +20/+15/+10/+5 +12 +6 +12 Share incarnum defense 4/day 7 12 4
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Craft, Heal, Jump, Knowledge (arcana), Knowledge (the planes), Profession, Ride, Spellcraft, and Swim.
A Lawful Good soulborn gains Diplomacy as a class skill. A Chaotic Good soulborn gains Gather Information.
A Lawful Evil soulborn gains Bluff. A Chaotic Evil soulborn gains Intimidate.

Game Rule Information

Soulborn have the following game statistics.

Abilities: Soulborn rely heavily on Strength and Constitution because of their usefulness in combat. Constitution is also crucial for the soulborn’s meldshaping ability. Charisma contributes to the soulborn’s smite, channel incarnum, incarnum defense, and aura of blessing class features.

Class Features

The following are class features of the sohei.
Weapon and Armor Proficiency: Soulborn are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).

Meldshaping: A soulborn gains a limited ability to shape soulmelds, which are drawn from the soulborn soulmeld list. He knows and can shape any soulmeld from this list (but see Aligned Soulmelds, below).
    The Difficulty Class for a saving throw against a soulborn soulmeld is 10 + number of points of essentia invested in the soulmeld + his Constitution modifier. A soulborn's meldshaper level is equal to his class level. A soulborn can shape only a certain number of soulmelds per day. His base daily allotment is given on Table: The Soulborn. The maximum number of soulmelds that he can
have shaped simultaneously is equal to his Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, he can shape one soulmeld at a time (assuming he has a Constitution score of at least 11). As a soulborn advances in level, he can shape an increasing number of soulmelds.
    At 2nd level, he gains access to his personal pool of essentia, which can be invested into his soulmelds to increase their power. A soulborn's essentia pool’s size is shown on Table: The Soulborn. His character level, as noted on Table 2–1: Essentia Capacity (see Magic of Incarnum), determines the maximum quantity of essentia that he can invest in any single soulmeld. As a swift action, he can reallocate his essentia investments in his soulmelds every round.
    A soulborn 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.

Aligned Soulmelds: A soulborn cannot shape soulmelds with an alignment descriptor that does not match his own. For example, if his is a chaotic good soulborn, he cannot shape soulmelds with the lawful or evil descriptors.

Aura (Ex): A soulborn has a particularly powerful aura corresponding to his alignment (see the detect evil spell for details). A Lawful Good soulborn, for example, has an aura of both Law and Good.

Detect Opposition (Sp): At will, a soulborn can use the appropriate detect ability as the spell. He can detect either alignment in opposition to his own.

Smite (Su): Once per combat encounter, a soulborn can channel the power of his incarnum-fueled convictions to attempt to smite a foe with a melee attack. He adds his Charisma bonus (if any) to his attack roll and deals his Charisma bonus (if any) + 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component of the soulborn's — a lawful good soulborn smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good soulborn smites lawful and evil foes. If a soulborn accidentally smites a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that encounter.
    At 5th level and every four levels thereafter, soulborn can smite one additional time per day to a maximum of five times per day at 17th level.

Incarnum defense (Su): A soulborn's incarnum-fused soul dramatically affects his body and mind. At 2nd level, this manifests as a visible change in his appearance, as well as a particular immunity. The appearance and effects of this fusion depend on his alignment:
Sapphire Grace (Su): At 2nd level, a soulborn gains a bonus equal to his Charisma bonus (if positive) on all saving throws.

Soulfused Vigor (Su): Beginning at 3rd level, the soul energy infusing a soulborn protects him from the effects of negative levels. However, he must still make saving throws to remove them later and can still suffer permanent level loss. He can still die if his number of negative levels equals his Hit Dice. A soulborn gains a +4 bonus on saves to resist gaining and to remove negative levels.

Mettle (Ex): At 3rd level and higher, a soulborn can resist even magical and unusual attacks with his force of will. If he makes a successful Fortitude of Will saving throw against an attack that normally has a lesser effect on a successful save, he instead takes no damage. An unconscious or sleeping soulborn does not gain the benefit of mettle.

Chakra Binds: Beginning at 3rd level, a soulborn can bind his soulmelds to his chakras, granting him new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that he cannot also benefit from a magic item worn on the body slot associated with that chakra.
    The number of chakra binds that he can have active at any one time depends on his level (see the Chakra Binds column on Table: The Soulborn). At 3rd level, he can bind soulmelds to his feet or hands chakras. At 6th level, he can bind soulmelds to his crown chakra. At 10th level, he can bind soulmelds to his arms, brow, and shoulders chakras. At 15th level, he can bind soulmelds to
his throat or waist chakras. At 19th level, he can bind soulmelds to his heart chakra. A soulborn never gains the ability to bind a soulmeld to his soul chakra.

Channel Incarnum (Su): When a soulborn reaches 4th level, he gains the supernatural ability to channel incarnum rather than mere positive or negative energy. Once per round as a free action, a soulborn can grant himself bonus essentia equal to his Charisma bonus or one-half his soulborn level (whichever is lower), minimum 1. This essentia lasts for 1 round.
    A soulborn can use this ability a number of times per day equal to 3 + his Charisma modifier.
    A soulborn can use this ability in place of turn or rebuke undead to qualify for any divine feat, and can spend daily uses of this feat to power divine feats as if they were daily uses of turn or rebuke undead (though doing so requires a standard action rather than a free action unless the feat states otherwise). He may also take the Extra Turning feat to gain additional uses of this ability.

Incarnum Blessing (Su): Upon reaching 5th level, a soulborn gains the two following abilities.
Bonus Feat: At 6th level and every four levels thereafter, the soulborn gains a bonus feat. The feat can be any one of the following for which the soulborn meets the prerequisites: any Fighter feat, any Incarnum feat, Extra Smiting, Extra Turning, Improved Smiting, and Toughness.

Greater Smite (Su): As a soulborn's convictions grow in strength, his smite attack becomes stronger. At 7th level, a soulborn adds 2 × his Charisma bonus + his soulborn level in damage with a successful smite.

Aura of Blessing (Su): Starting at 8th level, once per day a soulborn can share his incarnum defense ability with allies within 30ft, providing those characters with the same immunity that the soulborn enjoys. No component of the ally’s alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + his Charisma modifier.
    At 12th level and every four levels thereafter, a soulborn gains one additional use of this power.

Improved Mettle (Ex): This ability works like mettle, except that while the soulborn still takes no damage on a successful Fortitude or Will saving throw, he henceforth takes only half damage on a failed save. An unconscious soulborn does not gain the benefit of improved mettle.

Dire Smite (Su): At 13th level, a soulborn adds 3 × his Charisma bonus + his soulborn level in damage with a successful smite.

Greater Incarnum Blessing (Su): Upon reaching 15th level, a soulborn's incarnum blessing may affect two saving throws instead of only one.

Soul Smite (Su): At 19th level, a soulborn adds 4 × his Charisma bonus + his soulborn level in damage with a successful smite.


If a soulborn changes alignment, he loses most of his class abilities unless his new alignment is compatible with the soulborn class. If it is not, he loses his aura, smite opposition, incarnum defense, and meldshaping abilities. He may not progress any further in levels as a soulborn. He regains all of his abilities and advancement potential if he returns to his previous alignment or if his alignment shift still qualifies for the class — a change from lawful evil to lawful good, for example — he retains his soulborn levels, and his class features change to match his new alignment.

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