- Class Skills
- Class Features
- Weapons and Armor Proficiency
- Summon Armaments (Su)
- War Pool
- Armored Caster (Sp)
- Warding Weapon (Sp)
- War Powers
- Deadly Wards (Sp)
- Enlarged Warding Weapon (Sp)
- Explosive Strike (Sp)
- Fluid Reaction (Su)
- Focused Touch (Su)
- Force Blast (Sp)
- Greater Focused Touch (Su)
- Greater Precognizance (Su)
- Maneuver Mastery (Ex)
- Metamastery (Sp)
- Presentience (Su)
- Precongnizance (Su)
- Shared Summoning (Su)
- Spell Combat (Ex)
- Spell Fixation (Ex)
- Spell Shield (Su)
- Spellstrike (Su)
- True Warding Weapon (Sp)
- Warding Defense (Sp)
- Whirling Wards (Sp)
- Spell Focus (Sp)
- Warmaster (Sp)
The heat of battle goes to those with the stamina and strength to overcome any foe regardless of size or stature. While brutish men of skill swinging slags of metal may get the job done on occasion, the true practitioner of war knows that power comes from within rather than simple physical prowess. Summoning reserves of mystical and spiritual energy, the war soul focuses his energies to protect himself and defeat his enemies in the din of the great dance of death. The war soul sheathes himself in energies of arcane power and summons weapons of mist and force to do his bidding, guiding with both hand and mind. While left physically wanting compared to the armored fool that relies simply on mass and muscle, the war soul more than compensates in this ability to focus his energies to a much greater effect.
The war soul focuses on tackling those in the front lines, especially foes that lack any real appreciation of magic or its effects. While not quite as enduring as the armored warrior, the war soul’s abilities allow him to protect himself from weapons of steel, bone, and wood while dishing out damage on par with the strongest of combatants. Also adept at providing support for those that need it, the war soul can easily fluctuate between the frontline and the rear based on the needs of his allies.
Hit Die: d8.
Starting Wealth: 4d6 X 10 gp (average 140 gp) and an outfit worth 10 gp or less.
The war soul’s class skills include: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1||+0||+2||+0||+2||Summon armaments, war pool||1||—||—||—||—||—|
|2||+1||+3||+0||+3||Armored caster I||2||—||—||—||—||—|
|3||+2||+3||+1||+3||Warding weapon I||3||—||—||—||—||—|
|4||+3||+4||+1||+4||War power (1)||3||1||—||—||—||—|
|5||+3||+4||+1||+4||Spell focus I||4||2||—||—||—||—|
|6||+4||+5||+2||+5||Armored caster II, warding weapon II||4||3||—||—||—||—|
|7||+5||+5||+2||+5||War power (2)||4||3||1||—||—||—|
|8||+6/+1||+6||+2||+6||Spell focus II||4||4||2||—||—||—|
|9||+6/+1||+6||+3||+6||Warding weapon III||5||4||3||—||—||—|
|10||+7/+2||+7||+3||+7||Armored caster III, war power (3)||5||4||3||1||—||—|
|11||+8/+3||+7||+3||+7||Spell focus III||5||4||4||2||—||—|
|12||+9/+4||+8||+4||+8||Warding weapon IV||5||5||4||3||—||—|
|13||+9/+4||+8||+4||+8||War power (4)||5||5||4||3||1||—|
|14||+10/+5||+9||+4||+9||Spell focus IV||5||5||4||4||2||—|
|15||+11/+6/+1||+9||+5||+9||Warding weapon V||5||5||5||4||3||—|
|16||+12/+7/+2||+10||+5||+10||War power (5)||5||5||5||4||3||1|
|17||+12/+7/+2||+10||+5||+10||Spell focus V||5||5||5||4||4||2|
|18||+13/+8/+3||+11||+6||+11||Armored caster V, warding weapon VI||5||5||5||5||4||3|
|19||+14/+9/+4||+11||+6||+11||War power (6)||5||5||5||5||5||4|
The following are class features of the war soul.
Weapons and Armor Proficiency
The war soul is proficient with all simple and martial weapons. He is also proficient with light and medium armor, but not shields. As with any spell-caster, the armor does interfere with the war soul’s ability to cast spells with somatic gestures; however, the war soul’s chance of arcane spell failure is reduced by 10% when wearing light armor (minimum of 0%).
The war soul casts arcane spells from the sorcerer/wizard spell list. These spells are ingrained to the war soul’s psyche as part of his training and discipline, and his list of known spells is limited based on his training, but he may cast any spell he has learned without preparing ahead of time. The war soul does gain access to new spells as listed on the War soul Spells Known table and he may replace one existing spell with another of the same level at each level he progresses. He does not gain any additional known spells based on his Intelligence though. The war soul’s Intelligence must be at least 10 + the spell level in order to learn a particular spell, and any saving throws associated with a spell cast has a Difficulty Class of 10 + the spell level + the war soul’s Intelligence modifier.
The war soul is also limited on the number of spells he may cast per day, as seen in the War Soul Progression Table. However, he does gain additional spells per day if he has a high Intelligence score (See Table: Ability Modifiers and Bonus Spells).
Cantrips The war soul may cast any cantrip (0-level spell) that he knows without preparation and is not limited on the number of times he may cast the spell per day.
Summon Armaments (Su)
Beginning at 1st level, the war soul learns the craft of storing his weapons and armor in an extradimensional space and then summoning them instantly as needed. Summoning a weapon is a swift action while summoning armor is a move action. If the war soul is already wearing armor or holding an object in the desired hand, the effect will automatically fail. Only one weapon and one set of armor may be stored in this fashion at 1st level. In addition, the war soul must first hold the weapon or don the armor before he may send it to the extradimensional space, requiring a standard action to store the weapon or armor.
At 4th level and every four levels thereafter through 16th level, the war soul may add another weapon and set of armor to the extradimensional space (maximum of five of each at 16th level). The war mage may have a maximum of two weapons summoned at a time if they are both one-handed and one set of armor. In order to summon another stored weapon or set of armor requires the war soul to return the existing summoned item back to the extradimensional space.
This process requires some time for bonding the weapon or armor to the war soul, typically taking an hour after resting for 8 hours. If the war soul can store more than one weapon or armor, they may all may be added as part of the preparation time. Weapons dropped, taken, or thrown cannot be re-summoned until re-acquired by the war mage. However; at 6th level, the war soul may spend a standard action to send a discarded weapon back to the extradimensional space as long as it is within 10 ft. per class level from him.
At 8th level, the war soul may summon a weapon as a free action, and summon a set of armor as a swift action. At 12th level, the war soul may dismiss a discarded weapon as a move action, and at 16th level as a swift action.
Stored weapon and armor may be magical or mundane, and time spent in the extradimensional space does not imbue them with any additional abilities or power (though other class features may apply). As this is a supernatural effect, the war soul may even summon his weapon or armor in areas of antimagic, though any other magical effects may be suppressed normally. However, any effect that bars extradimensional movement will prevent items from being drawn from or returned to the extradimensional space.
Storing Ammunition If the war soul stores a weapon that requires ammunition, he may store an amount of ammunition typically associated with the weapon (20 arrows for a bow for example).
Such ammunition is expended normally and must be replaced normally thereafter (though expended ammunition may be reloaded after 8 hours of rest as long as the war soul has the actual ammunition on hand. This also applies to such weapons as shuriken, and the like.
At 1st level, the war soul gains a pool of energy equal to ½ his class level + his Intelligence modifier (minimum of 1). The war soul may then draw upon this power to enhance his summoned weapon or armor or possibly power other effects at higher levels. This pool is automatically refreshed after the war soul has 8 hours of rest and do not need to be consecutive.
The war soul may expend 1 point from his pool to grant his summoned weapon or armor a +1 enhancement bonus for one minute with a swift action. Multiple uses of this effect do not stack with the weapon or armor, though it may be applied to a magical or mundane item (with a maximum enhancement bonus of +5 for the items bonus). At 5th level and every five levels thereafter, the bonus applied increases by +1 (maximum of +5 at 20th level).
At 5th level, the war soul may convert the bonuses granted by the war pool to a special property applied to the weapon or armor.
These effects may only be applied to weapons or armor that have at least a +1 enhancement bonus, but any additional points may be spent as desired when enhancing the weapon or set of armor. The war soul must exhaust the bonus cost to gain the magical property granted by his war pool, and only one property may be granted in this fashion. The war soul may spend additional points from his war pool to change the property later as desired.
Weapon Special Properties that may be enhanced include: corrosive, corrosive burst, dancing, defending, flaming, flaming burst, frost, icy burst, ghost touch, keen, shock, shocking burst, and thundering. Such properties are restricted by the weapon type, and any limitations placed on the property based on type (melee, ranged, bludgeoning, nonlethal, etc.) apply.
Armor Special Properties that may be enhanced include: balanced, fortification (light or moderate), ghost touch, invulnerability, mirrored, shadow (+2 bonus cost), slick (+2 bonus cost), and stanching. As with weapons, any limitations these properties apply to the type of armor that can be used apply.
If wielding two summoned weapons, the war soul may spend 2 points from his war pool to grant the bonus and property to both weapons or he may spend the additional time required to grant each weapon its own bonus and property.
If the war soul’s weapon is dropped, stolen, or handed to another, the enhancement bonus and any special properties granted by his war pool are dormant until returned to the war soul. Any inherent magical properties of the weapon remain, however. If the weapon is thrown, the magical effects granted by the war soul’s pool end upon impact with a solid object, though apply to any successful strikes that occur from it.
At 4th level, any summoned weapon wielded by the war soul is treated as magical for purposes of damage reduction as long as he has at least 1 point in his war pool. At 8th level, the weapon is also treated as silver and cold iron for purposes of damage reduction. At 16th level, the weapon is treated as adamantine for purposes of overcoming damage reduction and bypassing hardness as long as the war soul has at least 1 point in his war pool.
The war soul’s summoned armor is always treated as masterwork armor as long as he has at least 1 point in his war pool.
The war soul may also use his war pool for his war powers gained at higher levels.
Armored Caster (Sp)
At 2nd level, the war soul suffers no chance of arcane spell failure while casting spells with somatic gestures while wearing light armor. The chance of arcane spell failure decreases by 10% (minimum of 0%) while wearing medium armor.
At 6th level, the war soul may move his normal base movement rate while wearing medium armor unless otherwise encumbered. His chance of arcane spell failure while casting spells with a somatic component while wearing medium armor is reduced by 20% (minimum of 0%).
At 10th level, the war soul gains proficiency with heavy armor. He suffers no chance of spell failure while wearing medium armor, and the chance of arcane spell failure while casting spells with a somatic component decreases by 20% (minimum of 0%).
At 14th level, the war soul may move at his normal base movement rate while wearing heavy armor unless otherwise encumbered. His chance of arcane spell failure while casting spells with a somatic component decreases by 30% (minimum of 0%).
At 18th level, the war soul suffers no chance of arcane spell failure while wearing heavy armor and any armor check penalties are reduced by his Intelligence modifier (minimum penalty of -0).
Warding Weapon (Sp)
Beginning at 3rd level, the war soul can call upon his inner energies to produce a weapon of force energy that may take the form of any one-handed simple or martial melee weapon as a swift action that floats within his space.
The weapon remains until the beginning of the war soul’s next turn and can be used to attack a threatened target using the war soul’s highest base attack bonus. The weapon is treated as a magical weapon for purposes of damage reduction and gains additional benefits to overcoming damage reduction as granted to the war soul’s summoned weapon from his war pool. As a force weapon, the created weapon suffers no penalties against incorporeal creatures. The warding weapon may be created a number of times per day equal to ½ the war soul’s class level.
The weapon adds the war soul’s Intelligence modifier to both its attack bonus and damage bonus and it can be launched at a target within 60 ft, though the weapon itself has a 10 ft. range increment. Weapons that are launched at a target immediately dissipate upon striking any surface.
At 6th level, the war soul may expend 1 point from his war pool to grant an additional enhancement bonus to the weapon (including any property that can be afforded by the war soul) as part of the process of forming the weapon, though it only remains for the single round as listed above.
At 9th level, the war soul may create a second warding weapon of the same type, using his iterative base attack bonus for both attacks (first weapon uses the war soul’s highest base attack bonus while the second weapon uses the next iterative attack bonus). The war soul adds his Intelligence modifier to both attack 6 bonuses and damage accordingly. He may enhance one or both weapons when created, but the war soul must pay 1 point for each weapon from his weapon pool.
At 12th level, the war soul may create a simple or martial two-handed melee weapon as a swift action or two one-handed weapons as a free action. The two-handed weapon cannot be thrown, but otherwise any other properties associated with the weapon apply and the war soul adds twice his Intelligence modifier to the damage caused by the weapon. The weapon may be enhanced from the war soul’s war pool in the same fashion as onehanded weapons granted at 6th level. When creating multiple weapons, the war soul must pay 1 point from his war pool for each weapon he wants to enhance.
At 15th level, the war soul may create three one-handed warding weapons using his full iterative base attack bonus for all weapons.
Or he may summon two two-handed weapons that use the highest two iterative attacks based on his base attack bonus, adding his Intelligence modifier to the base attack bonus and damage accordingly (twice the modifier in the case of two-handed weapons).
At 18th level, the war soul may create two-handed weapons as a free action.
Beginning at 4th level, the war soul may choose additional powers to increase his prowess in combat, choose one power. An individual war power may only be chosen once unless otherwise noted in the power description.
Certain powers may require that the war soul reach a specific level before it can be chosen and this will also be noted in the power description. Most of these powers require the consumption of the war soul’s war pool and require the war soul must expend the points listed within the description to initiate the power.
The war soul may choose a new war power at 7th level and every three levels thereafter (maximum of 6 at 19th level). If the power requires a saving throw, the DC is equal to 10 + ½ the war soul’s class level + his Intelligence modifier.
Deadly Wards (Sp)
The war soul may expend 1 point from his war pool while initiating his warding weapons power, doubling the critical threat range for the weapon(s) created. If the war soul is at least 11th level, he may spend two points while creating the warding weapon to both double the threat range and gain a +2 bonus to any confirmation rolls for the critical strike.
Enlarged Warding Weapon (Sp)
The war soul may expend 1 point from his war pool while creating his warding weapon to create the weapon one size larger than that normally wielded by the war soul. The war soul must be at least 10th level before he may choose this war power.
Explosive Strike (Sp)
The war soul must be at least 7th level before he may choose this power. The war soul may expend 1 point from his war pool when making an attack with a warding weapon and cause it to explode for 1d8 points of force damage if the target is successfully struck by the weapon.
Fluid Reaction (Su)
The war soul may expend 1 point from his war pool as an immediate action to reduce the damage from any area-effect that does partial damage upon a successful saving throw to none. If the war soul expends 2 points, he may reduce the damage from a failed saving throw to ½ the normal amount.
Focused Touch (Su)
The war soul must be at least 7th level before he may choose this power. The war soul may expend 1 point from his war pool while making a single attack with his summoned weapon, using the target’s touch AC rather than its normal AC to determine the effectiveness of 7 the attack. Only one attack per round may be enhanced in this fashion, though otherwise it is a free action to initiate.
Force Blast (Sp)
The war soul must be at least 10th level before he may choose this war power. As a standard action, the war soul may expend a number of points from his war pool up to his Intelligence modifier and cause an area within a 10 ft. radius within close range (25 ft. + 5 ft./2 class levels) to explode with a concussive force. Anyone within the area must make a Reflex save or suffer 1d6 points of damage per point spent, half if the save is successful. Those that fail the saving throw must also make a Fortitude save or be knocked prone as well.
Greater Focused Touch (Su)
The war soul must be at least 10th level and have the Focused Touch war power before he may choose this war power. The war soul may expend 1 point from his war pool as an immediate action when making a ranged or melee “touch” attack while casting a spell to reroll the attack. The war soul must initiate this power after the first roll is made but before the results are known. If the second roll is worse, the war soul must still take it as his final result.
Greater Precognizance (Su)
The war soul must be at least 7th level and have the Precognizance war power before he may choose this war power. When initiating his Precognizance power, the war soul ca no longer be flanked by an opponent. An opponent using sneak attack or other precision based attack that normally functions during flanking may still cause precision damage as long as the opponent has at least four more class levels than the war soul’s class level.
Maneuver Mastery (Ex)
The war soul chooses one combat maneuver (bull rush, dirty trick, disarm, drag, grapple, overrun, reposition, steal, sunder, or trip) and may perform the maneuver without provoking an attack of opportunity and uses his class level to determine is combat maneuver bonus rather than his normal base attack bonus. The war soul may spend up to a number of points equal to his Intelligence modifier from his war pool while initiating the maneuver to gain a circumstance bonus equal to twice the points spent to the CMB roll.
The war soul may choose this power more than once, choosing a different maneuver each time.
The war soul must be at least 10th level before he may choose this war power. The war soul may expend a number of point from his war pool while casting a spell that has been enhanced by a metamagic feat equal to the additional spell level increase required for the metamagic feat. This allows the war soul to use the spell’s normal casting time rather than extended time normally required to add a metamagic effect to a spontaneous spell. The war soul must already have access to the feat desired in order to enhance the spell with the metamagic effect.
The war soul may spend 1 point from his war pool to gain a +1 dodge bonus to his armor class as an immediate action that lasts until the end of his next turn. At 8th level and every four levels thereafter, the war soul may spend an additional point from his war pool to increase the dodge bonus by +1 for each point spent (maximum of +5 at 20th level).
The war soul may expend 1 point from his war pool so that he cannot be caught flat-footed or denied his Dexterity modifier regardless of the situation. Initiating this power requires a swift action unless the war soul expends 2 points form his war pool to initiate it as an immediate action. If the war soul is rendered unconscious, helpless, or dead then this power has no effect. The war soul may still be feinted by an opponent, though the DC to feint the war soul uses his class level instead of his base attack bonus. If the war soul has ranks in sense motive, the DC to successfully feint him increases by ½ the war soul’s class level.
This effect lasts for a number of rounds equal to the war soul’s class level.
The war soul must be at least 10th level before he may choose this war power. By expending 1 point from his war pool, the war soul may spend a standard action to equip an ally within 30 ft. either a stored weapon or armor from the extradimensional space. The same restrictions apply as to when the war soul summons the weapon or set of armor for himself in that the ally must have their hand(s) free to accept the weapon or not wearing armor in order for the summoned set to appear. The ally must be the same size as the war soul in regard to the armor or it will not appear. The weapon does not have to be sized for the ally, but penalties are applied normally for wielding oversized or undersized weapons.
The weapon or armor will remain for the ally for 1 minute before automatically returning to the extradimensional space. If the summoned weapon is removed from the ally’s grasp for any reason, it immediately returns to the extradimensional space.
Weapons and armor summoned for an ally grant no additional benefits normally associated with the war soul’s use of the weapon. However, the war soul may expend additional points from his war pool to grant enhancement bonuses to the weapon or armor, though it costs one additional point (not including the cost of initiating this power).
Spell Combat (Ex)
The war soul may cast a spell while wielding his summoned weapon as if two-weapon fighting as a full-attack action. The summoned weapon must be a light or one-handed weapon and the casting time of the spell must be a standard action or less. The war soul suffers a -2 penalty to the attack made with the summoned weapon as well as any attack rolls made in conjunction with the casting of the spell. If the war soul decides to fight defensively, he may increase the penalty to his attack roll up to his Intelligence modifier to gain the same bonus 9 when making a concentration attack to cast the spell defensively.
If the war soul may make multiple attacks due to a high base attack bonus, he may make all of those attacks in addition to casting the spell, still suffering a -2 penalty to each attack roll. The war soul must either cast the spell first or last as part of his action, he cannot make an attack with his summoned weapon, cast a spell, and make another attack in the same full-attack action.
Spell Fixation (Ex)
The war soul must use this ability after the initial roll is made but before the outcome is determined. If the second roll is worse, the war soul must still use it. The war soul may spend additional points from his war pool, gaining a +2 bonus per point spent, though he may not spend more points than his Intelligence modifier.
Spell Shield (Su)
The war soul may spend 1 point from his war pool while casting a spell with a range of “touch” to deliver the effects of the spell (and has a normal casting time of a standard action or less) as part of a standard attack with his summoned weapon in a melee attack. The attack uses the war soul’s highest base attack bonus and requires the war soul to successfully make the attack against the target in order to deliver the effects of the spell in addition to the damage of the weapon. If the weapon is a critical hit, the damage from the spell will be double (it isn’t multiplied by the weapon’s critical hit multiplier). Other casting rules apply normally, including casting defensively to avoid provoking attacks of opportunity.
True Warding Weapon (Sp)
The war soul must be at least 16th level to choose this power. By expending 1 point from his war pool, the war soul may make a “touch” attack with his warding weapon rather than a normal attack as the weapon itself is composed of true force.
Warding Defense (Sp)
The war soul may choose to cause his warding weapon to defend him rather than attack when created. He gains a +1 deflection bonus for each one-handed warding weapon created, or a +2 deflection bonus for each two-handed weapon created. The warding weapon still dissipates at the beginning of the war soul’s next turn.
Whirling Wards (Sp)
The war soul must be at last 13th level before he may choose this war power. By expending 1 point from his war pool while initiating his warding weapon, the war soul may double the threat range of the weapon(s) created.
There is no limitation on how many attacks of opportunity the warding weapon may make as long as an opponent would normally provoke from their movement.
Spell Focus (Sp)
At 5th level, the war soul gains the ability to focus his energies while casting a specific spell.
The war soul chooses one of his known spells and any DCs associated with that spell gain a +1 bonus. This bonus can be increased by spending up to a number of points equal to the war soul’s Intelligence modifier from his war pool, gaining an additional bonus equal to the number of points spent. The war soul can choose to change the focused spell as part of his daily preparation process, but once chosen it cannot be changed for 24 hours.
At 8th level and every three levels thereafter the war soul may choose an additional spell to gain the spell focus or he may choose one of 10 the following options instead (to a maximum of 5 times at 17th level). Once an option is chosen, it cannot be selected again unless noted otherwise. Once an option is chosen, it cannot be changed.
Dispelling Focus: The war soul gains Dispel Magic as a bonus spell when this option is chosen. In addition, the war soul also adds his Intelligence modifier to the die roll (normally just the caster level is added to the d20 roll).
Elemental Focus: When the war soul casts a spell that causes elemental damage, the die type is increased by one step (maximum of d10), though the war soul must spend a number of points from his war pool equal to the spell level cast.
Greater Dispelling Focus: The war soul must have the Dispelling Focus option and be at least 17th level before he may choose this option. gains Greater Dispel Magic as a bonus spell. In addition, he may spend 1 point from his war pool as an immediate action to use either Dispel Magic or Greater Dispel Magic as a counterspell.
Metamagic Focus: The war soul may choose a metamagic feat and gain it as a bonus feat. He must still meet any prerequisites for the feat. The war soul may choose this option multiple times, choosing a different metamagic feat each time.
Recall Focus: The war soul may recast the spell he cast the prior round by spending a number of points from his war pool without expending another spell slot for the day.
School Focus: The war soul may choose one of the eight classical schools of magic when selecting this option. The war soul may expend 1 point from his war pool when casting a spell from the chosen school and all the effects based on caster level treat the war soul as if he was one level higher (maximum of 20th level). The war soul may choose this option more than once, choosing a different school each time.
At 20th level, the war soul becomes the pinnacle of combat, using his personal energies to push the tide of battle in his favor. The war soul can withstand nearly any amount of damage, using his war pool to sustain him. If the war soul is reduced to negative hit points (less than his Constitution score, which would still result in death), the war soul can spend 1 point from his war pool as an immediate action to continue on with 1 hit point. At that point, each time the war soul is struck, he may spend 1 point from his war pool for every 10 points of damage he would have suffered (or fraction thereof) and ignore the damage, regardless of the source.
Once the war soul’s war pool is expended, he can still be slain.
War Soul, © 2019, The Knotty-Works; Author John Buckely.