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Some see that the deadly dance of blades and the masterful whirl of weaponry is not a practice of war, but an art. Only the most skilled, disciplined, and gifted can ever truly master this art, and to do so they must train to impart the very essence of their being into their weaponry. By forming a bond with and becoming one with their chosen weapon, soulblades strive to achieve perfection and to channel the raw essence of creativity through a balance of finesse, speed, and power. Their dedication to beauty and the art of swordplay- combined with their spiritual connection with weaponry- distances them from monks and brands them as a unique type of warrior. Though rare they may be, the master soulblade is truly a sight to behold; tearing apart their foes in the blink of an eye, slashing at a horde of enemies in a reckless yet beautiful flurry, and decimating the biggest threats with well-placed and perfectly-executed strikes. These acts are all simply brushstrokes to the soulblade, means by which they paint their masterpiece across the battlefield.

Role: Soulblades as mesmerizing forces in combat, exerting their will and their agility in equal parts to topple foes, cleave spells, and overwhelm their enemies. By increasing their momentum with every swing of the blade, the soulblade only gets stronger as the battle goes on.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 4d6 x 10 gp (average 140gp)

Class Skills

The class name’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex) and Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier.

Table: Soulblade

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Momentum, Keep It Going, Quick Draw, Quickened Edge
2nd +2 +0 +3 +0 Artisan’s Way
3rd +3 +1 +3 +1 Blade Bond +1
4th +4 +1 +4 +1 Cause and Effect, Artistic Talent
5th +5 +1 +4 +1 Soulstrike 1/day
6th +6/+1 +2 +5 +2 Will of the Blade
7th +7/+2 +2 +5 +2 Blade Bond +2, Bladesense 15ft
8th +8/+3 +2 +6 +2 Artistic Talent
9th +9/+4 +3 +6 +3 Talented Striker, Soulstrike 2/day
10th +10/5 +3 +7 +3 Spell Cleave
11th +11/+6/+1 +3 +7 +3 Bonded Momentum, Blade Bond +3
12th +12/+7/+2 +4 +8 +4 Artistic Talent
13th +13/+8/+3 +4 +8 +4 Soul Lashing, Soulstrike 3/day
14th +14/+9/+4 +4 +9 +4 Spirit Over Spells, Bladesense 30ft
15th +15/+10/+5 +5 +9 +5 Soul Slash, Blade Bond +4
16th +16/+11/+6/+1 +5 +10 +5 Artistic Talent
17th +17/+12/+7/+2 +5 +10 +5 Soulcaller, Soulstrike 4/day
18th +18/+13/+8/+3 +6 +11 +6 Thousand Cuts
19th +19/+14/+9/+4 +6 +11 +6 Blade Bond +5
20th +20/+15/+10/+5 +6 +12 +6 Unlocked Talent

Class Features

All of the following are class features of the soulblade.

Weapon and Armor Proficiency

Soulblades are proficient with all simple weapons and martial weapons and light armor.

Momentum (Ex)

Wide, looping, arcing cuts are a very common sight when it comes to the art of the soulblade. These techniques are employed by soulblades to utilize the momentum of one swing to empower the next. The soulblade has a maximum momentum pool equal to ½ her Soulblade level plus her Wisdom bonus. When a soulblade wears medium or heavy armor or uses a shield, her maximum momentum pool is reduced by the armor check penalty, down to a minimum pool size of 0. Each time the soulblade makes successful attacks or gives her swings and slices other sources of speed and force, her current number of momentum points will increase. The increase in the momentum points has a variety of possible effects.

Keep It Going (Ex)

At 1st level, the soulblade has already trained enough with momentum to bend it to her will. Each time she makes a succesful melee attack with a slashing or piercing weapon, she generates one momentum point. If she goes for 3 rounds without generating a momentum point, she begins losing 2 momentum points every round until she either generates a momentum point or until she has 0 momentum points left.The soulblade cannot have more momentum points than her maximum momentum pool. If she misses with a melee attack while she has more than 0 momentum points, reduce the number of rounds of remaining momentum by 1. If she sheaths her weapon or otherwise empties her hands of it, her momentum points are immediately reduced to 0. A soulblade can never have less than 0 momentum points, and if this should occur, her momentum points are immediately increased to 0.

If the soulblade becomes fatigued or exhausted, she cannot generate any additional momentum points while the effect persists, and she loses 4 momentum points every round until she has no more momentum points left or until the effect ends.

Quick Draw (Ex)

The soulblade’s brand of sword-wielding art is completely reliant on her ability to sheath and unsheath her weapon in the blink of an eye. At 1st level, the soulblade gains Quick Draw as a bonus feat.

Quickened Edge (Ex)

As the soulblade’s momentum points increase, so too does the cutting capability of her chosen blade. For every 3 momentum points she has, she deals an additional 1d4 damage with each successful melee attack she makes with a weapon wielded in one hand, or 1d6 damage with any weapon being wielded two-handed. The bonus damage from this ability can only be applied to one weapon being used, or one end of a double weapon, unless the soulblade chooses the Path of the Inventor as her Artisan Path.

Every soulblade knows that a good offense comes coupled with a good defense, and her Quickened Edge ability is a perfect example of this. For every 3 momentum points the soulblade has, she gains a stacking +2 deflection bonus to her armor class.

Artisan’s Way (Ex)

As with any other art, the soulblade’s craft is paved by a road unique to each of its practitioners, and as a result there are many paths for a soulblade to take. At 2nd level a soulblade must pick one Artisan Path. Once made, this choice cannot be changed.

At 4th level, and every four levels thereafter (up to 16th level), a soulblade learns a new Artistic Talent, as shown in her chosen Artisan Path. If the Artistic Talent involves the use of a weapon, the soulblade can only benefit from it while wielding her bonded weapon.

Blade Bond (Su)

At 3rd level, the soulblade’s unmatched prowess with the weapon of her choice allows her to form a unique bond with her weapon. By imparting a fraction of her soul into the nonmagical-blade she wields, she grants it a supernatural empowerment. The soulblade forms a bond with a single slashing or piercing melee weapon in her possession, granting it a permanent +1 enhancement bonus and treating the weapon as magic for the purpose of overcoming DR. At 7th level and every 4 levels thereafter, this bonus increases by +1, to a maximum of +5 at level 19.

At the beginning of each day, by performing a 2-hour ritual, the soulblade can use this bonus to add any of the following weapon properties: dancing , flaming , flaming burst , frost , icy burst , keen , shock , shocking burst , or speed . Adding these properties consumes an amount of bonus equal to the property’s cost. These properties only persist while the weapon is in the possession of the soulblade.

If the weapon is wielded by anyone besides the soulblade, the effect from blade bond is ignored. If the bonded weapon is out of the Soulblade’s possession for more than one day per soulblade level, the Soulblade must succeed at a will save (DC 10 + Blade Bond Bonus +1 for every day out of the soulblade’s possession) or lose their bond. If the bond is lost, all benefits of Blade Bond are immediately removed from the weapon, and the soulblade cannot benefit from any of her class features until she performs a two-hour ritual to form a bond with a new weapon.

A soulblade can only bond with one weapon at a time, unless she follows the Path of the Inventor, in which case she can bond two one-handed or light weapons, but the Blade Bond value of each is equal to her current Blade Bond value -1. Inventors who have the Blade Bond feature, but do not have a +2 Blade Bond value can opt to grant a single one of their weapons the +1 Blade Bond bonus. This decision is made upon reaching 3rd level, and can only be changed at the beginning of each day.

Cause and Effect (Ex)

At 4th level, the soulblade has honed her skills at controlling momentum even further. Once the soulblade has built up enough momentum behind her blade swings, she can cut an enemy to pieces faster than they can feel it, and the soulblade gains control of how quickly her foe’s flesh (or flesh equivalent) reacts to the unparalleled cutting power of her slices. When the soulblade makes any attack with 5 or more momentum points, she can choose not to inflict the damage upon her target until she sheaths her weapon. Unfortunately, soulblades do not control time, and therefore the damage can only be prolonged for a maximum number of rounds equal to the soulblade’s momentum points at the time of the attack.

Soulstrike (Su)

At 5th level, the soulblade unlocks the ability channel the power of her soul through momentum. Once per day, the soulblade may expend her maximum amount of momentum points as a standard action to make a devastatingly powerful attack with her bonded weapon. The soulblade makes a single attack at her highest base attack bonus plus the appropriate modifiers. When making a Soulstrike, the Soulblade rolls a Quickened Edge die for every momentum point she has, instead of every 3 momentum points. A successful Soulstrike deals the maximum amount of damage possible from the Soulblade’s weapon’s damage die, as well as the maximum amount from her Quickened Edge bonus damage (as if she had rolled all 4s or 6s, depending on the weapon type). Additional damage, such as that from weapon qualities or sneak attack dice are rolled normally.

The damage from this attack bypasses any damage reduction the target might have, and is always lethal damage. At 9th level, and every four levels thereafter, the soulblade can make one additional Soulstrike per day. Once a creature has been the target of a Soulstrike, regardless of whether or not the attack is successful, that creature is immune to that soulblade’s Soulstrike for 24 hours.

Will of the Blade (Su)

At 6th level, the soulblade’s commitment to her craft grants her unnatural resistance. For every 4 points of momentum she has, she gains a stacking +1 resolve bonus to her Will save and CMD. Additionally, once per day the soulblade make make a Will save to negate the damage from a single sunder attempt on her bonded weapon. The DC of this save is equal to 10 + ½ the attacker’s HD + the attacker’s Strength modifier.

Bladesense (Su)

Upon reaching 7th level, the soulblade’s proficiency with her bonded weapon has achieved a new echelon of power. As long as she is bonded to a weapon (or two, if she follows the Path of the Inventor), she can sense its presence within 50ft, plus 20ft per level. The soulblade can detect the presence of the living and the undead within 15ft of her bonded weapon. At 14th level the range of this detection ability increases to 30ft. Detecting a presence near her weapon is a standard action that provokes attacks of opportunity. A soulblade with Bladesense also gains the ability to sense when a creature touches her bonded weapon. When she is not in posession of her bonded weapon, and a creature makes contact with it, the soulblade immediately senses it as familiarly as if the creature were touching her arm.

Talented Striker (Ex)

As her signature combat style grows, the soulblade develops a new way to enhance and personalize her Soulstrike ability. Upon reaching 9th level, the soulblade gains one of the following effects based on her Artisan Path.

Spell Cleave (Ex)

At 10th level, the soulblade’s spirit grows so strong that she can use it to cut straight through magic. This ability manifests itself in two ways, offensively and defensively.

When the soulblade makes an offensive spell cleave, she can attempt to shatter the effects of a persisting spell or spell-like ability. As a full-round action, the soulblade may make a single melee touch attack against the target of her spell cleave. If the attack fails, the spell cleave attempt fails that round. If the attack succeeds, the target must succeed at a Will save with the DC equal to 10 plus half the soulblade’s level plus her current number of momentum points, or else one magical aura with a caster level less than or equal to the soulblade’s level plus her wisdom bonus will be dispelled. For every 5 by which the target fails their Will save, the soulblade can choose to dispell an additional magic effect.

When the soulblade is the target of a magical effect that calls for a Reflex save, she may attempt a defensive spell cleave as an immediate action. To perform this, the soulblade empowers her bonded weapon with an even stronger portion of her soul, allowing her to slice straight through the magical effect. The soulblade adds her wisdom modifier to her reflex saving throw to resist the magical effect. If she is successful, the soulblade is completely unaffected by the effect. Using this ability requires the soulblade to expend 3 momentum points.

Bonded Momentum (Ex)

At 11th level, the soulblade’s bond with her weapon becomes so finely tuned that her ability to generate momentum increases. While wielding her bonded weapon (or bonded weapons in the case of soulblades who follow the Path of the Inventor), the soulblade now generates two points of momentum from each successful melee attack. Additionally, she can go for 5 rounds without generating any momentum before she begins losing momentum.

Soul Lashing (Su)

At 13th level, the Soulblade’s proficiency at manipulating her spirit matches that of her proficiency with edged weaponry. While not in possession of her bonded weapon, she may use her bond with her weapon to lash out against nearby foes, allowing her weapon to make attacks of opportunity against any creature within a 5ft range of the weapon, as long as that creature performs an action that provokes attacks of opportunity.

Spirit Over Spells (Su)

At 14th level, the Soulblade combines her ability snuff out magic through the potency of her soul with her inimitable mastery of momentum. Through this combination, she is able to create a flurry of antimagical strikes. As a full-round action, the Soulblade may spend 6 points of momentum to generate an effect equivalent to antimagic field with a 10ft radius. Sustaining this effect on subsequent rounds is a standard action that costs 1 momentum point each round. Using this ability does not count toward the number of rounds the Soulblade can go without generating momentum. While using this ability, all of the Soulblade’s movement speeds greater than 10ft are reduced to 10ft. When this effect ends, the Soulblade gains the fatigued condition for a number of rounds equal to one-half the amount of momentum points she spent to use and sustain this ability. This ability cannot be used while fatigued or exhausted.

Soul Slash (Ex)

At 15th level, the soulblade’s force of spirit becomes so powerful that she can hone it to a cutting edge, which can be used to rend the souls of other creatures directly. When the soulblade has 9 or more momentum points, she can make a Soul Slash as a standard action. By foregoing her Quickened Edge dice, she may deal 1 point of Con damage for each Quickened Edge die she would have rolled.

Soulcaller (Su)

At 17th level, the soulblade can call her bonded weapon to her hand as a free action once per round. The weapon appears in her hand instantly, even if it is in the possession of another creature or on another plane of existence. This ability does not function in areas that prevent or block teleportation magic or planar travel.

Thousand Cuts (Ex)

Finally perfecting the art of momentum manipulation, an 18th level soulblade is able to perform the legendary Thousand Cuts technique. As a full-round action, the soulblade may make a number of attacks with her bonded weapon equal to those she would normally have through BAB, feats, and other class features, plus an additional number of attacks equal to her Wisdom bonus. All of these attacks are made at her primary BAB, and deal damage as regular attacks, including Quickened Edge damage. For the first attack against each enemy creature granted by this ability, her Quickened Edge damage is equal to the maximum possible amount granted by the dice, as if she had rolled all 4s with a one-hand weapon or all 6s with a two-hand weapon. Using this ability expends 12 momentum points, and the attacks granted by this ability cannot be enhanced by feats such as arcane strike or power attack, nor can they be used as combat maneuvers. Immediately after performing this technique, the soulblade must sheath her weapon or weapons, and she becomes fatigued for 4 rounds. This ability cannot be used while fatigued or exhausted.

A soulblade who follows the Path of the Inventor that uses this ability may make her additional attacks granted by the two-weapon fighting, improved two-weapon fighting, and greater two-weapon fighting feats if she possesses them. In addition, the Inventor can make an additional number of attacks equal to half her Wisdom bonus when using this ability.

Unlocked Talent (Ex)

At 20th level, the soulblade’s Wisdom permanently increases by 2 points, as reaching the peak of artistic mastery has unlocked within her mind the ultimate control of mental and spiritual abilities.

In addition, her immense skill and ability allows the soulblade to develop a signature technique through mastery of her Artisan Path. Upon reaching 20th level, she gains the power of the Unlocked Talent that corresponds with her chosen Artisan Path.